
Embark on an unique and unforgettable journey and guide Sable through her Gliding; a rite of passage that will take her across vast deserts and mesmerizing landscapes, capped by the remains of spaceships and ancient wonders.
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.
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): 1/day in the week to Aug 23 → 1.71/day in the week after.
About


Genres
Sums Steam only; PlayStation, Xbox, GOG, 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 | $24.99 | 6.5Kreviews | 86% | — | $3.2M |
| $24.99 | 4.8Kratings | 58% | — | 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 856 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Figured I'd see how this game is doing these days, since I had 100% of achievements before they added fishing and it'd be nice to get it back on my 100% list. Unfortunately, it's still exactly as jank as it always was. Some areas just run terribly regardless of PC specs, there are things you can interact with that just don't function at all, movement feels like they couldn't quite get it together so the hoverbike is constantly slamming into the ground. I don't know why they decided to add content and not touch the performance that was making what they already had barely tolerable. I also can't imagine releasing a game without v-sync in.. Any era, really. I don't know if I'm just unlucky with my machines or if I'm just more sensitive to it, but I get HORRIBLE tearing and it's nauseating. It's a shame, I remember really liking the story of this game, it feels very meaningful. Unfortunately I'm constantly battling nausea while I'm trying to play it, so I see why I didn't pick it back up when they added more content.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese
| $24.99 |
| 2.6Kratings |
| 66% |
| — |
| not modelled |
| $24.99 | 139ratings | 80% | — | 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 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
