
Leave home for the first time to collect memories before a mysterious cataclysm washes everything away. Ride, record, meet people, and unravel the strange world around you in this third-person meditative exploration game.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.43/day in the week to Aug 29 → 0.14/day in the week after.
About
Genres
Sums Steam only; PlayStation publishes 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 | 2.1Kreviews | 93% | — | $819.4K |
| $29.99 | 2Kratings | 78% | — | 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.
Engagement
Reviews
Themes across 77 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A beautiful game I still think about 3 years after playing it.
Ce jeu était tellement magnifique à tous les niveaux. Une véritable claque émotionnelle, je suis restée retournée un moment après l'avoir terminé. Une belle histoire sur le temps qui passe, la peur de l'avenir et de ses incertitudes, les rencontres qui nous forgent, et les souvenirs qui forment la personne que l'on est. La politique et la religion sont abordés avec douceur et pertinence, pas pour déterminer leur intérêt, pas pour juger, simplement pour constater l'impact qu'elles ont sur les vies et les époques. Un jeu à choix où aucun choix n'est bon ou mauvais, seulement le tien, le reflet de ta perception et de ta sensibilité.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 51.2/day in the week to Jul 16 → 1.29/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.
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, Japanese*, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 77 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]【 林一的独立游戏簿】寄梦远方——讲清一件小事胜过一大锅含糊其辞 [/h1] [h2]游戏简评(剧透警告)[/h2] 一款骑车加手账的电波游戏,玩家将扮演一个黑人女生,骑上自行车告别家乡,去探索一个即将面临"季节更替"的世界。你将行过平原、山谷与海岛,遇到各种各样的人(其实总共也就五六个人),用相机拍下风景,用录音笔收集声音,最后用手账把这些东西整理起来,作为送给未来的"信"。笔者全成就时长为 10 小时,游戏美术、音效所烘托的旅行的氛围感很棒,但剧情和玩法却让人心思涣散而疏离。它是一场迷幻的漫游,带有某种美好的愿望,但缺失了现代社会中同样稀有的清晰。 [hr][/hr] [h2]游戏长评[/h2] 画面是这个游戏在预告时期就十分吸引我的点。大色块,像油画加水彩,有股子粗犷和细腻并存的美感,整个画面非常统一,但实际玩下来,我的 6750XT 在某些场景竟然会非常卡顿,这种卡通风格的美术应当不会出现这种优化问题的。 游戏的主要玩法围绕着手账设计,玩家每到一个地点,手账本会自动更新目录,增加一个地点词条,借此提醒你收集当地的照片、声音和物品,来填充手账。这个玩法在某些阶段是强制的,比如主角刚启程的时候,需要收集家乡的信息来帮玩家理清整个游戏的背景,但在大部分阶段都是可选的,写不写手账都不会干扰主线的推进。 聊聊游戏在我眼中明显的缺点——[b]混乱的剧情体验[/b]和[b]疏离的玩法设计[/b]。 混乱主要体现在以下几点: 游戏想讨论的主题实在太多,但每一个涉足又很浅。战争、宗教、神秘主义、艺术、家庭、离别、记忆……这些主题在一个文本量不大、文本密度不高的五六小时的游戏体验里,实在很难充分演绎。 与游戏里的 NPC 互动有些刻意。游戏里,一位寡妇上来就跟你聊丧夫之痛,一个刚认识的艺术家会和你探讨人生意义。我印象最深的就是结尾出现的那个僧人,10 分钟不到的时间里和他相识又离别,现在想起来这个角色身上竟然没有任何记忆点。这个角色就像是为了让山谷之旅正好在那个时空结束而放置的一个工具人。 疏离的玩法设计主要体现在: 游戏的主要玩法"手账"过于单薄,且组成手账的次要元素:照相、录音、物件收集本身没做玩法拓展,且元素之间几乎没有玩法上的交集。如果由我来拓展,我会设计一个支线任务——用相机在某个特定区域寻找"看不见的幽灵",或者收集某些物品后不单单是记录在"手账"上而是作为自行车的装饰。 总的来说,以手账为中心的收集玩法和旅行体验对于手账爱好者、或者旅行爱好者来说可能已经十分惊喜了。确实,手账为玩家提供了一个丰富的观察和记录世界的视角,但是仅仅这样是不够的,且不说我觉得游戏本身提供的信息还很有限。如果我来设计的话,我会加入更多玩家能在世界里留下痕迹的契机。这样的互动点我记忆中游戏里是有的,比如玩家可以在山崖处留下一幅涂鸦,可以在牧场聚集牛群。一方面我们可以增加更多这样的互动点,另一方面我们需要这些互动点遥相呼应,比如留下的涂鸦主题可以是你之前经历过的某个事件,比如玩家刚认识的新朋友会评价你之前所做过的某个选择,甚至比如在最后离开山谷的时候,切换视角,让玩家看到自己在山谷留下的所有痕迹。这种体验绝对是对"手账记录"的完善。我想,对于大部分人来说,生命的意义在于体验,也更在于我们在这世界上活过,留下了我们独特的痕迹。 [hr][/hr] [h2]优缺点总结[/h2] [b]++[/b] 饶有特色的美术风格 [b]++[/b] 骑行和声音设计的沉浸感 [b]+[/b] 独特的"记录末日"题材 [b]--[/b] 想讨论的主题过多而失焦 [b]--[/b] NPC 互动缺乏自然的情感递进 [b]-[/b] 玩法系统各自为政,缺乏有机联系
SEASON: A Letter to the Future offers a truly calm and poetic experience. The introduction felt quite slow at first, and I wasn’t sure I would get into it. However, once past that initial part, the game opens up. While it remains deliberately slow-paced, the bicycle and semi-open world provide a pleasant sense of freedom. The story gradually unfolds, encouraging you to better understand this changing season and the characters you meet along the way. Gameplay is very minimal, focused on exploration, photography, audio recording, and scrapbooking. The game really shines through its narrative, atmosphere, and writing. The music is subtle but fits the journey perfectly, and the cel-shaded visuals often create beautiful, memorable scenes. Overall, I would recommend it to anyone looking for a peaceful, almost timeless experience.
