
KENTUCKY ROUTE ZERO is a magical realist adventure game about a secret highway running through the caves beneath Kentucky, and the mysterious folks who travel it.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 4.5Kreviews | 80% | — | $2.2M |
| $24.99 | 272ratings | 84% | — | 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.
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 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is impeccably presented, to the point where I'd describe it as a work of art. The painterly backgrounds, the strong writing and dialogue, the seamless scene transitions (I particularly enjoyed the rotating settings as the viewpoint changed), and the beautiful and tasteful folk music soundtrack. Kentucky Route Zero exudes sadness and melancholy, but crucially, not too much. It's soul-stirring but not melodramatic, getting the balance of emotions just right. In terms of gameplay it's very straightforward - some extremely light puzzle elements here and there but usually just point-and-click movement and text choices to manage. That is until Act V, a bizarrely frustrating "open world" attempt that most of the time feels as if nothing useful is happening. It wasn't a great end to the game, which was at its best when consisting of carefully curated scenes within acts. I found it a waste of time, except for the actual ending, which redeemed it slightly. Kentucky Route Zero boasts a charming overall story within very accessible gameplay, so give it a shot if you like adventure games.
[h2] Sahip olunmayan noktalardan geçmek. [/h2] Bir meteor düşüyor. Bir şirketten kalma mağarada biri tek başına çalışıyor. Bir adam ise son teslimatını yapıyor. Bunların hepsi aynı şeyi anlatıyor: geçici olanın kalıcı görünmeye başladığı o an. Kentucky Route Zero buradan başlıyor. Bir daha da oradan ayrılmıyor. Conway'in teslim etmesi gereken bir kutu var. Adresi belli: 5 Dogwood Drive. Fakat o adres hiçbir haritada yok. Peki Route Zero nerede? Kimse tam olarak bilmiyor. Birisi sana bunu söylüyorsa, o da başka birinden duymuştur. Oyunun oyuncuya kurduğu bir dünya yok. Sadece başkasından kalma bir dünya aktarımı var. Conway o dünyaya misafir olarak giriyor. Biz de Conway'e misafir olarak. [h3] Misafirlik bu dünyada varoluşsal bir konum. [/h3] Route Zero'da bir şeye sahip olan neredeyse yok. Yok olmuş bir şirketin mağarasında çalışan biri var. Bir otobüste yaşayan müzisyenler var. Sular altında kalmış bir şehrin hafızasını taşıyanlar var. Ev sahibi yok, sadece geçici misafir olanlar var. Her mekân yarım kalmış bir dönüşümün içinde yaşıyor. Her insan ise geçişin ortasında. Oyuncu da bu geçiciliğe dahil. Verilen seçimler bir şeyi kalıcı kılmıyor. Sadece o anı, biraz daha senin yapıyor. Sonra bırakman gerekiyor. Conway bu geçiciliği taşıyamıyor. Ya da artık taşımayı bırakmış. Sistemin sınırları onun sınırları olmuş. Borç burada soyut bir kavram değil, [b] ontolojik bir kavram. [/b] Başlangıçta Conway'in bir borcu var. Sonunda Conway borcun kendisi oluyor. Bu geçiş sessiz işliyor, tolere edilebilir gibi görünen küçük tavizlerle, fark edilmeden. Bir noktada borç artık sahip olunan değil, olunan bir şey haline geliyor. Conway ise oyun sonunda bir boşluğa dönüşüyor. Sahip olmadığı bir dünyada, sahip olmadığı bir hayatı teslim etmeye çalışan bir boşluğa. Karanlık bir istasyonda on üç kişinin işini tek başına yapan operatörle farkı şu: Operatör görüyor. Conway artık bakmıyor. Görebilecek enerjiyi çoktan tüketmiş. Bu tükenme onu daha az trajik yapmıyor. Route Zero'da başka türlü var olmanın mümkün olduğu görünüyor. Birbirlerine yönelen, borçla değil karşılıklılıkla tutunmaya çalışan insanlar var. Conway bu insan ağının içine giriyor, bir süre orada kalıyor, bazen dokunuyor. Ama tam tutunmuyor. [b] Misafir olduğun bir yerde her kapı açılmaz. Bazı odalar başkasına ait kalır. [/b] Seçim yapabilsek de seçimler sonucu etkilemiyor. Sadece o anı şekillendiriyor. Bir anın içinde nasıl durduğun, o andan sonra ne olacağından daha önemli hale geliyor. Geçiyorsun, bir iz bırakıyorsun ama dünyaya sahip değilsin. Sahip olmak değil, aktarmak. Tutmak değil, bırakmak. Conway bu kapıdan misafir olarak girdi. Misafir olarak çıktı. Sadece geçişte bir şey bıraktı. O şey bir sonraki misafire devredildi. Elimizde bir harita yok. Yalnızca aktarım var. Ve aktarım, misafirden misafire geçerek, devam ediyor. [b] Route Zero'da bu kapı bir yerlerde hâlâ açık. [/b]
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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, French, Italian, German, Spanish - Spain, Russian, Spanish - Latin America, Japanese, Arabic, Korean, Polish, Portuguese - Brazil +5 more
Hours played at review time, across 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一张不存在的地图,一辆随时抛锚的破车,一趟送不完的货。 路边酒吧亮着灯,坐着几个不说话的人。
Kentucky Route Zero is an interactive story. There is very little actual game in there to discuss. It is a poetic, magical-realist experience: light on plot, but heavy on themes and imagery. I understand how it can evoke a strong emotional response, but it simply didn't work for me. While I could appreciate the framing and the soundtrack, overall it left me bored. I recognize this doesn't make it a bad story, but from my perspective, I wouldn't recommend it.
