
ORACLE is a single player, open world experience with dozens of locations to explore, great soundtrack and an awesome story ready to be unraveled.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Oracle présente un potentiel intéressant en tant qu'expérience méditative, mais ses problèmes techniques, notamment les bugs de déplacement, ainsi que l'absence de traduction en français (au moins les textes), nuisent à la qualité globale du jeu. Les joueurs francophones pourraient rencontrer des difficultés à s'immerger pleinement dans l'histoire et à profiter de l'expérience dans son ensemble.
Fun little walking sim with an interesting enough story. The island is pretty beautiful for the most part. It's worth picking up on sale.
Lo que mas me sorprendió fue que HAY UN CICLO DE DÍA-NOCHE (si te quedas lo suficiente jugando). Me ha gustado mucho. Un walking simulator simple pero efectivo si lo que quieres es desconectar un poco de otras jugabilidades frenéticas y si quieres relajarte en la naturaleza. Se agradece que la historia no sea lineal y te la van contando según encuentres los lugares (que vienen a ser los logros del juego) y que estos los puedas encontrar en el orden que el jugador quiera. Como curiosidad, si te demoras demasiado en encontrar todos los lugares (logros) te agarrara la noche. Encontrar los últimos lugares a descubrir de noche tiene su punto de aterrador aunque ya sabes que no pasará ni aparecerá nada que te asuste. La música de piano es bella, relajante, muy modal. Pero la única queja sería que luego de mucho rato se vuelve repetitiva, ojalá la música pudiera variar según avanzas. Pero aún así ha sido una linda experiencia.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
有卡 有中文 有成就 神谕 “记者说,她还想和我在这座岛上拍一部短篇纪录片,记录我独自一人在这里的生活……” 《神谕》是一款单人开放世界游戏,拥有数十个可供探索的场景,以及一段等待你揭开的宏大故事。发掘这座岛屿的秘密,弄清关于奎哈娜的真相、世界正在发生的一切,以及你为何孤身一人、隐居岛上、逃避过往。 核心特色: 体验由随机生成音频构成的独特剧情 资深音乐人打造的出色原声配乐 由布林亚尔・贡纳松担任配音 昼夜更替与多样天气系统 5 平方英里的地图 30 余个可探索场景 Steam 集换卡牌 成就系统 ⠀⠀⠀⢀⣤⣴⣶⣶⣦⣄⠀⠀⠀⠀⠀⣠⣴⣶⣶⣦⣤⡀⠀⠀⠀ ⠀⢀⣾⡿⠿⠿⣿⣿⣿⣿⣷⣄⠀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣷⡀⠀ ⢠⣿⣿⠃⣴⣶⠈⣿⣿⣿⣿⣿⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄ ⣼⣿⣿⢀⣿⡇⢰⣿⡿⠛⠛⠛⠻⠟⠛⠛⠟⢁⣤⠈⢉⠙⢻⣿⣧ ⣿⣿⡇⢸⣿⠁⣼⡿⢁⣾⣷⠿⣶⡀⣿⡇⠀⣾⠇⣼⡟⣿⡄⢿⣿ ⢸⣿⠃⣼⣿⠀⣿⠃⣼⣿⠏⠀⣸⡇⣿⡇⢸⡟⣸⡿⢠⣿⠇⣼⡇ ⠀⢿⠀⣿⡇⢸⡿⢀⣿⠿⢀⠀⣿⡇⣿⡇⣿⠃⣿⣇⣼⡿⠀⠛⠀ ⠀⠀⢰⣿⠇⠸⠧⠘⣿⠀⡎⢰⣿⠁⣿⣿⡿⢸⣿⠉⢋⠁⣸⡆⠀ ⠀⠀⣸⣿⣤⣴⣶⣶⣿⣦⣤⣿⠏⠀⣿⣿⡇⠘⣿⡀⠋⣰⣿⠁⠀ ⠀⠈⠻⠿⠉⠉⠁⣠⣄⡉⠉⣁⣴⣆⠙⠿⠃⣀⠙⠿⠿⠟⠁⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠈⠻⣿⣿⣿⣿⣿⣿⣶⠞⠁⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠻⣿⣿⣿⠟⠁⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠿⠁
这是个步行模拟器,首先游戏机制极为单调,缺乏创新和挑战性。解谜元素大多是重复的模式,玩家需要不断寻找线索、解开谜题,但这些谜题设计过于简单和线性,让整个游戏过程显得枯燥乏味。缺乏新颖的游戏机制和有趣的挑战,让玩家很快失去了对游戏的兴趣。 其次游戏的心理恐怖元素并没有达到预期的效果。游戏试图营造紧张恐怖的氛围,但却显得过于刻意和生硬。恐怖场景的设置缺乏真实感,缺乏恐怖氛围的建立,让玩家很难真正感受到恐怖的氛围,反而更多地感到无聊和厌倦。 总的来说,Oracle是一款空洞无趣的虚假承诺,游戏机制单调、恐怖元素不足、故事情节混乱,让玩家很难被吸引和投入到游戏中。我建议对寻求真正恐怖体验和引人入胜剧情的玩家慎重考虑,避免浪费时间和金钱在这款虚假的游戏上。
This is the most pretentious game I've ever played. (And I've played quite a few artsy games!) I can certainly enjoy philosophical meanderings, uses of similes and metaphors, etc. But it has to be actually intelligent and well written! And the monologue in this game just isn't. Note how the game calls its own story for "awesome" on the Steam Store page. It really, REALLY isn't. Also, how the game starts with telling you through a monologue how important the protagonist is. It all just really feels like an author self insert, trying to show how intelligent they (think they) are. So, the story is actually just pretty crap. This game is basically trying to copy Dear Esther with its writing(and has the same basica "walking sim" gameplay), but it really fails miserably. Play Dear Esther instead, or even some of Tonguc Bodur's okay titles, instead of this. Oh yeah, the developer didn't even manage to put in some simple swimming physics, so you can just walk around on the bottom of the lake. And you can climb up nearly 90 degree walls by jumping. Also, the voice acting isn't good. It's not the worst I've encountered, but it certainly isn't good. Oh, "over 30 locations to explore", the store description says! Not really! Just a singular location, but with more than 30 landmarks to discover. Ugh, this is just a terrible game all around. It doesn't even look that great. Lots of *much* better walking sims out there! I actually wanted to give this game a chance, despite the other negative reviews. I've found some half decent games that way before. But this just isn't one of those times. Steer clear of this one!
