
Return to Monkey Island is an unexpected, thrilling return of series creator Ron Gilbert that continues the story of the legendary adventure games.
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
Sums Steam only; PlayStation, Xbox, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8.4Kreviews | 91% | — | $4.4M |
| $24.99 | 2.1Kratings | 88% | — | 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 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
3.5 out of 5. When you finish Return to Monkey Island you will find something that I won't spoil from the developers which, I think, sets out what they were trying to do. And it's quite touching and quite mature. HOWEVER, I don't think the game quite succeeds the way it should have as an adventure game. It's good, and I'd recommend it for fans of the original two games. But I'm not sure I'd recommend it to a wider audience. Because for a good third of the game (and it's a long third if you play in hard mode with the verbose option on), essentially everything happening is revisiting old haunts that have moved with the times and, to be quite frank, I found it rather annoying. The two original Ron Gilbert-era Monkey Island games stood out because they were wildly original and wildly inventive *between themselves*. Monkey Island 2 *didn't* devote itself to retreading the same ground as Monkey Island 1. It took us on whole new adventures to whole new places with new people. That's what made it fun. Sure, some of the characters came along for the ride. But they were transplanted into something different. Return to Monkey Island only begins to get there pretty far into the game. And, suddenly, it lifts off and you find the same sparkling wit and originality that characterised the originals (especially on the ghost pirate ship and when, later, you AT LAST find yourself able to sail around the sea map yourself and exploring wonderful NEW environments). The game really needed to be that from the beginning (and one of the reasons I avoided the sequels from 3 onwards was that they were too stuck in that nostalgia rut). Beyond that, Return has an unusual art style which I mostly prefer to the art style adopted from 3 onwards, because part of the charm of the original two was that pixels allowed you to do fun things in ways higher res painterly styles do not and left something to the player's imagination. Return has a blocky approach to character design which is quite appealing. *Except*, weirdly, for the design of Guybrush Threepwood, which is just ugly and weird (except when he's disguised as someone else). The makers also make a slightly strange choice to show locations closer up than in the early entries, which felt oddly claustrophobic and missed a lot of opportunities to show some genuinely pretty scenic environments in all their glory. The music is fine, but oddly muted at times compared to some previous entries. The voice acting is good throughout (although recorded with so little use of effects that it feels a bit flat / neutral, in recording terms, making proceedings feel a little too small, though I may have been noticing this on account of the game's making only limited use of ambient sounds). The puzzles, on the whole, are good, though don't expect quite the same level of wild insanity as the monkey wrench of yore. There are also a few too many puzzles that rely on you noticing that the user interface has come back in the middle of a dialogue sequence, which is just an irritating gimmick that is easily missed. A useful in-game hint function that doesn't spoil everything is well-implemented, however. And the ending is... Well, even for what it is trying to illustrate, the ending is not well-executed and in storytelling terms utterly deflating. I was pretty astonished that no post-credits scene was included to make clear that, no, the developers were only yanking your chain and the resolution wasn't really that limp (a short post-credits scenelet that varies with your choices does nothing to undo the damage). And, to state the obvious, the entire opening of Return is devoted to sorting out the problems created by a not dissimilar ending mess in Monkey Island 2. Return makes jokes about that ending. And then messes up its own! It's a good game, it's polished, and as I say once it gets going the writing still sparkles, the humour, the inventiveness are definitely still there. But I think to an extent the makers let their own preoccupations, and the need for nostalgia, override the need to give players a real romp, however noble the intentions. Monkey Island with an ending trying for high art simply doesn't work. Guybrush and co are meant to abstract reality in absurd and ridiculous ways, not inhabit it, and the ending is very much the wrong side of meta for a story set in Guybrush's Caribbean pirate world. Perhaps next time, should there be a next time, a better title might be "Beyond Monkey Island". So they can leave the damned place behind and not just rekindle but allow to blaze the inventiveness and sparkle that so obviously still remain.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 Aug 31: 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.
