
A classic survival horror experience set in a dystopian future where humanity has uncovered a dark secret. Unravel a cosmic mystery, escape terrifying creatures, and scavenge an off-world government facility as Elster, a technician Replika searching for her lost dreams.
Most likely between $8.5M and $24.2M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 97% | approximately $14.2M |
| PlayStation | $13.99 | 92% | — |
| Xbox | $19.99 | 92% | — |
| Nintendo | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1502 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The game is overall pretty decent and I definitely enjoyed parts of it. Unfortunately there's just a too many things that bug me to give a positive review: 1. The story is kind of all over the place up until the end when it starts to make some sense but still feels a little needlessly abstract/vague for the casual player. 2. Boss fights are lame and interrupt the flow of gameplay. 3. Targeting system just bugs out sometimes and will target enemies farther away instead of the ones closest to you (mostly happens when aiming at a closer enemy and another enemy gets in range). 4. Drags on near the end with repetitive fetch quests (puzzles get less satisfying the further into the game you get). 5. Achievements don't make any sense and are too vague (sometimes you have to search what exactly you did to get an achievement). 6. Font is sometimes not readable or you have to guess numbers are. 7. Some puzzle mechanics are not as intuitive as they should be. 8. Has a false ending that almost made me think it was real, no clue why they would do that. Only reason I found out it was false was because I searched up what people thought of the ending. 9. Key items need to stay labeled or something on the map, if your inventory is full (happens a lot) you have to go back to a save point to drop off some items. And you might happen to miss going back for that key item and now you need to wander around for a bit just to find it again 10. Some areas just don't have maps for reason when it doesn't make sense for them not to after you've explored most of them. 11. Some weapons get too weak later in the game and start to become kind of useless, I don't want to have to unload all my ammo just to kill one enemy (this isn't really too much of a problem tbh but still kinda lame). TLDR: For me the game has a strong start but doesn't stay good enough as it goes on for you dismiss its various issues. If I were being harsh I would say its a cool puzzle game with gun play that eventually turns into a slog/fetch-fest of grabbing various keys from various places.
девачки, это полнейший ACHTUNG, отвал всех гештальтов + {零}
an absolutely GORGEOUS game in art direction and sound design, aesthetically and atmospherically memorable. also i can appreciate how seamlessly the gameplay is tied into the lore and reading all the lore notes trying to figure out tf's going on was pretty fun. BUT the core gameplay loop..... the relentless, constant backtracking was SO tedious and annoying which completely ruined my whole impression of the game. story-wise it did literally nothing for me too (although scifi almost never lands for me anyway), puzzles were satisfying enough tho. as much as i was hoping to like it cause i ABSOLUTELY LOVE open-ended and abstract story-telling most of the time and i can totally see why someone would love it, got recommended to me by a friend of mine and it just didn’t live up to the expectations. the story definitely wasn't bad but the way people praise it u’d think it brought about world peace, and it's just.. decent? honestly the gameplay was the main culprit here, but maybe it's just not my cup of tea. (2/5) [spoiler]also to all signalis fans out there: please [u] promise[/u] me yall will NOT [u] strangle me alive[/u] there is NO need for that [/spoiler]
Signalis is the mind-melting indie darling born from the marriage of Resident Evil's gameplay and the surreal, melancholic psychological horror of Silent Hill, cradled in a retrofuturistic sci-fi setting where CRT monitors and artificial humans with existential crises are commonplace. Among the dozens of mediocre copies of the influences that make up the game—and despite the very apparent limitations of its tiny budget—Signalis, with visuals reminiscent of the Nintendo DS games, at least manages to bring a strong sense of style and a presentation mature enough to stand out naturally among its peers, even without betting on innovation or subverting clichés. I won't say it's an indispensable modern classic and, without a doubt, it's a rather flawed game whose gameplay doesn't go much beyond a serviceable—less than competent—replication of a formula established by old games, but for someone who usually despises the creatively lazy clones the indie scene churns out in industrial quantities, Signalis surprised me enough that I bought it twice. The game is an immersive surrealist nightmare, built upon solid foundations and carried by a gripping atmosphere. It's a strange, brutalist, depressing journey that leaves a strong lasting impression. It is fair to say that the highlight of the experience is the narrative. More than the story itself, its cryptic presentation—filled with disconnected montages referencing things you'll have to look up outside the game, distorted jumps through time that create a powerful sense of disorientation, and esoteric, existential metaphors that will probably fly right over your head—juxtaposed against the cold, bleak realism of its totalitarian setting, effectively evokes a feeling of stepping away from the mundane and plunging into the unknown, toward the abyss of a decaying mind. I know this kind of story is catnip for humans. Especially for those chronically online weebs who obsessively dissect every tiny detail of a deliberately vague work. But I've long since moved past this phase, and nowadays i'm content simply experiencing them, following the guidance of the late David Lynch. Which allows me to say that I have absolutely no idea what the story is actually about, yet I liked it a great deal. It's the pleasure of uncertainty that keeps the story alive and emotionally resonant. It's one hell of a mind trip. Besides, if there's one thing that can save a story, it's telling it like this. If you can't be straightforward, turn it into a puzzle. Nobody will understand it, everyone will call it "genius and complex". By the time they figure it out, you'll already be long gone counting your money. I'm kidding, of course. The remarkable competence with which Signalis handles its surrealism makes it obvious that a great deal of thought went into everything you're seeing. That's what separates it from the rest. Then we have the gameplay... which is the weakest aspect of the package. Even if it's good enough to create enough friction through disempowerment to