
Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. Join Harold as he explores a vibrant retro-future world in his quest to find the true meaning of ‘home’.
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.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 31 → 1.86/day in the week after.
About
Genres
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 | $34.99 | 1.2Kreviews | 82% | — | $747.8K |
| $34.99 | 3Kratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 111 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I used to have a rule where I wouldn't review a game unless I finished it because you can't make a fully informed opinion about the whole of a game/movie/book/etc. without experiencing the whole thing. But I'm also getting too old to spend what little free time I have for gaming on games I genuinely don't enjoy playing just to get to the end. Harold Halibut is a gorgeous game. Most people considering playing it are for that reason alone, but man it's just an unfun experience that no amount of charming story make up for. There's really no hook beyond how it looks. At three hours in I'm confident that 99% of this game is just walking back and forth between the same dozen places to fetch things or have a conversation. Unlike a good walking sim that at least gives you atmosphere and ambiance it's just the same hallways again and again and the same water tube travel animation. And to pad it all out Harold is so slow. My thumb is tired of permaholding the run button for his slower-than-a-walk jog. And there was a long scene when I had to crawl through air ducts and the amount of traveling thru them at the slowest pace imaginable broke me. There was an NPC I was following that had to stop and turn around like 15 times and wait for me to catch up. It's just not fun or engaging. I'm into the story but not at the cost of burning 15 hours on tedium. Great looking game. Good story and characters. Absolutely dull and dreadful gameplay.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 23.8/day in the week to Jul 17 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Russian, Turkish, Italian*languages with full audio support
| $34.99 |
| 2.8Kratings |
| 80% |
| — |
| not modelled |
| $9.79−72% | 108ratings | 76% | — | 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 111 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted to like Harold Halibut. The demo sold me completely. A giant spaceship stranded beneath an alien ocean, mysterious signals, strange lifeforms, and the promise of discovering what lies beyond the next corner. Combined with the handcrafted stop-motion visuals, it seemed like something truly special. Visually, it absolutely is. The amount of work that went into this game is astonishing. Every environment feels handcrafted, every character has personality, and the world is unlike anything else in gaming. The artists deserve enormous credit for what they achieved. Unfortunately, the gameplay and storytelling never lived up to the setting. My biggest issue is pacing. Harold Halibut feels stretched far beyond what its core ideas can support. Most of the game consists of talking to characters, riding tubes across the ship, delivering items, running errands, and then repeating the process somewhere else. The problem isn't repetition itself—it's that the formula rarely evolves. The game constantly introduces intriguing ideas: alien life, mysterious discoveries, strange visions, new technology, and humanity's future. Yet instead of building momentum around those concepts, it repeatedly pulls you back into another round of errands and backtracking. The result is a game that often feels more interested in delaying its most interesting moments than exploring them. I also struggled with Harold as a protagonist. Despite being involved in major discoveries and important events, he rarely feels like he grows beyond being the ship's errand boy. By the end, I found myself more invested in the fate of the Fedora and its crew than in Harold's personal journey. The ending was where the game ultimately lost me. I understand the emotional message the writers were aiming for, but after spending so much time building anticipation around humanity's future and the possibility of moving forward, the final resolution felt disconnected from what I had been invested in for most of the game. Instead of feeling emotional, it left me frustrated. What makes this disappointing is that I can clearly see the potential. There is a fascinating sci-fi mystery here. There are memorable characters, beautiful environments, and moments of genuine wonder. I just don't think those strengths justify the amount of time the game asks from the player. Had this been a tighter 6-8 hour experience, I genuinely believe I would have enjoyed it far more. Instead, it became one of those games where I was relieved to see the credits roll. Harold Halibut is an incredible artistic achievement, but as a game, it never managed to hold my attention for the length of time it demanded.