第一次注意到这个游戏是在某个acg混剪中,记得背景音用的还是雷吉那段著名的TGA2019颁奖致辞。当颁奖词说到最为touching的某处,随着悠扬的音乐插入了sable的预告片段:身着红色披风头戴兽骨面具的小人从沙坡上侧身滑下,扬起的尘沙在身后形成烟团;画面再转,小人整备好浮空车翻身骑上,驶向无垠的沙漠中,只留下鲜红色的能量轨迹和烟尘——仿佛是无限的自由。 漫画般粗犷明晰的线条和大胆色块尤显独特,当年莫比斯风格还并未被广泛使用在游戏视效中。弹幕纷纷问起这是什么游戏,我也赶紧暂停搜索加愿望单;自那时起就一直惦记着这个游戏:Sable,以及关于沙原的滑行。 时隔不知道多少年,这两天终于玩到了这款曾经的[strike]梦中情游[/strike],[spoiler](好吧其实是等DS2刚好有空档、、、)[/spoiler]虽然早已有关于游戏性和手感问题的预警,可没曾想玩感居然是中规中矩甚至有几分不错!美术音乐氛围是sable的立身之本自不必多说,游戏的文本也刻意突出古意别有生趣(甚至有专门的第三人称代词“彼”,怀疑是they/them来的?但是翻译成彼蛮好的),与 NPC 的对话则采用了一种独特的风格,介于沉默式主角和叙事写作之间,对话互动穿插主角对话题的概括描述或者情绪起伏,在很多时候这甚至可能优于配音演出,传达了额外的思绪以及鲜明的个性。尤其还值得一提的是浮空车的设计我特别喜欢、、、不仅做了符合各个职业设定的改装配件,机设本身更是意外的好。很多飞空车机型的待机、加速、侧移状态都有变形部件,骑行过程中看着配件随着机动刹停运行变换真的是大满足……(大部分引擎的声音[b]非常像闪哈里佩涅罗佩搭载的米诺夫斯基推进系统的声音啊啊啊啊,而且真的就是在加速/转向机动的时候会有![/b][strike]四舍五入我也开上佩涅罗佩了![/strike] 当然,欠缺的地方也是真的欠缺,过于飘的跳跃手感和缓慢的爬行速度拖累了探图体验;优化并不理想,一到复杂场景掉帧简直是家常便饭;部分视角逻辑也很别扭;而作为半个风景游戏竟然没有完整可用的相机模式??(倒是有对应按键但是按了之后无事发生、、、)游戏的大地图开放世界是很标准的按区域放置兴趣点、其他地方保证除了地貌空无一物的设计,每个区域雷打不动放一个观测气球攀岩解谜、一个公式竞速神庙、一个损坏飞船箱庭解谜、以及若干聚居地和寻物任务。既要保证有足够的空旷的世界让玩家恣意驰骋、又要提供足够的兴趣点不让旅途无聊发涩,这向来是业界难题(连风之杖也吃过这个亏),唯一的解决方法无非是堆料,堆设计堆关卡堆风景和奇观,堆成法环那样即使玩家还是打开地图冲着兴趣点跑也不太会有人提起说没做到野吹的三角法则云云了()实际上游戏整整六个区域加上新手村实在是略显冗长,砍掉一两个大区域无论对终局节奏还是对开区域的乏力感都会有一些缓解。 我本以为对这个游戏实在没有太多可说的:美术优秀、技术欠缺、关卡重复稚嫩、整体虽然颇有野吹和旺达巨像的设计语言但囿于各种因素实现得并不理想。并不完美但能满足我对它的期待,整体瑕不掩瑜,喜欢沙原喜欢莫比斯喜欢开飞空摩托喜欢野炊粗糙代餐的可以一试!End of reiview! [b]——直到我打开了评测区。[/b]为数不少的反SBI灌水红评自然是意料之中,但其中有一篇尤为扎眼的高赞红评使用了符号武器来攻讦游戏。文中批判论点不仅牵强附会更有不少奇谈怪论,我对该篇内容感到极为愤懑,并决定予以反驳。 [hr] [h2]1.关于旅途的动机[/h2] [quote][i]Sable的主题必须是成长……成人礼也仅仅是一种东方主义的刻板印象,主人公Sable在经过仪式、成为Glider之后,得到的体验是相当有限的,除却与部落至亲分别的情节和进入沙漠自由探索的体验,游戏似乎没有给玩家其他的情感冲击。唯一真切的传递给玩家的就是“自由”,但这就给玩家一个疑惑:既然“自由”如此美好,当Glider似乎并无烦恼,那为什么要收集徽章、制作面具,成为“有身份”的人呢?再者,游戏的绝大多数任务都是让玩家跑图、找任务资源、找NPC交资源,并没有任何一个任务真正给Sable带来实质的影响、给玩家带来情感上的冲击。[/i][/quote] Sable的主要故事非常的简单:根据部族习俗,主角在足够年岁后需要踏上一趟名为“滑行/Glide”的沙原之旅,广泛见识不同土地的风土人情,在有需要的时候伸出援手,并试图在旅途中找到自己热忱的事业,经受各地的人们提出的考验并获得准入凭证,最终结束游历回到部族选择自己的道路。 这趟旅程本身在形式上当然是自由的,游戏流程中也极力凸显这种悠扬的体验;但游戏也从一开始就明白告诉玩家,这是一个关于“成长”与寻找所处位置的故事。在这颗被沙漠覆盖的星球上资源匮乏到连水源都需要管控,而先代殖民者地球化改造失利集体逝世导致存世的后代文明与其存在着相当的技术断代;主角所在的部族更是一个普通且贫瘠、需要时常迁居的部落。