
Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. You are Alex, and you’ve just brought your new stepbrother Jonas to an overnight island party gone horribly wrong.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 12.1Kreviews | 91% | — | $2.2M |
| $9.99 | 5.4Kratings | 86% | — | not modelled | |
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 85 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Damn, what do I even say about this game? I guess I can start by saying this is less so a game and more so a 3rd person walking simulator with a Stranger Things-type mystery narrative. Even though I had my initial gripes with the dialogue coming on too forced or cringe, I think they laid off it by the second half of the story. In Oxenfree you have your staple high school archetypes: The quirky skater girl (Alex), The meathead (Jonas) the quiet one (Nona) the mean girl (Clarissa) and the dork (Ren). High key, I thought this game would do more with these characters because it felt as if they were trying to. For example, there is a reason why Clarissa is mean and we quickly understand why, but the game doesn't provide any opportunity to expand on her character, much less any other character because it feels like 90% of the time, we or these other characters are getting spirited away by the ghosts of dead marines. The game markets itself as a choices matter game--I'm not sure why it's so difficult for games to get this right. Clearly, we're meant to influence character relationships through the dialogue options we choose, but never at any time do you understand how characters truly feel about each other. There's just no way to gauge it. A picture will appear in a thought bubble after you select some dialogue options, but it's not always obvious what exactly that's indicating. Games like The Dark Pictures Anthology/The Quarry/Until Dawn do this right where you can pause the game and look at literal bars about how relationships are changing positively or negatively. By the end of the game, I learned that I made Clarissa hate me, but I don't think the game gave me enough of an opportunity to change that. [spoiler]In fact, I searched for her first instead of going after Ren--why was that not a big relationship buff? She was otherwise possessed and or being fake dead a majority of the time, so when was I supposed to influence this?[/spoiler] The choices matter element felt frustrating to me because so much of the dialogue options felt like they DIDN'T matter. The narrative was interesting. That Ren ask Alex to bring a radio to try and tap into spooky ghost stuff, that was neat. It was also neat that eventually, we got to understand who or what these ghosts were. [Spoiler]At least in my game, they turned out to be the big bad who wanted to possess me and my friends because they don't think it's very fair they died in war, so they want another lease at life.[/spoiler] I thought that was fine, but also I had the feeling that there were some big choices I was supposed to make at the end, like save myself instead of abandoning my friends, for instance, that didn't at all feel in line with the character I made her to be (having not picked any of the mean dialogue options). That meant there was only really one reasonable option for me, which ultimately didn't feel like a choice. I liked the little talks I had with Jonas, the guy who you spend the most time with. It's interesting that you should bring your step-brother to this trip almost immediately after your parents get married, that's definitely a choice, but I liked how they warmed up to each other at the end. Like I was saying, because you don't spend nearly enough time with the other characters, the same can't be said for the rest of them. [spoiler]At one point when Ren and Jonas were pointing fingers at each other for who knows what reason, the game asks you to spend time with either Jonas, Ren, or Nona for just one small trip. I chose Nona because I didn't think I'd otherwise spend ANY time with her in this game. I don't think the chats we had in our time together had any impact on the game whatsoever. I don't think my views of her or her of me were influenced in the slightest as we did our little fetch quest, and this was me CHOOSING to spend time with someone else other than Jonas.[/spoiler] As a result, these characters feel stagnant and remain, for the most part, their surface level archetypes. Some final things to rattle off--I did not enjoy playing marco polo with the radio. It was novel the first few times but quickly got old after having to slowly through every single channel until you hit the correct one for the 20th time. Excruciating work, made worse by the fact that this is really the only game part there was to this "game." I did not enjoy how slow you walk in this game, and how dialogue would often times run on longer than the duration of your walk from A to B, which would then force you to stand in place before moving on to the next area, since doing so would end the current dialogue. I also didn't appreciate the artful but messy layout of the map, where it often wasn't clear which direction you were supposed to go to reach your destination. I wanted to like this game much more than I actually did--maybe because it's dated. Maybe it's because I've played many other games, like the ones mentioned above, including any Tell Tale game and also Detroit: Become Human, that do what this game does but leagues better. I got the feeling that this game was attempting to go for the, "If you could go back in time and change the past, wouldja???" But I don't think that really panned out, and that's the worst. Herein lies my main frustration: By my definition of what a choices matter game should be, you are meant to feel you have some sort of agency and influence as to the outcomes in the game, whether those outcomes are as expected or not is beside the point. I simply do not think a choices matter game in which the player lacks the feeling of agency as a commentary of "one’s lack of control in the real world" is particularly fun--it might as well have been a normal, linear game. In fact, to me, it felt like one. This is an awful combination of ideas and mechanics, and therefore execution. I think games (or shows, or movies) that subvert expectations, while unique, don't always execute them well enough, despite the best of intentions. To sum up my feelings about this whole experience by quoting the game: "I guess that happened." 5/10
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 14: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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*languages with full audio support
| $9.99 |
| 5Kratings |
| 91% |
| — |
| not modelled |
| $9.99 | — | 91% | — | 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 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Underrated.
