
Firewatch is a single-player first-person mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 99.5Kreviews | 91% | — | $30.5M |
| $19.99 | 42.3Kratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1579 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bardzo fajna przygoda jeszcze nie ukończyłem ale warto wydac te okolo 18 zl na przecenie i wyglada lepiej niż na obrazkach
谁原价买谁是傻子,情感渲染的不错,路线太无语,遇到两个BUG,十块钱以下还不错,十五勉强,再多不值了。
Not a very good game in my opinion for the asking price. I am very glad that I had bought this for like 3 euros when it was on sale. Firewatch is a shockingly buggy and unpolished game. They have these wooden logs in the level that you can walk up to, press the spacebar and your character will play an animation of him climbing over it. It's cute but you can break it extremely easily. In most cases, there is nothing stopping you from walking up to the log from the side, getting on top of it, looking down and triggering the prompt to climb it while you are standing on top of it which will result in your character grabbing onto thin air and climbing over nothing, resulting in your flying in the air over the log in this very strange state where gravity only pushes you down when moving, meaning you can stay flying there as long as you want. You can also trigger this bug when you attempt to climb a log that is half sunk into the ground and you start climbing it from the elevated point. Maybe the programmers had assumed that the logs would always be placed on a perfectly flat ground and that the level designer(s) would place them in tight passages that wouldn't allow you to walk up onto them from the side. The reason why I'm making such a big deal out of this is because this is a 20 euro game and any playtester would have been able to catch this immediately. That's not all the bugs though, for example, when you interact with the door in your tower, the game will play an animation of the character opening the door and walking through it. The issue is that if you are looking slightly upwards or slightly downwards, your camera will snap up for couple of frames and then snap back into the correct place. It's absolutely nauseating! Or another example: Since there is no jump button, there is a mechanic where you look at the place where you want to jump to, press a button and the character will play a jump animation and automatically move to the desired location. The issue is that the camera just snaps into the position and can snap upwards or downwards for a couple frames like with the door animatons. Maybe the game knows how unpleasant and motion sickness inducing this is so sometimes you get spared and get no jumping animation and your character just unceremoniously flies to the jumping destination with his idle animation still playing. Thanks game! Or yet another example: Walking and moving around is extremely janky and unpolished which is kind of an issue for a walking simulator. They have this mechanic where you cannot walk off of edges and your character will get automatically stopped. Why? Well it's so that they can have pre-set places where you get a janky and jerky animation of the character walking off of a ledge and dropping down. I'm assuming they implemented it like this as they didn't want to spend an eternity placing and aligning millions of invisible walls around edges, so they added an automatic system for it instead. The issue is that the "prevent the player walking over an edge and dropping down" system is poorly implemented and you often end up getting stuck on top of rocks or small little bushses and have to spend like a minute, fiddling around the controls to get off. I don't think I have ever played a game where you can nearly get stuck by just walking on top of a small protruding rock in the ground. And The first person animation are way too snappy and walking into a wall at an angle (or attempting to walk over an edge at an angle) will result in the walk animation completely spazzing out and blinking between the idle animation and move animation. Again, this is a 20 euro game and a playtester would have caught this instantly. I found the gameplay loop itself to be deeply unsatisfactory and disjointed. Navigating the world is very disorientating, everything looks the same so you have to constantly use the janky map which is bafflingly mapped to the "m" key which forced me to always take my hand off of the mouse and go hunting for it on my keyboard which is not what I would call seamless. The story itself is also pretty uninteresting [spoiler]and the big reveal in the the cave is not very shocking or sad in any way[/spoiler]. Maybe it's because the first time I attempted to [spoiler]walk over the dead kid to progress, my player character instead snapped into the idle animation, started flying away from the kid and then teleported infront of it, the camera snapped down and the game crashed, forcing me to replay that entire section again.[/spoiler]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, German, Spanish - Spain, Simplified Chinese, Japanese*languages with full audio support
| $19.99 |
| 24.4Kratings |
| 92% |
| — |
| not modelled |
| $19.99 | 2.2Kratings | 78% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good game if you like to explore the forest areas, get thrilled and like to communicate with strangers. All the places are looking same, so I'm getting stucked often, oter than that, it's a nice game to play and get experienced and spend ur time.
Not engaging and boring.
Game made me move to Colorado, I recommend
很好的代入感,画质算是很不错了,好玩
Firewatch is one of those games that proves you don't need constant action to keep someone hooked. The story is engaging from start to finish, and the conversations feel natural and believable. Exploring the wilderness is relaxing, with a beautiful art style and an atmosphere that pulls you in.The game focuses on storytelling rather than gameplay depth, so if you're expecting puzzles or action, it may not be what you're looking for. But if you enjoy narrative-driven experiences with strong characters and excellent voice acting, it's absolutely worth playing.The ending may not satisfy everyone, but it fits the grounded tone of the story .Overall, Firewatch is a memorable, emotional experience that's best enjoyed in a single sitting.
Firewatch — это не игра, а машина времени в одно конкретное лето, которое разбило мне сердце. Я шел в Вайоминг за эскапизмом. Мне обещали медитативное блуждание по янтарным лесам, болтовню с харизматичной напарницей по рации и детективную интригу. А получил я — звонкую пощечину от реальности. Campo Santo сделали вещь гениальную в своей жестокости: они подарили тебе Далилу. Голос в трубке стал мне ближе, чем живые люди. Этот треск помех, эти шутки на грани флирта, эти ночные разговоры, когда кажется, что вы двое — последние люди на Земле. Я, как и Генри, попался в эту ловушку. Я придумывал её лицо. Я верил, что лес, пожары и эта странная слежка — лишь декорации к нашему общему побегу. Но Firewatch — это история не о заговоре. Это история о трусости и бегстве. Генри сбежал от больной жены. Далила сбежала от ответственности. А я, сидя с джойстиком в руках, сбегал от своей рутины в эти цифровые сосны. Самое крутое и одновременно самое грустное здесь — это финал. Он не дарит катарсиса. Он сминает тебя в пепел. Когда лес сгорает, а эфир умолкает, ты остаешься в полной тишине. Магии не случилось. Хэппи-энда нет. Есть только вертолет, улетающий прочь от проблем, которые все равно придется решать. Потрясающий визуал в закатных тонах здесь работает как анестетик. Ты тонешь в этой красоте, чтобы в конце осознать: ты не спасатель и не герой. Ты просто человек, который боится смотреть в глаза тем, кого любит, и выбирает голос в рации, потому что с ним проще, чем с живой плотью. 10 из 10. Это шедевр, который я вряд ли когда-нибудь перепройду. Слишком больно. Слишком красиво. Слишком честно. «Огонь тушат, а мы уезжаем. Прощай, Вайоминг. Прощай, Д.»
Amazing storyline, sad that we didn't get to meet Delilah but 10/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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