因此,Sable的整个旅程更接近于某种游学探索,而对于一个较为贫乏的游居民族来说,能够根据兴趣和天赋自由选择职业道路已是相当幸运通达的习俗。即使如此背景仍然愿意广泛地给予年轻一代见闻和探索的自由,而不是急不可待地将新生代劳力投入生产——仅此一点我想就比某颗同技术力背景下的蓝星文明要进步得多了。 因此,当玩家逐渐了解到到整个星球上的文明在这片并不宜居的土地上仅如风中之草脆弱飘零,联系即在此产生。因为主角不只是一个孤立的、可以永远满世界开飞空摩托、不会饿不会渴不会困不会死的电子宠物;她心怀对未知的渴望向往也对自由贪婪攫取,但她同时也深爱着出生的部族和熟识的家人(其中一些甚至根本没有血缘关系)。Sable的每一次经历都意在让她意识到自己与世界沟通相处的可能性,并为往后的生命铺好道路——她完全有完成这次旅途的动机。 主角当然不需要成为所谓“有身份”的人——这套新自由主义符号体系入脑的论断到底是从何而来呢?这位评测作者信誓旦旦地总结道:“[i]在今天的郊游后,请成为社会的劳动力。[/i]”可以想见这位评测作者错过了绝大部分支线探索,[b]因为至少有三分之一的面具路线是完全脱离社会的[/b]。你既可以按部就班地成为机修师、攀岩者、商人或守卫,但你也可以选择成为沙虫邪神的唯一信徒[spoiler](我的初选结局)[/spoiler]、可爱生物的守护者、远古文明最后的船员以及惩恶扬善的义贼。——或者,仅仅就是选择和家人继续生活在一起。[b]将Sable的主旨粗暴而庸俗地理解为“鼓励玩家成为社会机器的螺丝”无疑是带着强烈情绪色彩的怪论[/b],因为在游戏中做出的最终选择丝毫不会受到他人的评判,正因为Sable并不是什么青年社会化大学习,而仅仅是提供片刻对生命位置、志趣所在的思考契机。 [h2]2.关于社会架构和“东方主义”[/h2] [quote][i]Sable的社会是何种面容的社会?人类从现代科技社会对外星发起殖民,在到达目的地后,却因为一种模糊的环保主义思潮,中止了外星人类世的发生。在这一情况下,殖民者们选择了一种完全东方主义的生活方式:部落的社群结构和民俗来自小亚细亚诸游牧民族的历史,人类的社会阶层模仿着印度的种姓制度(从事何种生产决定社会身份),社会价值观偏向泛灵论趣味的无神论。当忘却了所有历史与大部分科学的人类诉诸回归原始生活时,东方国家里的中世纪生活却还保存在社会记忆中。同绝大多数现代无意识的东方主义实践一样,Sable并没有指出,西方之外的文明从未诞生对现代生活有益的智慧,但他们不约而同地认为,东方艺术形式与生活趣味与未开化的世界相辅相成。Sable的世界里人们的生活并不原始。成年人不断工作和游历,但对历史或创造都毫无兴趣,这已经使得外星人类文明的有限创举——神秘主义科学、建筑艺术、对自然的深刻探究与理解——都被一一遗忘,这并非如Sable的开发者所暗示的那样来源于一种东方的享乐主义,或是整个社会的集体禅修,而实际上是后现代生活的普遍弊病。在“游戏”这一过程中,虚无主义被附会成了“神秘”的东方志趣。Sable不断拾取东方文化的历史与民俗,把这些元素放进新大陆的沙漠景观,让它化约为现代文明一个可有可无的虚无主义庇护所。[/i] 议论以上这些,并不是我希望接近萨义德式的批判。我希望指出的是,在这一环境内思考“禅意”是毒害人的。对这部游戏中“禅意”表达的认同仅仅是一种东方主义印象,一种消费性的文化符号。这一价值符号的模糊本质在Sable的世界里造成一种二律背反:青年的意志顺从并支撑殖民社会的价值体系;青年的意志无法融入殖民社会的价值体系。殖民社会似乎充满善良和热情的人,但同时,这里存在着投机买卖、警察暴力、监狱和阶层差异。以此来看,绝大多数殖民者并非纯粹,而是幼稚。算是重复最初评测中的论述,作为青年的Sable似乎是殖民者中最高尚的人,但他却从不代表这个世界里最高尚的情感,整个社会都无理由地认同他不成熟。尽管如此,无论是有限地表现玩家意志的Sable还是游戏本身,都对这种庸俗的家长主义缺乏批评。既然青年对历史和自然充满感悟,为什么要让他们忘却?既然旅行和布施是智慧瑜伽,为什么要终止、而鼓励青年步入虚无?Sable的意志被虚拟的假理想国压迫,他的滑行之旅对于玩家也只不过是游戏。如果Sable像悉达多一般一直游历下去,即便在漠视历史的社会,他也可能成为先知式的人物,但在这个社会,成人仪式的神秘和超越性仅仅是社会教条的精密伪装,其背后是原子化的个体生命:在今天的郊游后,请成为社会的劳动力。在Sable穿过荒芜的异星景观时,我们的心境趋于宁静,但一切都无需思索:我们必定会漠视Sable面对的无理抉择和伪善教条,巧妙地从坚硬的现世困境脱身,并回到虚无。