Esse jogo me marcou muito quando eu tinha 16 anos e vi o Alan jogando, e, aos 21, eu finalmente joguei, e: continua muito interessante e divertido! É difícil explicar a BOMBA DE SERATONINA que o meu cérebro recebe quando eu vejo o combo horror + tecnologia analógica. Ainda assim, gostaria que as traduções da versão da Netflix fossem portadas para esta versão.
Отличный тренажер восприятия английского на слух. Голоса четкие, поставлены хорошо. Включить субтиры на русском получится только после вступления =D
I have really enjoyed the storytelling and ethical quandaries that this game has superimposed on the spooky end of the spectrum. The art style is really neat. At first, the game is slow and a bit dialogue heavy to set the scene, but don't let it lull you into a false sense of security...things are about to pick up.
Probably one of the most tedious games I've ever played. The story is fine but the gameplay is egregious. Its a walking and talking simulator. I'm almost through to the end of the game and I've just stopped responding to the character dialogue. It's so painfully boring. There is almost nothing else to do besides walk and talk. This may as well have been a visual novel.
Oxenfree has some nice artwork, sound design and an engaging premise. The dialogue system and the existential horror elements are noteworthy, but the length, pace and writing leaves something to be desired. A plus for some people will be its dialogue, though as a non-american it feels overly cringy. At times it feels natural to converse with the characters, but other times your character will say something completely different to the prompt, and frequently cuts off people in cases such as inspecting an item. To hear everything and converse properly you'd have to stand around doing nothing, and even then you can miss out because the prompts disappear too fast. I played on controller, and it was a slog walking through the areas. It takes forever to traverse (and yet often there's still dialogue to wait for before moving to another area), and is more tedious than slowly paced. I did see that on mnk you can point and click, but that wouldn't negate it enough to feel relaxing instead of slow. The story elements are intriguing, and I imagine multiple playthroughs could help to figure out more of what's going on. For its length everything works, but the premise yearns for more time and depth. However, despite being an avid completionist I couldn't work up the energy to slog through the map again to collect every anomaly and make sure everything had been checked. The slow movement and constant cringy dialogue was enough once. Oxenfree clearly has had some love put into it. It's a game that I imagine many would enjoy, especially if you relate to the 'midwest teenage american' vibe, and don't mind lots of dialogue and crawling around the map. I'm glad I pushed through and finished, but it's not an experience that I'll endorse if you don't align heavily with what it offers.
寡淡,期待到最后剧情上也没有精彩之处,游戏性也是没有的,不如花这时间看点好的影视作品
My favorite part was when Oxenfree put on his sunglasses and said, "Olly olly, mother*uckers" at the end.
Una preciosa historia de amistad, adolescencia y un misterio inquietante que resolver. Si te gusta una buena historia con personajes y diálogos muy trabajados y donde tus decisiones cuentan para cambiar totalmente la relación de todos los personajes y del final, este es tu juego.
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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