[h3][6/10][/h3] Хоч це і непогана історія, порадити саму гру я не можу. Виглядає оригінально, та чимось нагадує старі point-and-click квести. Хоча насправді це walk-and-talk адвенчура. Темп гри можу описати як повсякденність, розбавлена пригодами на фоні. Ніяких квестів, пазлів, чи задач тут немає , зато є персонажі. [u]ГАРНЕ:[/u] - Оригінальні персонажі та світ. Характери прописані непогано. - Веселий абсурдизм та іронія вплетені в кожен аспект гри. - Велика увага приділяється соціальним зв'язкам та мабуть насправді це і є центром наративу. - Хоч і не дуже вдало, але в грі акцент ставиться також на різні політично-економічні системи. Нам намагалися показати монополістичний капіталізм та як противагу йому - якусь аполітичну безгрошову систему. Мабуть, в розробниках є фанати Жака Фреско, оскільки мінусів у останнього показано майже не було :) [u]ПОГАНЕ:[/u] - Назва компанії розробника (Slow Bros) - це ще та великодка. Оскільки гра дуже повільна. Дуже. Весь геймплей зводиться до ходіння між різними локаціями, яке переривається кожні декілька секунд на анімації, екрани завантаження, та скриптовані сцени. А ходити потрібно дуже багато. Туди-сюди. Тут все настільки повільно, що здається, Дементор висмокчує з гравця все життя. - Більшість часу в грі йде на бродіння, виконуючи вторинні задачі для експозиції, а не головного квесту. - Графіка на скріншотах здається цікавою та оригінальною, але насправді рушій дуже халтурний, багато артефактів та багів. - Фізика та анімації жахливі. Та це сильно заважало зануритись в гру, оскільки не помічати це паскудство неможливо. - Я не можу цього довести, але впевнений - всі діалоги та озвучення робилися хоч і не повністю, але за допомогою ШІ. Емоцій актори вклали мінімум, з ноткою якогось бейбі толку у кожного персонажа. Якщо весь день це слухати, можна зійти з розуму. - They/them language. Розробник робить ставку на те, що гравець не отримав мінімальної освіти. Також було додано "нон-байнарі" персонажів. Все б нічого, але гра 10+ rating. - Головний плот не має сенсу, як і - Фінал... Саме велике розчарування цієї гри. Всі страждання геймплею, весь наратив, приводять ні до чого. Тут знову відіграв роль активізм сценаристів, які, як мені здається, мали на меті розповісти про свої незакриті гештальти чи травми, замість того щоб розказати цікаву історію. Як каже розробник: Гра про: зрозуміти істинне значення слова "дім". Що б це не значило. Сценаристи на мою думку не справились з задачею та весь сюжет "зламаний". Плот з фіналом: [spoiler]Наш дім деградує під кризою нестачі енергії. Ми всю гру знайомимось з персонажами та розробляли план щоб улетіти з планети на пошуки кращого життя (все ще без енергії?). Потім знаходимо регенеративне джерело. Не користуємося їм... Всі мешканці летять на пошуки кращого життя, а ми, головний герой, вирішуємо лишитися жити в печері з рибоподібними друзями Жака Фреско...[/spoiler] Для завершення гри потрібна витримка снайпера, висока толерантність до візуалу, зацікавленість у відносинах між людьми та абсурдизмі.
[h1][b]当时间拧松发条[/b][/h1] 不推荐。 哈罗德作为游戏是完全不合格的: 论游戏性完全为零,是最字面意义上的步行模拟器,十几个小时的流程里,全程不是在跑腿就是在跑腿,从A走到B、从B走到C,再兜兜转转绕回A,来来回回全是无意义的往返。 论游戏引导更是完全缺位,在游戏最开始人生地不熟的时候,任务要求去某地找某某,但既不告诉玩家地点在哪里怎么走,也不告诉玩家目标长啥样,要不是有强硬的剧情锁让玩家只能去那些个地方,真不知道得浪费多少垃圾时间。 论对话情景,则是完全触及了我的雷区,所有NPC、没有一个人愿意好好听完主角哈罗德讲话,全都是很直接粗暴地打断,然后就在那里自顾自地疯狂输出,到后面快把我惹急了,我真想钻进屏幕里给这些个NPC来上几巴掌:“TMD你们倒是听人把话讲完啊!” 但就这么一个一切慢到令人发指让人昏昏欲睡的游戏我还是给到了蓝评,完全是因为游戏最后的2-3个小时让我稍微能理解到制作组的用意——是的,制作组是故意的。 一些细节能察觉到这份刻意:所有NPC的台词设计都充满了火急火燎、焦虑烦躁的神经紧绷的状态,唯独主角哈罗德是一个说话唯唯诺诺、慢条斯理的样子。游戏早期还安排了一处剧情,哈罗德在打扫过滤间的过程里,假装自己在无人的舞台中忘我表演,这展现了他不为人知、刻意隐藏的躁动的一面,这也为他后续的情感爆发埋下了伏笔。 到了游戏最后的几个小时,借由幻觉,哈罗德携手威欧和自己来了场对谈,前面所有的折磨和压抑在此刻终于得到了全面的宣泄。在夜空中遨游的那段剧情,是本作最为绚烂、绮丽、美好的时刻;游戏最后的“危机”,原本一直催促玩家、推着玩家往前推进的时间,反而成为了破局点,成为了最为宽容的变量。 原来前面所有的机械式流程都是在为最后洗涤心灵的结局作铺垫,哈罗德最终也完成了自我蜕变——他终于学会打断别人说话了(笑)。这让我想起前阵子看的《挽救计划》,二者在最后结局的处理上颇有异曲同工之妙,哈罗德这个被人使唤来使唤去的工具人,终于在最后时刻活成了自己。 游戏始于科幻的皮,在最后迎来了一场童话般的happy ending。尽管颇有种“脱了裤子就给我看这个”的微妙落差,但我始终认为,成年人有时候比起小孩更需要“童话”。 [hr][/hr] 总结,哈罗德大概率是一个玩家不需要的游戏,但确实是市场需要的一类游戏——一次作者固执己见的表达,粗糙简陋,却也足够真诚。
I think that the art and narrative are deeply impressive here, but the game seems to feel as if it would rather not be a game. I don't know whether it would be better suited to being a movie, series, or book - but it just plays as if it got turned into a videogame out of necessity rather than by choice. I had a nice time with it but I can't really recommend it.