我们领悟了禅意,但一切都无需改变,因为现代人拥有最坚固、最完善的精神,即便我们只是终日游戏。[/quote] 首先,这位评测作者甚至对背景设定没有最为基础的认识。根据坠毁飞船的记录日志我们可以整理出这样一个历史之初的图景:人类殖民者驾驶巨鲸飞船及数艘附属舰来到密登星,人们对这颗星球的宜居潜力有所期待但又忌惮于其诡异的信号波动;然而飞船资源告急不再有谨慎余地,最终还是决定将巨鲸舰队降落着陆——但怎料刚进大气层所有的推进动力尽数失效,星球的磁恒仿佛具有意志一般将一艘艘巨型飞船捕获坠毁。迫降后部分船员仍想启动地球化改造设备,但由于会造成地表内百年辐射抹平一整代原生生物,起初被船长反对(大概是所谓的“[b][i]模糊的环保主义思潮[/i][/b]”来源)——但改造最终还是被执行了,其释放的超量辐射导致巨大的原生生物成为遍地白骨,百年之内人们外出活动都需要穿着防护设备,并演化出了工种与面具绑定的传统,又在更漫长的时间之后发展至Sable所处的年代。(所以什么是“[b][i]中止人类世[/i][/b]”?如果不进行地球化改造那地表的人类从何而来又如何生存呢?自己读着逻辑通顺吗?) 其次,这位评测作者在贴标签上更是混乱和谬误到了令人难解的地步。 [list] [*][b]社群民俗“[i]来自小亚细亚诸游牧民族[/i]”?[/b]不说分工明确的废土游居民族诞生的职业仅有些微与放牧有关,密登的部族甚至经济核心都不在于畜牧,而是依靠机修、回收废土科技、自然采集乃至商队交易维生。Sable的美学要素来源于多个文化的杂糅,除了一眼可见的游牧文化符号外,其建筑极似北非/撒拉哈风格,而科幻废土和西部游侠的启发又是直接来自于祖师墨比斯。这些生硬的论断无非是想给游戏扣一个东方主义符号罢了。 [*][b]社会阶层“[i]模仿着印度的种姓制度(从事何种生产决定社会身份)[/i]”?[/b]更是啼笑皆非。游戏中从事何种生产唯一能决定的是带的什么面具。所谓“[i]投机买卖、警察暴力、监狱和阶层差异[/i]”皆只存在于大陆的唯一聚居地艾克利亚中,其作为唯一一个掌握了原子能动力的势力很自然地发展为了一个原始资本主义中心。艾克利亚中有一位势力甚大的商人不仅精于投机还能豢养私人守卫,俨然一副安那其资本主义者得势姿态。游戏中非常不吝对于这种原始安资的讽刺批判,但看起来作者对这位商人尤为耿耿于怀,以至于连种姓都骂出来了。但我请问商人放印度也就是一个吠舍何德何能担起种姓制度?游戏中,宗教从事者并无特别优待,更没有统治阶级的概念,最主要的是人们从事的职业只看志趣与能力与血缘无丝毫相干——这到底种姓在哪了?说句难听的这么想找种姓你还不如看看东大的户籍制度呢? [*][b]社会价值观偏向“[i]泛灵论趣味的无神论[/i]”。[/b]不知所谓。游戏的神明崇拜大致分为三类,1.对于星系群星的崇拜;2.对于密登星球意志/磁恒的崇拜;3.对于部分古老原生生物的崇拜。前两者的崇拜由原子祭司担任引导职责,在社会中作为宗教主体存在。(以及都有祭司了能是无神论吗…前面还刚说是种姓…就算是扯淡也要有点一致性呀…我真是服了…… [/list] 接着,给Sable中的文明牵强地扣上东方主义符号后,这位评测作者毫不犹豫地对其进行了文化羞辱。 [list] [*][b]“[i]当忘却了所有历史与大部分科学的人类诉诸回归原始生活时,东方国家里的中世纪生活却还保存在社会记忆中。[/i]”[/b]虽然Sable中拥有大量明显高于原始技能树的先进浮空科技,但考虑到可能大都由考古得来,说“忘却”应当没有太大问题。但后半句才是重点:这位评测作者宁可认为Sable中文明的存在方式是由社会群体记忆得来(即使游戏中没有任何信息暗示原初殖民者是地球的东方民族,更别提星际航行时代这些殖民者哪来的中世纪生活共同记忆?合着模因能跟基因一样传递是吧),也不觉得地理环境能够天然地影响塑造社会的形式结构。贾雷德看到这种跨代群体记忆决定论估计能一口气背死过去。 [*][b][i]“Sable并没有指出,西方之外的文明从未诞生对现代生活有益的智慧,但他们不约而同地认为,东方艺术形式与生活趣味与未开化的世界相辅相成。”“对历史或创造都毫无兴趣。”“化约为现代文明一个可有可无的虚无主义庇护所。”[/i][/b]——最重量级的一段,读来让人晕头转向不禁气血上涌。[b]这到底是在说什么勾石?[/b]这种极端西方中心主义观点在后文中还会出现,意识形态为先的文艺批评常常会暴露出这样的下等尾巴:即使采取看似文明先进的立场,字里行间难免渗出底色。毫不留情的说,我们可以认为此处的“现代生活”即指的是新自由资本主义主导下的高工业生活,“历史与创造”即指对于新自建制的发掘和复现。评测作者全然忽略在技术断代的前提下密登文明依然自发结合星球磁恒研究出了飞空科技,也看不到相当部分的职业正是是与古代科技打交道,更不愿说明正正有一整个任务线是关于探究断代文明。