[spoiler] 妈妈,我忘记了我的名字。 [/spoiler] 喜欢旅游,喜欢拍照,喜欢记录事情,做手账,对人物故事,世界观感兴趣,不排斥慢节奏,对(理想化的)乡野社会学感兴趣的都可以来试试。
Years later, and I still think about this game, ruminate on this game. If you play, take your time. When you finish, take your time. And when you re-enter the world, let the game influence you to take your time and appreciate it all.
A beautiful, poetic, haunting art game. My only criticism is I wish it had been longer, I would've liked a sense of having travelled further, meeting more people, seeing more abandoned or emptying landscapes, witnessed more hauntology... I enjoyed that you had to be fairly selective with what you chose to document, but I also I wanted a longer journey to record and witness. But it didn't outstay its welcome either, and it achieved what I feel it intended. 9/10
[b][h1]The Game That Made Me Want to Travel More[/h1][/b] I've just got back from my big solo trip across several countries, and SEASON was one of the first games I played afterward. Just about 30 minutes in, I found myself wanting to plan another journey. [h2]The Jouney Begins[/h2] The game is about traveling, experiencing, meeting new people, and making stories for our future selves. We roam through the landscapes of the outside world and understand how small we are in it. I've always been kind of an explorer, so I don't know how this game would've made me feel if I had played it before my journey. But playing it now, it makes me understand even more — you can't be alone in a world full of landscapes, animals, nature, and countless small things. [h2]What the War Left Behind[/h2] The game shows us a world torn apart after the previous season's war. Everything we pass is either destroyed or just left to the care of nature. It tells us how important some things are that we often take for granted: family, home, and peace. The Elder of the town tells us about her family and home that she lost during the war. But one thing she never lost was her memories. Memories of her home, her parents, and the cruise ship where she spent her childhood. They are among the most important things in our lives. "We're always walking on ruins"— this quote from the game is so true. Wars have appeared all around the world, destroying every piece of life. If not wars, then nature: even ancient creatures like dinosaurs. I love how the game wants us, players, to understand the difference between the past and ourselves today. [h2]Life After This Season[/h2] Everyone you meet in the Tiang Valley has to move away to find peace after the war and start a new season somewhere safe. The flood will take almost everything they had, everything they made their whole lives. This sounds sad, but I adore the developers for making it sound less tragic—more like "Everything changes; life goes on." [hr][/hr] [h2]What I'll Take With Me[/h2] By the end of the game, you understand it's not always the destination that matters — it's the path. When I travel, I meet locals, try their food, and wander through streets you can't find in a tour guide — this is a journey. Everyone we meet has their own thoughts, memories, and most importantly — history. It took me about 6.5 hours to complete the game, and it seems to me like I've explored every detail the game had. I hope so, because everything you see, every detail you can interact with has something to tell. This is not just about collecting; it's about diving more into the story. Oh, and the scenery... From mountains to forests, from lakes to the ocean — the nature in SEASON is magnificent. I also loved the architecture. It is almost the exact one I've seen in my travels. About two hours in, I realized I didn't want to rush through it. I wanted to slow down and simply exist in its world for a while. Like I mentioned earlier, playing this game after a long journey makes it feel even more special and helps you realize what more you could've done to remember every little moment of your life. For me, I'd definitely bring a pen and a notebook to capture the smallest details.
Que jogo incrível, eu genuinamente não consigo colocar em palavras o que eu senti jogando, o jogo não te obriga a praticamente nada, mas eu a todo momento estava ou com a câmera e gravador na mão ou admirado pela sensação de andar de bicicleta nesse mundo lindo. Eu nunca achei que iria me importar tanto com a estética do meu diário, mas me importava, já tinha colocado o que precisava, mas naquele estado ainda não seria uma representação para o futuro. A movimentação pode ser o ponto mais complicado do jogo em alguns momentos, mas não importa, tudo faz valer a pena.
This game is for when you wanna cry. There's crying for sad things and crying for happy and funny things. The flooding of Tieng Valley comes from my tears.
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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