Oracle, developed and published by Watercolor Games, is an experience that clearly prioritizes atmosphere and introspection over traditional gameplay structure. It places players on a remote, sparsely populated island and asks them not to conquer it, but simply to exist within it—wandering, observing, and gradually uncovering fragments of a larger, ambiguous narrative. From the beginning, the game makes it clear that it is less concerned with objectives and progression than it is with mood and interpretation, positioning itself firmly within the realm of exploratory, narrative-driven experiences. The core of the game revolves around freeform exploration. The island is open and relatively expansive, encouraging players to move in any direction and discover its many scattered points of interest at their own pace. There are no conventional quests or markers guiding the journey, which creates a sense of freedom but also a degree of uncertainty. Progress is tied to what the player finds rather than what they are told to do, with bits of story revealed through environmental details, audio recordings, and subtle visual cues. This design fosters a sense of curiosity, rewarding those who are willing to slow down and engage with the world on its own terms. Narratively, Oracle takes a deliberately abstract approach. Instead of presenting a clear, linear storyline, it offers fragments of information that must be pieced together. Themes of memory, isolation, and a broader, somewhat undefined crisis linger beneath the surface, but they are rarely explained outright. This ambiguity can be compelling, as it invites players to form their own interpretations of events and meaning. At the same time, the lack of clarity can make the experience feel disjointed, particularly for those who prefer more direct storytelling. The game’s reliance on audio narration adds texture to the narrative, but it does not always provide enough cohesion to fully ground the player in its world. Atmosphere is where the game makes its strongest impression. The island is brought to life through shifting lighting conditions, changing weather, and a day-night cycle that subtly alters the tone of exploration. These elements work together to create a space that feels alive, even in its emptiness. The soundtrack reinforces this mood, often leaning into soft, repetitive melodies that encourage a meditative pace. There is a quietness to the experience that can feel calming or isolating depending on the player’s perspective, making it as much about emotional response as it is about discovery. Despite its strengths in presentation, the game struggles with technical and design limitations. The world, while expansive, can feel uneven in its construction, with occasional visual inconsistencies and a lack of environmental interaction that breaks immersion. Movement options are limited, which can make exploration feel more restrictive than the open layout initially suggests. These issues do not completely undermine the experience, but they do highlight a gap between the game’s ambitions and its execution. The pacing reflects the game’s overall philosophy, but it can be a double-edged sword. Without structured goals or evolving mechanics, the experience relies entirely on the player’s engagement with its atmosphere and narrative fragments. For those who enjoy slow, contemplative exploration, this can be deeply rewarding, offering a space to reflect and interpret. For others, the lack of direction and interaction may lead to a sense of repetition, where the novelty of the environment fades before the story fully resonates. In the end, Oracle is best understood as an interactive atmosphere piece rather than a conventional game. It succeeds in creating a distinct mood and offers moments of quiet immersion, but it is held back by technical roughness and a lack of mechanical depth. Its appeal lies in its willingness to be understated and ambiguous, even if that approach limits its accessibility. Rating: 6/10
A walking simulator with a beautiful environment that really shows off what the engine can do. The story was hard to follow for me and I never did find one of the locations despite nearly 2 hours of playtime. Overall, if you want to be immersed into a beautiful environment and the story isn't that important to you, then I'd recommend the game. If you are not a fan of pure walking simulators, then I'd suggest avoiding this one. I wish steam would give us a "meh" option, because this one falls firmly between! I played this game as part of my under $5 series on YouTube. You can find the video here: https://youtu.be/AFhyFQy53SY.
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