
Manipulate the world around you by editing source code in an adventure game about a burnt out indie game developer's quest to fulfill a lifelong dream.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Sep 10 → 0.71/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.
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; 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 | $15.99 | 444reviews | 91% | — | $132.3K |
| $15.99 | 16ratings | 88% | — | 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.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The story is fine, the game's message seems to come from a genuine place. If you want a walking simulator with pretty pixel art, themed around the [b]idea of[/b] making a game, this might be "ok" or even "great" for you. The reason I got this game was the "Programming" tag, and the promise of "editing source code". Both of these are a lie. I can forgive the clunky editor. I get it was made that way to support controller users. I can even forgive the horrible coding practices seen in the "source code", and especially seen in the "solutions" to puzzles. The code is bad to reinforce that it's the protagonist first attempt at programming. It ties into the story-beats. What I cannot forgive, is that the "source code" is pseudo-code at best. It is never actively compiled or interpreted. Modified code only works if the developer had the foresight to implement your specific variable assignments. You cannot play with the code, it is either "correct" or it is "wrong" - and it's always wrong in the exact same way.
我不喜欢这个故事:独游作者陷入绝境、孤注一掷、妄求金主提携最后还不是被催,充斥着忍受苦难祈求神明救赎的唯心三观。古往今来创作者待遇太差是普遍现象,这绝不是说创作者就该受罪,当代人持这种赎罪观念实在不合时宜。 就游戏设计来说,画面音乐质量高,但女主配音很忸怩作态听着不舒服,改代码的玩法到后面重复性很高。 介于本作讲的就是独游作者的困境,还是给好评鼓励下,建议慎重选择游玩。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Korean, Russian, Spanish - Latin America, Turkish*languages with full audio support
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
First: Since I don't have so much money, I got a pirated version and somewhere near the end of the story (and I knew I was near the end), I simply uninstalled the pirated version and bought the game as a way to say thank you to the developer I'm a software develloper, and you can say anything, but the story relate a lot about what I lived, being a freelance develloper, having dream project that wouldn't get attention, working so hard for nothing and putting life aside. Even if some part of the game are not executed in the perfect way (stair and code editing), it doesn't stop you to have some feeling about how your work is considered, even if this is a 1% of the real feeling. One thing I would say is don't let neither your job or your dream project consume you, first work your skills, then make a plan, have a food job, one that don't consume all your time and then make your dream project, finally your dream project will not always be perfect, sometimes you will find after some month, you were wrong and you wasted time, you can be wrong, but that not wasted time, maybe you know that your original vision is not right, maybe your original vision have shifted in a bad direction, nut in all case you learned and you have the oportunity to work on a new project, and maybe with some bricks of the previous one
I don't think the developer should advertise the programming thing in the videos or preview. I feel like it is misleading and I can't give it a positive review for that reason: On the outside it looked like there was some deep integration with the game itself that allowed a degree of arbitrary programming to complete certain tasks. The feature turned out to be just a decorated menu system you need to interact with occasionally. This was kind of disappointing and I would go further say it went from something I was excited for into a kind of annoying feature. I guess it ads a little bit of atmosphere but I started playing and quickly got bored and have not finished. Based on the way it is portrayed I feel like developer might have envisioned a more arbitrary system and it might have just been too difficult to pull off gracefully in a way that keeps the game under-control. I think that is why I was kind of excited for it: it seems like something that would be challenging to pull off and offer some unique gameplay. The good news is I think I prove people are there to play it if the dev comes out with something with a significantly more arbitrary system.
Could've been a fun game even on it's linear nature, if the programing made any sense. The initial tasks made me remember my first experiences with programming as a kid, like using global variables across classes as well as patching and hacking features poorly, which was kind of endearing. I was hoping to eventually get to a little more interesting uses of the programming system but that never happened and I ended up abandoning the game once it wanted me to solve a problem in a way that made no sense, like assigning a function with no return to a variable and somehow the variable acquires a value from another variable from the function. Would've been a lot of fun if it was a very simple, yet correct and creative use of the programming feature but it's not.