而如前文所述,Sable中的社会基本稳定、社区沟通紧密乐于合作,且生活秩序大体明确,和所谓“虚无”没半点关系。这位作者将Sable中自由且具禅意的修习之旅自顾自地理解为“享乐”、“虚无”、“后现代”,作出大量虚构论敌的同时却吝啬给出其中任何的逻辑关联。 [*]关于“禅意”和“虚无”的部分依然是把审美体验直接解释为文化意识形态,重复前段的虚空索敌不值一辩(“[b][i]在这一环境内思考‘禅意’是毒害人的[/i][/b]”——不说野炊了我希望看到你的星露谷批判)。而关于社会批判部分则再现了前文的西方中心主义。“[b][i]以此来看,绝大多数殖民者并非纯粹,而是幼稚。[/i][/b]”如果把一个被少数投机者攫取利益的社会称为幼稚,那么想必如新自那样每个人都当鬣狗和吸血虫的的社会算得上成熟吧?一口一个殖民者同样令人不适,殖民破坏生灵的原罪应当尽归巨鲸一代,Sable所处世代仅仅是拼搏求生而已,顶多也只能称为后殖民时代定居者。 [*][b][i]“整个社会都无理由地认同他不成熟”“庸俗的家长主义”“可能成为先知式的人物”[/i]首先,Sable是女性主角,但我们暂时不批评这位作者先入为主的庸俗性别主义。[/b]在游戏世界观中,每个人都曾是滑行者,所以大部分NPC对待主角都颇为爱护并满含期待,偶有不识相的挑衅&臭脸在见识到主角的能耐后也几乎马上转化为尊重、祝福并给予行业徽章意图抛出橄榄枝邀请主角加入其行列。作者这一部分对于游戏的场景设置颇有不满,似乎每个人都应该知晓主角跨山涉水的伟业并尊其为圣才足够满足自尊。实际上制作组已经尽可能给足了玩家可能性:如果想让主角一直游历,尽可挑选星船头盔或者伙伴面具作为志向;如果对建制结构不满,也尽可挑选暗影义贼整肃社会或者攀登者远离人群。作者似乎在脑内虚构了一整个以自由为噱头、以谎言为基底、以剥削为本色的社会,并对其大加批判——[b]但这并不是Sable的世界,更不是Sable想要传达的东西[/b]。令青年忘记历史、不加反思的家长主义、吃人般的社会生产结构、无意识中的合力逼迫青年步入虚无——若真心想找这些,转头看看现实就行,“现代生活”最熟练的难道不就是这一套吗?如果新自不够那还有威资,总有一款能有满足你批判欲望的。 [/list] 即使作出了如此多扭曲的标签化论述、如此多的“东方主义消费化景观化批判”,评测作者依然能毫不惭愧能说出“[b][i]并不是希望接近萨义德式的批判[/i][/b]”,实在令人叹服。临到最后依然不忘为心爱的“现代生活”唱一句赞词,宁可虚构敌人也要自恃清明,实在令人叹服。 此等符号杂糅堆叠,评价一句Strange tales, full of foolish talk*想来是不过分的。 这篇评测在评测板收获了相当可观的赞同数,已难分辨究竟是暗合了反SBI玩家的便利、为其提供了体面的理论武器呢,还是这样的黑话文字真就是能轻易地哄骗得到赞同。其实写这一大篇反驳也不期望能有什么影响,只是作为一个纪念,提醒自己不要举着这种蹩脚的符号语言胡乱挥舞。 我向来是极避免对游戏进行意识形态审判的,不仅因为“六行字能绞死的最诚实的人”(而游戏设定可以千奇百怪,创作者既没有“诚实”的义务,更是毫无“正确”的必要),更在于如果这种诉诸廉价符号的批判蔚然成风被奉为圭臬那么就是把创作者束缚手脚再无创见可言。因此除非游戏中真的呈现了某种清晰的reactionary立场,我都尽量尝试以理解包容的态度对待创作。 Sable的表达很简单,并不需要太多余解释描述,它只是想让玩家在步入社会系统前滑行片刻,审慎多思、缓作决定——而这种时刻我认为恰恰是现代教育所缺乏的。 [spoiler]*Strange tales, full of foolish talk ——邱清泉:奇谈怪论,满嘴放屁。[/spoiler]
A charming coming-of-age story heavily inspired by French comic master Moebius in its aesthetics and by Dune too, in some smaller details. You are a young girl doing her "youth trip" using a specific power fading in adulthood, and meet lots of interesting people and have adventures helping you decide who you want to be on your adult life. The lore of this game is kinda