It's like a whimsical Wes Anderson title in space starring a mild mannered Adrien Brody with an Anton Chigurh haircut, navigating existential crises amongst a tribe of communist fish people.
Harold Halibut is a gem made for a specific playerbase. I love it because I can put myself in Harold's shoes. It's the first game I ever found with a protagonist like this. I was laughing and smiling all the time because I noticed things that wouldn't be noticed by someone who doesn't experience the world in a way Harold does. If you do, you are most likely what today is called "on the autistic spectrum". Harold has been leading a pretty dull life in the past, doing the only job he thinks he is capable of, compensating his mental confusion with a PDA device. Which seems to have been invented exclusively for him as a kind of medical aid. No one else on the ship is using one. He has learned to communicate with others, although he has this habit where he has to approach people in a certain way to be able to speak to them, often turning around before he actually speaks to someone. It looks like a glitch or awkward movement animation, but it fits Harolds personality so perfectly that I think it's intentional. Just like him taking only every second step on the stairs and always stumbling over the same tube on the floor. But then, things begin to happen on the fedora. For the first time in his life, Harold experiences that his actions will affect the future of the community. I'm surprised hat there is little discussion about the ingame dialogue topics. Someone in the reviews called them "woke" and I think that is pretty accurate. Although for me personally, it is a pro. But people with a conservative world view will most likely not enjoy it. It did not surprise me that most of the thumbs down in reviews criticise the slow pace. Because it is slow. What surprised me is that so many people expected it to be faster or have more "game" elements. Because the description says it's a narrative game, the developer's name is literally "Slow Bros." and reading the reviews would also have given them an impression of what to expect. I absolutely enjoy the pace, walking around on the ship even if there is no quest that tells me to do that, and look for changes that might hint at what is going on in the community. Because there are things happening in the foreground, things that are talked about in quests, messages or cutscenes. But I always have a feeling that the things happening in the background are acutually there some time earlier, and I can find hints before the questline finally sends me to those places. The storyline is linear, but there is a ton of things you will acually never see or know if you only follow the quests to "walk through". It's not a game for those who generally skip dialogues. It's for people who have an eye for details, patterns, traces and differences. Those hints make it a kind of a detective game. On the ship there is something strange going on and my task is to find out what it is, who is involved, who is lying. The "fetch quests" that feel tedious for some are meant to lead you to places where you can find those hints. It's not about flipping a switch on the filters and then return. It's about the people you meet on the way, writings on walls, info boxes, advertisements...
[h1]Artsy[/h1] This game is beautifully crafted. I admire puppet making and all the time and love that goes into it so much! I got a bit stuck on the puzzles/there was a lot of running around. I hope this game gets a lot of recognition!
Honestly, I was really disappointed with the game. The graphics and world were so cool, but I found myself skipping through all of the dialog--which is unlike me. And I couldn't shake the overwhelming incel vibes from harold and the misogynistic light most of the women characters were held in... at times I felt the game was made for mostly men. :(. I understand wanting to incorporate real themes from our world into the game but it felt too overwhelming and I wanted an escape from real life. Truly the ambience, soundtrack, and graphics were incredibly beautiful tho.
this game is beautiful in every way. thank you to everyone who worked on this from the bottom of my heart. never let art die.
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