I'm gonna be honest, this game might be THE BEST Graphic novel game I've ever played. If you dont program it doesn't matter. This game perfectly depicts the feeling of both going through, and then escaping sorrow. Failing to meet expectations and letting that get to your head. No one is perfect, and that's all right. Going into college for software engineering makes this game hit home for me. All the times I've went "I'm special cause I can code" and then realizing there truly isn't a special thing about me. I'm okay with that, this game made me okay with that. 10/10 game, PLAY IT! GIVE THEM MORE MONEY
It's a bit unfortunate that the game has moved away from the original idea and the first demo version, but it's still a good game. I followed this game for a very long time, but after a while I forgot about it and did not find time for it because I spent all my time creating games. After playing only the prologue, I understand all this pain. I would like to continue playing, but I just don't want to experience all these feelings again. An awful lot of good work has been done here. This game is definitely worth your attention, even if the gameplay is a bit specific for those who do not understand programming. But this part of the game is quite friendly and over time you will quickly begin to understand how everything works.
im not sure if im just not used to hearing voices and orchestral music for these sort of pixel art games, but it feels very cheesy and over the top. i personally do like the idea of the story but i think that these sort of games thrive more with less / simpler stuff. the big moments would have hit alot more with just a slow 8 bit or 1 instrument songs accompanying some texts on the screen rather than having a voice actor an entire string section come out and try to make you feel a certain way. i would recommend the game because i did enjoy it and the art is really beautiful at times, but if i had to replay this again i would definitely try to play this without the talking
Un hermoso juego lo disfrute 20/10. Actualmente el juego no viene en español, pero en la sección de guías de la comunidad dejé un parche con la traducción completa al español, para los que no sepan ingles y quieran disfrutar este juegazo.
[h3]I can't believe it, they gameified game dev![/h3] Art that is about a very specific experience is extremely special, because when you feel like you're going through a cosmic level of suffering that no one in the history of humanity has ever gone through, there's some artist out there that tells you: "Hey buddy, I've been through this. It sucks, but trust me, it'll be worth it in the end." You could talk to someone who doesn't understand you for hours on end, but it wouldn't help nearly as much as reading the right book, watching the right movie, listening to the right song, or playing the right game would. [i]One Dreamer[/i] is one of those special games. That specificity carries over into the gameplay. [i]One Dreamer[/i] is extremely niche, and I love it for it. Not to scare you, but I would genuinely be surprised if a non-game-dev could even finish it. Some of the programming puzzles are quite hard, and you almost need to have a programming-accustomed brain to look at what's on the screen and not just see a bunch of gibberish. But you don't actually need to [i]know how to code[/i] to play it. You just need to think through problems the way a programmer would. The developer could have added some stupid hacking minigame where you play an ASCII-themed Snake (or whatever other games do), but they didn't. This is almost straight-up programming — without the typing, so don't be too intimidated. You're literally debugging. You have to comprehend what the code is doing, where it's going wrong, and what you need to change to fix the logical chain of commands. No game comes even [i]close[/i] to accurately representing programming like this. There was even this very specific moment where you were basically modifying the variables for a Flappy Bird clone, and that was the closest experience I've had to how it feels to balance and debug a game as a developer. Good job on that. With all that in mind, I am genuinely shocked that the developer was bold enough to even attempt making this. It's a very specific experience, and the game commits to that specificity so hard that it demands a programming mindset from you. Not everyone will understand this game. But for the right person, it can resonate more deeply than almost any other game could. I am that one person. It feels like the developer reached into space and time to specifically reach [b]ME[/b], and inspire me to continue this path because, despite the hardship and insurmountable odds, it's gonna be worth it. I think if you're even vaguely interested in getting into game dev, [b]BUY THIS GAME[/b]. It is somehow the most accurate representation of what it's actually like to make a game by a longshot. And I don't mean the suffering (that too, I guess), but the actual process of programming and how a game functions under the hood.
Players by region
Where this game's players are, estimated from review languages.
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| $132.4K | 370 | 69% | $11.99 | |
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