rich and original, and clans and guilds are differentiated by their mask, instruments of survival due to the non breathable air of the planet but also heavily important socially. There are no dangers in your trip, apart from getting lost in your neverending wanderlust. And despite some bugs the sense of awe and the magnificent looking and constantly changing colors make your trip a memorable adventure. The game is far from perfect but believe me it's a gem to eveyone fascinated by aimless travelling should not miss. https://steamcommunity.com/sharedfiles/filedetails/?id=3528870707
检测到该游戏有Sweat Baby公司参与制作! Detected Sweet Baby Inc.'s involvement in the production of this game!
This game is gorgeous and the soundtrack is very nice. However the gameplay is very slow and very "make your own game". It mostly consists of driving around a fairly empty landscape, and then climbing some towers... with some very obviously inspired by BotW climbing and stamina mechanics. There is no combat, it's exploration for its own sake doing minor tasks that largely seem to be fetch quests. It's an open world, but that means it can't really do set pieces or timed music the way something like Journey, or Sword of the Sea do. The lack of combat and meaningful rewards means it lacks some of the motivation something like Zelda or Dark Souls would have to encourage you to explore it all. I didn't get too far into the game, but the opening tutorial takes nearly an hour, and then seeing what it had to offer once it opened up, I knew it wasn't going to be for me. It's very calm and meditative, and for those that like to explore for exploration sake, or to just get caught up in the world, they might find a real true gem here. Other reviewers put in many more hours than I did seem to have found things to like about it, but I don't personally want to play it any further. I won't downvote the game or give it a negative review for that, it's exactly what it wants to be... it's just not for me.