Genres
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, Japanese, Russian, Portuguese - Brazil, Korean, Simplified Chinese*languages with full audio support
| $24.99 |
| 2Kratings |
| 86% |
| — |
| not modelled |
| $7.49−70% | 466ratings | 76% | — | not modelled |
| $24.99 | — | 90% | — | not modelled |
| $24.99 | — | — | — | 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 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The end literally made me cry. An amazing and so emotional closure after decades was necessary! Loved it
Die schönen alten Zeiten und der Spielspaß der damit verbunden sind, sind leider wirklich vorbei. Wenn ihn jemand in was neuem wiederfindet, bitte gebt mir Bescheid
Of the three Pirate Leaders, one if black and the other two are women. Pathetic revisionist nonsense.
I bought this game after the Monkey Island-Sea of Thieves crossover was announced, to give myself some first-hand experience in the Monkey Island world. I can understand why this game didn't resonate too well with OG Monkey Island fans, but as a first time Monkey Island player (with this still being the only MI game I've played), I really enjoyed this game. So much so that I think I'd call it my favorite puzzle game. I absolutely loved the puzzles, the protagonist, the humor, the story, and especially the art style, I think it's beautiful! (Seriously I have now idea why it got so much hate). Now, obviously, the main problem I have with this game is the ending. If I waited 30 years for something like that I'd feel betrayed too. It was kinda funny, but It's still hard to wrap my head around the whole thing. However, after watching the documentary on this game, I understand it, it fits with the vision of the game. It also makes me (and hopefully others) feel a lot better that that was the planned ending since 1989. Also, get it on sale. I love this game but it's not worth the current full price.
刚刚玩完,思绪万千,纵观点击游戏冒险的发展,猴岛英雄系列是不可以绕开的一环,幽默诙谐的文本,简单有趣的人物塑造。 而作为游戏开发者对猴岛的秘密这一“秘密”的解答似乎是合理的,财富金钱太过笼统,长生不老和魔法又没有新意,只有最后,玩家从门后看到爆米花,才能略知一二。 卢卡斯游戏对点击冒险的探索肯定不止一部,如触手也疯狂(疯狂时代),纱之器等。都是有趣但是国内由于没有汉化而游玩玩家不多。 当然,我觉得秘密肯定不是衬衫,而是“古老老套”的“经历”。作者坦然猴岛系列是自己的生活写照,他们在游戏里探索,在游戏里成长,最后和主角一样,有了自己的孩子和生活。我们也在游戏里探索,成长,一起寻找猴岛的秘密。作者也表述小盖会得到想要的东西,但不是他所期望的,我猜我们也会这样。 马戏团只有三个人,主角,爱人,和一个精明的商人。结尾渐渐拉进的镜头,和望着钥匙的主角,我一直有种说不出来的感觉,点击冒险游戏的发展,他是辉煌的,myst跟doom销量不相上下,他是长久的,将近20年仍有新作,他是有生命力的,最长的旅途有自发的高清重置和本地汉化。可我还是很惆怅,像是电影拍摄到春风得意马蹄疾的时候,突然有一声“咔——” 也像一日看尽长安花短暂瞬间的时间滴答。 我俯身侧耳 我向你致敬。
I postponed buying the game for a long time. I was worried the new graphic style would ruin one of my favorite series. Once I started playing, the game brought me back to my adolescence and also provided me with a new perspective. The puzzles are a bit easier than they were, but that's not a bad thing. The storytelling and the dialogue is where it shines. [spoiler] Especially the letter to the players at the end. You'll see.[/spoiler]
在还不错和有点无聊之间反复横跳……
Through their ending and public statements they prove that another game didn't really need to be made. "What were you looking for - a conclusion? You dummy!" It was literally marketed as a continuation of the story. I didn't make that up. It comes off as a cash grab. I don't support AI art. I've seen some AI art better than whatever this was. Probably AI art. Knife is the answer for a half dozen puzzles.
I hope we get a sequel soon. These types of games are rare gems nowadays.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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