nihilism arthouse walking game. i got as far as finishing the first chapter and nothing actually happened. I guess i was hoping for something else...
KRZ is a game that is art. it could be defined as a walking sim type of game since there are no puzzles or gameplay to speak of. still. it is a game. i am consuming your media on steam. and as a game it is dreadful. there is no gameplay to speak of, which fine. it's an interactive story. but the controls are pretty tedious as well. its handles itself like the worst ps1 era third person games, with locked cameras that sometimes make you navigate through spaces you don't even see in. at one point the game even tries to do gameplay. there is a short, honest to god, driving section; but even that controls horribly. and forces you every time to get out of the car to interract with prompts that are just filler text. but fine no one is here for the gameplay. how is the story? obtuse, and in dire need of an editor. what starts out amazing, in the first act, with wonderful animations and poignant writing turns, by act IV, into what i can only describe as verbal diarrhoea that somehow says nothing. i am disappointed because act I is genuinely amazing, and i was excited to discover the rest of the game. I knew it had no gameplay but the story was more than strong enough to carry it. by act IV, i honestly stopped giving a damn about the characters or the surreal world it tries to present. its also lazily coded. interaction prompts show up from afar and disappear when you are within viewing distance only to show again when you are right on top of them. save games are auto saved, which pissed me off cause in act II there was a dialogue point that genuinely connected to me and i wanted to explore all options. but no, auto save. because downloading a saves plugin for your unity project is hard. lastly, it does not respect your time. i would say at least 1/4 of my game time is just black screens and title cards. you moved for 5 minutes. 30 seconds now of black screen, title card Act III Scene XI, black screen. it was cute initially but i grew to loathe it by the end. i don't think i will be finishing KRZ. Sorry Conway, but for the past 3 acts i barely found out anything interesting about you while the game keeps showing more superficial characters that seem to contribute with nothing towards the plot.
完全的第九艺术,像诗一样的游戏进行,可能是我玩过最接近于成功的交互小说作品,纯正的美洲魔幻现实主义在游戏里面的几乎完美的展现。幕间的设计也是非常非常的令人印象深刻,游戏里面最令我记忆深刻的是下暴雨的时候演播室的场景,整个环境的细节、氛围都做的特别好,让你完完全全沉浸在里面,然后是仙都里面交互的合成器视波效果的探洞,真的让人非常耳目一新。
I don't think this kind of game is for me, but I do feel this was well done. If you're looking for a strange narrative adventure, this will probably do the trick. I personally just didn't take away much from playing the game that I couldn't have gotten from a YouTube video essay about it.
One of the all-time greats in terms of writing in video games. Feels closer to literature than video games, in a good way. The ending made me cry.
A fascinating narrative point and click game. A surreal world with interesting characters that bring to mind games like Disco Elysium, Citizen Sleeper and this year's Esoteric Ebb. The narrative is not afraid to take its time and focus on the people that inhabit this world and what makes them tick. I respect the slow pacing but at times it was truly glacial with nothing important being said in certain moments. Despite that occasional frustration and some finnicky movement controls, I thoroughly enjoyed this experience. It will leave me thinking about it and it's themes for some time.
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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