Interesting art design, world, characters, and music, but the writing is the corniest airport-bookstore-soft-romance-core fake deep ♥♥♥♥ I've ever seen in a game. Every single dialogue interaction includes my character's reactions to what other characters are saying; it's sooooo grating and, imo, counter-intuitive to what the game is trying to accomplish. (I don't need to be told that my character's ears are buzzing after I get a new hoverbike.) The game starts out wanting to show and not tell, with an intriguing exposition-free intro, and then proceeds to jam the experience full of agonizingly verbose inner and outer dialogue. Took about 45 minutes for me to wince my way into a refund.
I love this game so much but it is just ruined by bugs, poor optimizations and stutters that just makes it kinda a slog to try and get through. If this game didnt have glitches it would be so good but in its current state its just not worth it.
Honestly pretty mundane. Beautiful artistic style unfortunately couldn't save the drag that the game ended up being. Unpolished physics and graphics combined with boilerplate story and gameplay made this game mostly a mid tier experience at best for me. It was easy to get drawn in by the interesting art direction, but I can't say the game was worth my time.
It kinda pains me to say that this game is overhyped: while the concept of the game is good, the execution is lacking. The intended experience of the game is to use a cool hoverbike to travel between interesting landmarks on a massive map, appreciating the scenery on the journey and the character interactions at the destinations, and a couple little puzzles along the way, but in practice it fails at every step to deliver that experience: The hoverbike handles poorly, moves too slow, and constantly smashes into the ground when not on flat terrain. I cannot really overstate how sad it is to pilot the thing, it constantly spins around and smashes into the floor, everything about piloting it looks and feels wrong. You can slap upgrades on the thing to make it perform slightly differently, but the upgrades are all tied to cosmetic changes that might not be the look you want, and also have a cost to purchase so are mostly unavailable without backtracking. The world is large, but empty. There isn't really much point in exploring because there aren't any rewards to going to places that aren't obviously constructed to be gone to, and the bike moves so sluggishly/awkwardly that it's not really fun to just drive around in the sand, so the end result is just moving in a straight line from one landmark to another. The landmarks themselves are well constructed and tend to have interesting characters in them, but most of those characters don't have more than one set of dialogue if they have any at all, and the button prompts to talk to them often bug out and become invisible. On top of that, the UI also can break while talking to them, making it impossible to select different response lines or navigate a trading screen, forcing you to restart the game to get it to work again. The artstyle is very pretty, but it's execution results in a complete inability to judge the depth or slope of an object without swinging the camera around, which means in a game with a lot of climbing you can't really figure out what you can climb on until you get to it and jump against it. A lot of the game is just stutter-stepping up small inclines and then sliding back down, for an overall experience that feels more like tripping than hiking. The player character themself is awkward to move, as the artstyle gives them a very limited set of animations, and the movement and platforming that then fall out of that feel very mechanical and awkward. It's very difficult to move with any real precision, which results in a non-trivial amount of the game being you as the player fighting with the camera and the jump animation in order to get where you want. Maybe this was a problem with playing the game using a controller, but usually controllers make platforming easier, not harder. The puzzles are mostly just going to a place that someone told you to go to and then just finding a way to get to a thing you can see by either climbing, carrying something, or jumping. There's nothing inherently wrong with the problem solving parts of the game, but they tend to be very simplistic and have minimal or effectively no rewards. It's a game design that has worked in other titles, but here it feels underwhelming. Altogether, it's more than possible that you might like this game, but it felt undercooked to me, especially for a game that was in development for as long as it was. It's strange to find an indie passion project that feels like it was released before it was ready, usually people that work a long time to bring their ideas to life are not happy with releasing something that isn't "finished" and it's hard to play this game and not notice the lack of polish. Breath of the Wild does this but much better, or if you'd prefer to support other indie projects, check out Caravan Sandwitch
As much as I enjoyed playing this game, I cannot recommend it due to the horrendous performance issues. I tinkered with the few visual settings available in the game and nothing resolved the absolutely bonkers stuttering/FPS drops on both my desktop and Steam Deck. The visuals and music were good enough to make me suffer through the choppy gameplay. Check it out only if (1.) you like collectathon games, and (2.) it's heavily discounted.
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