
Orten Was The Case - A free movement puzzle/adventure game where you play as a youngster stuck in a time loop with the simple task of saving the world from literal destruction.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 9 → 0.29/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




Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 172reviews | 95% | — | $39.3K |
| $14.99 | 43ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Time loop and knowledge based progression game, similar to Outer Wilds or the lesser known The Sexy Brutale. It's probably closer to Sexy Brutale than Outer Wilds, as it is less about exploration and more about uncovering what each person is up to and how to resolve their situations. While it is very guided since you always have a clear objective to work on, you're still free to find stuff out of order or ahead of time, although in my case that led to some situations where i had to redo parts i already did for the quest to properly count, since i uncovered the quest after i had already been to places i wasn't really supposed to be in yet. Although after all the quests are more of a guidance tool than a definite checklist you have to complete in order to progress. The game is very whacky and the art style did put me off at first, but i've grown quite fond of it after a while. The controls or rather how janky your character moves through the world, especially in platforming sections, are honestly not good, but with a controller i found it to be manageable. It can lead to some frustrations in the final sequence, as it is quite tight on time. Overall it was very fun and intriguing to discover how all the separate parts and plot points fit together and what was happening. I really enjoyed picking a person to follow around for a loop and discovering what they were up to as well as discovering areas ahead of time and not being able to completely make sense of what i was seeing yet. I would recommend this to anyone who has played and liked any of the two games i mentioned or is a fan of time loop and knowledge based progression puzzle/mystery games.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Swedish*, French*, German*, Spanish - Spain*, Portuguese - Brazil**languages with full audio support
| $14.99 |
| 11ratings |
| 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 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Recomendo bastante, esse é aquele tipo de jogo que, quando tu joga pela primeira vez, vai realmente questionar "que porra de jogo é esse?", mas com umas poucas tentativas tu entende o conceito e fica preso, tentando todas as formas e caminhos possíveis pra impedir a explosão iminente da cidade. Só tenho duas críticas a fazer: -primeiro a algumas partes da tradução, que soltaram palavras, aparentemente, sem nexo no meio de frases importantes. Acredito que os tradutores eram portugueses, mas devem ter usado algumas expressões que só outro português entenderia (eu lá ia adivinhar que o 'veio', do verbo 'vir' no Brasil, também é um substantivo que Portugal usa no lugar de 'veia'??? e isso afetou muito o meu entendimento de como conseguir o final bom); -e segundo ao fato de que mais pro final do jogo é quase que obrigatório buscar ajuda de fonte alternativa, senão tem que fazer umas coisas tão específicas, sem nenhuma dica precedente, que é quase como se esperassem que tivéssemos bola de cristal pra adivinhar que isso é uma possibilidade... (no meu caso, acabei entrando no Discord do jogo, super recomendo que entrem, pois qualquer dúvida que tu tiver provavelmente já vão ter respondido lá) Situações como (veja só se já jogou, ou ficou preso depois de salvar a cidade da explosão): [spoiler] -O fosso do elevador (descobri que dava pra descer nele porque meu jogo bugou e a porta não fechou quando chamei o elevador em outro andar); [/spoiler] [spoiler] -ir no rio, primeira coisa ao acordar, e esperar boiar uma mensagem na garrafa; [/spoiler] [spoiler] -dá pra colocar granja na caixa de areia (o que na minha opinião deveria ter sido traduzido pra orégano, porque não tem galinha nenhuma no jogo, salvo as coxas); [/spoiler] [spoiler] -e ir no metrô, primeira coisa ao acordar, subir no trem pra escalar o buraco na parede. [/spoiler] Dito isso, mesmo com essas críticas, é um jogo que vale muito a pena jogar. Sem nenhum conhecimento de antemão, jogar e explorar as possibilidades sem medo de errar é a graça do jogo. Espero que mais gente tenha a chance de conhecer e passar por essa experiência.
