
A new sci-fi adventure from Cyan, the creators of Myst. Abducted far across the universe, you find yourself on a broken alien landscape with odd pieces of Earth. Explore, uncover, solve, and find a way to make it home.
Modeled estimate, not a reported figure. How we estimate →
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.
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): 0.43/day in the week to Aug 22 → 0.71/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.
About
Genres
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; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Starts out fun and interesting but becomes extremely dull the longer it goes on.
Obduction is a thoughtfully constructed first-person adventure that captures the pleasure of being dropped into an unfamiliar place and slowly learning how everything fits together. Developed and published by Cyan, Inc., it clearly inherits the exploratory puzzle philosophy associated with the studio’s earlier work, but its unusual science-fiction premise gives it a distinctive personality. The adventure begins with an unexplained event that transports the player far from Earth, leaving them in a bizarre environment where pieces of recognizable human civilization have somehow been transplanted into alien surroundings. From that moment onward, discovering where you are, why these places exist, and what happened to their inhabitants becomes the driving force behind the experience. The game wastes little time explaining its rules. Instead, it encourages players to investigate buildings, pathways, machines, documents, recordings, symbols, and environmental details. This approach makes exploration feel meaningful because even an apparently insignificant object can eventually contribute to understanding a much larger puzzle. Obduction rarely points directly toward the next objective, so players must create their own mental map of the environment and remember information discovered along the way. Taking notes can genuinely be useful, particularly when numbers, diagrams, controls, or unusual patterns appear long before their purpose becomes apparent. Puzzle design is the heart of the experience. Many challenges revolve around understanding machinery and determining how different systems interact rather than completing isolated riddles. Some solutions require manipulating objects locally, while others involve knowledge gathered from distant locations. The environments themselves frequently function as enormous puzzles, with transportation systems, barriers, structures, and connections changing according to the player's actions. Discovering how these mechanisms operate produces some wonderfully satisfying moments because progression feels earned through observation and reasoning rather than through conveniently provided instructions. This demanding philosophy can also become the game's biggest source of frustration. It is possible to spend considerable time wandering without knowing whether an important clue has been overlooked or whether a machine encountered earlier has finally become useful. Backtracking can become repetitive, particularly when testing theories that require traveling between distant areas. Players accustomed to objective markers, highlighted interactive objects, and built-in hint systems may struggle with the amount of independence expected here. For puzzle enthusiasts, however, that lack of hand-holding gives successful solutions considerably more impact. The different worlds are visually memorable and help maintain the sense of discovery. Familiar pieces of Earth sit beside strange vegetation, alien architecture, unusual technology, and enormous natural formations. This contrast creates an atmosphere that is simultaneously beautiful and unsettling. There is something inherently mysterious about encountering recognizable homes and industrial equipment in places where they clearly do not belong. Rather than treating scenery merely as decoration, the game integrates architecture and geography into both its storytelling and puzzle structure. Its narrative develops gradually through exploration rather than constant cinematic sequences. Recordings, written material, abandoned locations, technological remnants, and environmental evidence provide fragments of a larger story involving displaced communities and different intelligent species. Themes of survival, cooperation, mistrust, cultural differences, and difficult choices emerge as the mystery expands. The restrained presentation works especially well because the player feels like an investigator reconstructing events instead of simply receiving exposition. Atmosphere is strengthened considerably by the audio presentation. Mechanical noises, environmental ambience, distant sounds, voices, and restrained musical elements give otherwise quiet locations a strong presence. Silence is frequently used effectively, reinforcing the sensation of being isolated in enormous spaces built or inhabited by people who are no longer standing beside you. The game generates tension without depending on conventional horror mechanics, allowing uncertainty and isolation to do much of the work. Obduction is primarily suited to players who appreciate slow, methodical adventures. There is no need for traditional combat reflexes, but considerable patience is required. Progress is measured by knowledge: understanding a machine, discovering a shortcut, recognizing a relationship between locations, or finally realizing what an obscure clue was trying to communicate. This makes the experience intellectually rewarding, although players seeking constant action or rapid progression may find its pacing too restrained. Steam Deck compatibility is Playable but less straightforward than it is for games carrying a clear Verified experience. Obduction should be approached as a title without an ideal, officially guaranteed Steam Deck experience. Its Windows-focused technical demands, detailed environments, controls, text interaction, and performance considerations can require adjustments when running through SteamOS compatibility layers. Players may be able to run it with suitable settings and compatibility configurations, but performance and usability should not be assumed to match a native or Steam Deck Verified release. For this reason, a desktop PC remains the safer platform for experiencing the game exactly as intended, while Steam Deck users should expect possible configuration work and compromises. The game’s greatest achievement is how consistently it makes knowledge feel like progression. Initially incomprehensible machines eventually become logical, inaccessible locations gradually reveal their connections, and seemingly unrelated clues begin forming a coherent picture. The resulting moments of realization provide the kind of satisfaction that few heavily guided adventure games can reproduce. Its willingness to trust players is refreshing, even when that trust occasionally results in frustrating periods of uncertainty. Obduction will not appeal equally to everyone. The deliberate pace, substantial backtracking, demanding puzzles, and limited guidance can test patience. Yet those characteristics are inseparable from what makes the experience special. For players who enjoy exploring strange worlds, studying environmental clues, solving interconnected mechanical puzzles, and gradually uncovering a science-fiction mystery through their own reasoning, it remains an ambitious and rewarding adventure. Rating: 8/10
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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, Simplified Chinese, Polish, Dutch, Portuguese - Brazil*languages with full audio support
| $29.99 |
| — |
| 81% |
| — |
| 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 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
cyannnn
Cyan
😍 🇴🇻🇪🇷🇼🇭🇪🇱🇲🇮🇳🇬🇱🇾 🇵🇴🇸🇮🇹🇮🇻🇪 😏 🇵🇴🇸🇮🇹🇮🇻🇪 📘 😐 🇲🇮🇽🇪🇩 😒 🇳🇪🇬🇦🇹🇮🇻🇪 😣 🇴🇻🇪🇷🇼🇭🇪🇱🇲🇮🇳🇬🇱🇾 🇳🇪🇬🇦🇹🇮🇻🇪
I really enjoyed it. I came here after playing RIVEN, which i loved, hoping to live the same kind of experience and it kinda is. I must admit I had to check a guide to understand what to do after being stuck for hours towards the end of the game spoiler: ( [spoiler] the locked door near the frozen pods area... [/spoiler] ), but to be honest it was quite a random thing to do to progress, or at least something reasonable but surely not thinkable by everyone. Edit: I completed the game 2 achievements short from platinum, but both of them are practically impossible to obtain in the first run and it's pissing me off... Spoiler: [spoiler] "Eggcellent!" achievement i get it, it's a secret thing, but "Close to Death" is basically an achievement you get for being a dumbass since it requires you to get close to the very thing the whole first area of the game keeps on spamming you to stay away from [/spoiler]
Obduction is one of the most fascinating Myst-style games I've played. It combines fantastically realistic and at the start familiar scenery (Hunrath) in a mysterious future universe. Every world apart from the last one challenged the player in dramatic and beautiful scenery and presented mostly solvable puzzles. I appreciated the ultimate political message that the game sends, which raised the level of the game above "normal" adventure games.
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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