
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 | 1.3Kreviews | 82% | — | $747.9K |
| $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
Nice, charming game with amazing and unique clay-mation style animation, with quirky, dry and hilarious sense of humour. If you like story and character focused games, then you'll enjoy this! But if you're not into story focused so called 'walk sims' and care more pure gameplay, then stay away from this - as its pace can get pretty slow at times
По сути, это интерактивный мультфильм. Во главу угла ставится общение и еще раз общение. Шикарный и очень оригинальный визуал, теплая атмосфера, некоторое количество юмора, интересный сюжет. Ну и финал с легкой грустью...
Media

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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
希望以后游戏评测这里可以出了中评,我觉得更符合对这个游戏的评分。 当然我更喜欢这个游戏的视觉效果,所以勉强给个好评。 剧情方面我只能说写的很差劲。举例说明如下: 1、[b]整体剧情节奏感太差了[/b],如果前面是要为后面的主要剧情点铺垫,节奏慢些,讲的有逻辑些也是好的,但是很多和人 物的对话都是废话,这些剧情没有存在的必要。不知道编剧是怎么考虑的,或许想让这些人物看起来没有那么npc才加入那 些没有任何趣味,也对剧情推进没帮助的对话 2、[b]叙事也差[/b],最后和人鱼道别时,我觉得编剧是想让大家有哭呀不舍呀的情绪。但显然效果很失败,玩和人鱼的故事线我觉得主角和人鱼的关系更像同事,虽然前面刚救人鱼的时候有一小段快乐时光的视频过渡。但之后就没有主角和人鱼除工 作外的相处剧情了。就开始漫威里save the world的套路,但也没有漫威的影视剧那么带感。 3、[b]中间插入辅助叙事的视频内容的剪辑节奏也差劲[/b],尤其是最后去和人鱼道别的时候,还故意慢动作,然后走的慢悠悠跟每个人鱼道别,然后主角就不想离开了。就作为一个主角视角,我从来没和这些人鱼有过任何羁绊,我不至于因为路边有好几个人鱼跟我挥手就舍不得离开了吧。那么如果编剧想要偷懒推进情绪,不应该只是慢动作,可以加些跟这些人鱼相处的回忆啊,可惜也没有;当然剧情里主要和黄色斑点那条人鱼有一点点羁绊,我觉得主角慢动作离开时应该闪回些回忆片段啊,可惜也没有,游玩这段时只感觉:我去,慢腾腾的干啥呢!!!! 4、[b]应该有多个结局供游玩者选择[/b],比如我是觉得我和人鱼的故事线不足以让我做下舍弃人类同伴的决定。我就可以选回到地球,要不然所有人都按强制的剧情走,剧情写的有很差劲,虽然游戏的视觉风格我很喜欢,但越玩这个游戏越感觉像那种坐牢游戏,比那种要肝的游戏玩着还让人不舒畅。
The game is slow, but honestly, the story is really amazing. The NPCs really feel like they could be real people, and overall, if you like chill story games with fetch quests that don't feel boring or endless, you'll like this.
Had a crap day. This game made me feel an odd hope for humanity. Thanks <3 More useful to the general public, maybe: This game gives you an achievement for playing it slowly. This game is Art, or at least that's the impression I'm getting. The story is perfectly coherent and it's all very enjoyable without an art degree or deep interpretation. But I also get the feeling I could find some deeper meaning with some replays or pondering discussion in a [strike] book [/strike] game club. The physical 3D models are real cool and give the place and everything a very unique vibe. There's all sorts of different art styles and mechanics in places I wouldn't expect them to be, but whatever Vision the devs had, it works well together. Lots of nods to philosophy, issues of society, and the likes. But all tied down to individuals. I'm not sure I'd say the characters feel "realistic"... well, not realistic humans, but real characters, maybe? They're certainly distinct. Good writing too, sometimes deeper, sometimes more light hearted and funny, lots of lovely little details. Mostly linear story. Controls and tasks can feel a bit tedious at times, but I think that might be the point? After a while I didn't mind it much. Generally no technical issues, except cutscenes sometimes having some glitchy graphics, and a few places where Harold gets stuck on geometry sometimes (spamming A does the trick). Good game, recommend.