Orten Was The Case, developed and published by Woodhill Interactive, is a narrative-driven puzzle adventure built around a tightly designed time-loop structure. Set in a rough, urban neighborhood facing an imminent disaster, the game places players in the role of a young protagonist caught in a repeating cycle, where each loop offers another opportunity to uncover the truth and alter the outcome. What begins as a simple mystery gradually evolves into a layered and demanding experience that relies heavily on observation, memory, and careful planning. The defining feature of the game is its time-loop mechanic. Each cycle lasts only a short period, forcing players to make deliberate decisions about how to spend their time. Rather than progressing in a linear fashion, the experience is built on accumulating knowledge across multiple loops. Information gathered in one attempt becomes the key to making better choices in the next, creating a structure where understanding the sequence of events is just as important as executing them. This design encourages experimentation, as players test different approaches and gradually piece together how the world functions. Exploration plays a central role in this process. The town of Orten is presented as a compact but interconnected space, filled with characters who follow their own routines within the loop. Observing these routines and interacting with different elements of the environment reveals how events are linked, allowing players to influence outcomes in subtle but meaningful ways. Over time, the experience shifts from wandering and discovery to careful orchestration, as players begin to map out the precise sequence of actions needed to achieve their goal. The puzzle design is intricate and deeply integrated into the narrative. Rather than presenting isolated challenges, the game weaves its puzzles into the fabric of the world, requiring players to connect clues across multiple loops and contexts. Solutions often depend on understanding cause and effect, with small actions leading to larger consequences later in the cycle. When everything aligns, the resulting sense of accomplishment is significant, as progress feels earned through insight rather than simple trial and error. However, this complexity can also lead to moments of uncertainty, where the next step is not immediately clear. Narratively, the game adopts a subtle approach, revealing its story gradually through interactions and environmental details. There is little direct exposition, with much of the plot emerging as players piece together fragments of information. This method gives the story a sense of depth, though it can also make the pacing feel uneven, particularly when puzzle-solving takes precedence over character development. The themes of consequence, community, and interconnected lives are present, but they unfold in a way that requires patience to fully appreciate. Visually, the game combines stylized environments with character models that create a distinct, if somewhat uneven, aesthetic. The town feels intentionally rough and grounded, reinforcing the tone of the narrative, but the presentation can occasionally lack cohesion. Navigation and movement are generally functional, though certain sections—particularly those involving platforming—can feel imprecise. These moments highlight some of the game’s rough edges, especially when precision is required. Additional gameplay elements, such as light combat and traversal challenges, are present but not central to the experience. These mechanics tend to feel less refined than the core exploration and puzzle systems, occasionally interrupting the flow rather than enhancing it. While they add variety, they do not significantly contribute to the game’s strengths and can sometimes feel out of place within the overall design. Despite these imperfections, Orten Was The Case stands out for its ambition and its commitment to its core idea. The time-loop structure is used effectively to create a sense of progression that is based on understanding rather than accumulation. Each loop brings players closer to unraveling the mystery, making the experience feel intellectually engaging and rewarding. Ultimately, the game offers a unique and thoughtful take on narrative-driven puzzles. It may not be the most polished experience, and its complexity can occasionally be challenging, but it delivers a compelling journey for those willing to invest the time. For players who enjoy piecing together intricate systems and uncovering hidden connections, it provides a satisfying and memorable adventure. Rating: 7/10
Almost a masterpiece. If you've heard of this game, then you're probably well acquainted with the metroidbrainia genre and you've probably played some it's biggest hits like Outer Wilds and Return of the Obra Dinn. This game is a metroidbrainia is it's purest form. You'll learn to traverse every nook and cranny of a quaint town discovering secrets and mysteries that are quite unique. Your knowledge builds as you play the game, figuring out secret passages, locations of key items, and the motivations and actions of NPCs who all have a role to play. The only thing that holds this game back from being an S tier metroidbrania is that it is a bit unforgiving. The pseudo 3D platforming is tricky, which would be fine if you could just keep on trying if you fall, but alas there are death pits, and puzzles that need to completed on a tight schedule otherwise you fail and have to start over. It's very easy to overlook important clues, and the final endgame sequence is quite complicated. Even with all hints enabled I still needed to look up more specific instructions online (even though I try to avoid guides as much as possible with these kinds of games). Overall, an amazing game filled with depth , lore and creativity, which is only slightly held back by it's lack of polish.
One of the best puzzle games I've played. There's more than meets the eye with this one. The game is a loop based metroidbrainia (you don't get new abilities with each run but instead you get more knowledge) so it is best to play it as blind as possible.
det är jättekul svär !!
Very buggy and feels awful to control.
Lätt ett av mina favoritspel till this day. Spelet är peak och artstylen är tvärcool. Väldigt underrated.
Als erstes: Ich habe dieses Spiel kostenlos erhalten, wodurch ich es überhaupt gespielt habe. Rezension: Der Grafische Stil ist sicher nicht für jeden was, ich ABER liebe ihn. Er ist einfach so anders, erfrischend anders und passt sich mega gut in die Welt und das Setting ein. Die Rätsel reichen von total simple bis sehr knifflig. Ebenfalls reichen sie von Zeitunabhängig bis zu du musst genau timen. Es ist innerhalb des Games sehr abwechslungsreich dadurch. Sehr liebevoll gemacht alles. Für so manche Aufgabe habe ich etliche Anläufe gebraucht. Klare Empfehlung wenn man gerne Rätselt auf anders
good
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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