generate tension and encourage strategic decision-making, it's still a pale, unpolished reproduction of the RE formula, without introducing a single new idea or making any meaningful attempt to refine what came before. Although the game does a proper job of establishing an immersive sense of place, contextualizing each room, hallway and puzzle (mostly good, btw) in a believable way and connecting everything through smooth shortcuts spread across the environments, the whole thing suffers from rather bland characterization and an overwhelming sense of predictability. The level design brings nothing particularly creative to the table, and its layouts are far too flat for my taste, but what stands out to me the most is just how easy it is to predict what you'll find simply by looking at the map. If you compare it to a classic Resident Evil—the mansion, for example—you'll notice that the maps of both games are actually quite similar, full of neatly interconnected rectangles and squares. The crucial difference is that, in RE, seeing a place in person is a completely different experience from seeing it on the map. A square or rectangle there can represent rooms and hallways that are radically different from one another, each with their own nuances and touches of environmental storytelling, made even richer by the placement of important items. If a game can make you remember specific locations—specific things of specific locations—that's simply the mark of excellent level design and art direction. It's also something many RE-inspired games, or titles built around a similar design philosophy, managed to reproduce. In Signalis, however, a square or rectangle almost always ends up being exactly that once you get there, with dull environments devoid of personality and completely forgettable. Remembering any specific location in the game—even if you walked through it just a few minutes ago—is practically impossible, given how repetitive and generic most of its areas are. They go to great lengths trying to establish the setting in a believable way and maintain internal consistency, but end up producing something sterile and drowsy to navigate and backtrack through, a world that hardly ever subverts the mundane until almost the very end of the experience—which, frankly, only culminates in the same old thing anyway. You can't say it doesn't fit the game's understated and irreverent tone, and admittedly a lot is lost because of the decision to use an isometric camera instead of carefully directed cinematic angles designed to maximize the intended effect. Still, I don't think that excuses the uninspired visuals. It makes the game feel far less interesting, boringly predictable, intriguing purely because of the surrealism of its narrative while making the gameplay itself feel like little more than a bureaucratic procedure instead of something genuinely engaging. The fundamentals are solid, but the execution is merely functional. They clearly needed to push much further if this game was ever going to stand alongside the classics that inspired it. The game doesn't seem to have been tested particularly well either. On Survival difficulty, it starves you of ammunition to such an extent that playing tactically and methodically to preserve your resources simply isn't enough. Unless you've already memorized the entire game—knowing the location of every item, puzzle piece, and enemy—it turns into a glorified walking simulator, because you'll barely get to engage with its mechanics in any meaningful way. Nothing is more satisfying than finally finding an ammo box—which is already a rare occurrence—only for it to contain one or two bullets. It wasn't that the game was punishing me for making bad decisions; it was that I almost never got to make any decisions at all besides running. Capitalizing on having conserved my more valuable ammunition never really happened, because handgun ammo was almost as scarce as shotgun shells. By the end, when the game starts relying heavily on narrow corridors packed with enemies that force you into combat, the problem becomes even more apparent. That's without even mentioning the constant backtracking, the inventory that never expands (perhaps because of some symbolism surrounding the number six), the very limited enemy variety, the terrible aiming controls and the many,many mechanical ideas that remain underutilized. But... I'll have to stop here because I've already blown past the word limit. Signalis is a good game. Flawed, uneven in terms of quality, but still a worthwhile and memorable experience.
Love has lead me to places I wouldn't go to even with a gun.
I just want my space lesbians to be happy.
Большую часть игры я не понимал, что тут вообще происходит. После прохождения я не понимал, что тут вообще происходит. После изучения я не понимал, что тут вообще происходит. Большую часть игры я не понимал, что тут вообще происходит. После прохождения я не понимал, что тут вообще происходит. После изучения я не понимал, что тут вообще происходит... И так, цикл за циклом я не понял, что тут вообще происходит. Но понял, что задумка, атмосфера, звуковое сопровождение и геймплей тут пиковые. Сюжет, после того, как я наконец-то понял, мне зашел, очень годно все продумано, отсылки на лавкрафта, философия.. Меня это все так завораживало... Игру я точно рекомендую. P.S.: кохлибри
A visually stunning game with a few flaws, but I'd still recommend. I really like the games overall theme. The pixel art and the anime-inspired characters look great, the android setting is interesting, and the story kept me playing till the end. The soundtrack also awesome. The biggest issue is how repetitive parts of the game become, along with puzzles that sometimes don't feel like puzzles at all. It starts feeling more like a key hunt than solving puzzles. Another annoyance is the amount of backtracking. The limited inventory combined with the huge number of items means you'll be making frequent trips to the storage box. The combat is serviceable, but nothing special. It's also possible to get trapped by enemies, leaving you with no option other than killing or dying. And I really dislike that enemies deal contact damage when they already have dedicated attack animations. Finally, I'm not a fan of the built-in film grain and CRT effects. I would preferred the option to disable them so I could use something like ReShade instead. Unfortunately, because the effects are baked into the menus and UI, I cannot turn them off. Despite all of that, I still had a good time with the game. Its atmosphere, visuals, and setting carried the experience enough that the frustrating parts never completely outweighed what made it enjoyable. I also read that there are multiple endings and I managed to get the "true" ending.
Pretty solid game, but i don't think that 3 hour unskippable lesbian sex scene was necessary
Great game!