Bu oyunu aslında çok büyük beklentilerle almıştım ama biraz hayal kırıklığına uğradım , yine de gayet iyi bir oyundu aslında ama bence potansiyelini biraz harcamış gibi geldi bana. öncelikle oyunun çevre tasarımı bence çok iyi , içinde bulunduğumuz gemi ve gezegen atmosverini gerçekten beğendim. müzikleri de bence iyiydi özellikle hikayenin o kısmına gayet uygun yapılmışlar. ana hikayesi dışında ben yan görev diyebileceğimiz görevleri daha çok beğendim genelde karakterlerle konuşup dertleştiğimiz ve onlara yardımcı olup onları tanıdığımız görevlerdi ve bence yaşayan bir dünya yapma konusunda gayet başarılılardı. özellikle Buddy harika bir karakterdi bence. Oyunun bana göre 2 sıkıntısı vardı: Birincisi bence ana hikayenin sürükleyiciliği biraz sıkıntılı , orta kısımları bence sürükleyici olmamış biraz merak unsurunu azaltıyor hatta oyuna 2 hafta ara verdikten sonra bitirdim. Ama finali gerçekten tatmin edici ve hikayenin başı da bence gayet merak uyandırıyordu. İkincisiyse karakter mimikleri. Kullanılan animasyon tekniğiyle (stop motion mı deniyordu emin değilim) alakası olduğundan sanırım biraz duygu yansıtma konusunda kötü ama yinede genel anlamda oyunu gayet severek oynadım bence 7/10 verilebilecek bir oyun.
В последней сцене в пещере один из рыбов сделал "КУ"! Потрясающая игра! Визуальное оформление, музыка, режиссура, все - выше всяких похвал! Геймплей правда слабоват, и я бы отдал многое за совет не перепроверять всех персонажей каждый день на новые реплики (на99% из них появляется задание или хотя бы сообщение) но ни это в игре главное! Главное тут история и как она подается. Я давненько не играл в игры, где так прикипаешь к персонажам. Тут каждый NPC это личность со своей предысторией, характером и развитием. Игра не идеальна и местами геймплей душнит, но это штучный продукт с которым нужно обязательно ознакомиться! И разработчики большие молодцы, будем ждать новых проектов!
Puro cine
最近一直在玩Harold Halibut,它属于是我觉得很好但不会主动给人推荐的游戏🫠因为它几乎没有游戏性,大部分时间都是在进行一些冗长的对话,主角移动速度慢得惊人(还有些场景不允许慢跑),说是游戏任务其实是大量看起来毫无意义的跑腿和杂事。很多时候我都想快进赶紧完成任务,好去推剧情。但玩的时候也在想现实生活其实也是这样的。我们会想快进各种杂事和无聊工作,可人生真正占据大部分时间的,正是这些看似无意义的日常。 游戏里最喜欢的支线是老邮差留下的那箱信。一开始我只是为了做成就去送信,后来却慢慢开始在意每一封信件的内容和他们的收信人。在Fedora这样一个被时间困住的地方,有些信来得太晚了,有些关系已经改变了,有些等待甚至连等待的人都快忘记了。支线的最后,老邮差留给 Harold 的那封信让我最难受。 他说信可以被珍藏,可以被带在身边,可以被折成纸飞机,也可以被当成杯垫。它的形状会改变,但它承载过的东西不会消失。他大概也是在说他自己,他虽然已经去世了,但他留给大家的那些东西并没有离开。那些被送出的信、那些建立起来的联系、那些关于他的回忆,都还留在Fedora上。最让我泪目的是最后那个玩笑,他希望 Harold 把那封信折成纸飞机,再去和那个老朋友赛跑一次,最后赢他一次。 Harold总在记东西,任务,日常甚至偷听到的gossip以及和别人的聊天。刚开始我总觉得这些有什么必要记下来(尤其是任务,纯粹就是些跑腿传话的小事根本不可能忘记🫠🫠)但后来我发现,不只是Harold会忘,我也会忘…我本来是去找一个人的,路上和别人聊了几句天,去了另一个区域,看见了一些新的故事,等回过神来,已经忘记自己要干什么了。于是只能打开笔记本重新确认。这种感觉意外地真实。因为现实生活里也是这样,我日常干事会被琐碎小事打断,偏离原本的计划,最后连自己出门时要做什么都忘了。 到了最后重新启航的时候,Fedora给我的感觉也不是那种科技馆很强的航空载具,反而像一个缠满圣诞彩灯的家,一个真正有人生活过、相爱过、争吵过、等待过的地方。 我本来对全成就有些执念,但这一次有点懒了。当然一方面是因为游戏机制导致我要是想全收集Harold的日志基本得从头到尾再来一次🫠🫠但另一方面也是因为我忽然觉得,没见到的人、没去过的地方、没聊过的天,本来就是生活的一部分,有些故事错过了,并不意味着这段经历不完整。 这个游戏让我不断想快进,但它最后留给我的,恰恰是那些我原本想快进掉的部分。
A beautiful, creative, touching experience, that leaves you with warm feelings at the end.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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