
Solo is an introspective puzzler set on a gorgeous and surreal archipelago. Reflect on your loving relationships by exploring contemplative, dream-like islands.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 27 → 0/day in the week after.
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.
About





Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 131reviews | 69% | — | $31.1K |
| $14.99 | 25ratings | 72% | — | 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Like many others I've experienced the bug where upon loading a mid-game save, you no longer have items required to complete some of the puzzles, thus making the game unbeatable. Also, though I never completed the game, a lot of the message that I was getting from it seemed to be "those who don't experience love just haven't been in a relationship yet" when that is far from my own experience at all. I've been in several relationships, none of which have ever felt very fulfilling or different from not being in a relationship. It just was. Since realising my lack of interest in it (and I guess aromanticism / demisexuality) I've more fully embraced my lack of interest in it. If it happens, great! If not, cool! Though initially I was sceptical that the game would cater towards the interest of people who aren't looking for romance, which changed to excitement when some of the responses seemed to veer in that direction, and then quickly plummeted back down at the responses that the game seemed to suggest at it. If you can get it very cheap, then sure. Otherwise, eh.
Game is completely broken, controller suddenly stops working from time to time and you need to restart the game. And today, I've found that sound in the game disappeared, and I cannot fix the problem. I've tried changing several sound settings on my computer, reinstalling the game, restarting the computer, etc. but nothing is solving the problem. I've seen in a discussion that people is having the same issue, and that they have contacted developers and they won't answer because they've abandoned the game. I want a refund because it's impossible to play the game. It's a pitty, because I was really enjoying the game: the visuals and the music are nice, and it's very relaxing to play this game, it makes you think about many things running in your life. The puzzles are very simple and repetitive.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Simplified Chinese**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bugged game, dont buy
game-breaking bug
Es un juego que tiene corazón y se nota lo que busca transmitir o hacer comprender. Por estos motivos me gustaría recomendarlo PERO no puedo. Cada vez que guardaba e intentaba continuar en otro momento, algunas mecánicas del juego se bloqueaban y no podía avanzar. De modo que tuve que intentar acabarlo varias veces pero todo fue inútil. Y cuando por fin decidí acabarlo en un día, me ocurrió que los últimos puzzles me parecieron complicadamente injustos ya que, a mi juicio, estaban mal diseñados y no era porque al final dijera ¡Eureka! ¿Cómo no se me había ocurrido?. -_- Es por estos motivos que el mensaje que pudo haber sido muy profundo y sacarme unas lágrimas. Se diluyó en la frustración y molestia. Si llegasen a corregir el problema del guardado lo recomendaría sin problemas aunque los últimos puzzles se quedaran igual.
Lo primero que me dice este juego es que me prepare para que todo sea una alegoría. Que no piense en islas ni barcos ni mares, o que lo haga teniendo en cuenta todo el rato que esta historia está para hacerme reflexionar sobre el amor. Semejante falta de respeto a un jugador tiene muchísima tela. Y sin duda, hay historias que pueden resultar muy terapéuticas. Donde jamás me espero encontrar ese efecto es en aquellas que te lo anuncian en una pantallita justo al principio, de forma explícita, como si fueras tonto o como si los diseñadores fueran unos ineptos a la hora de transmitir nada profundo (esta última opción es más probable).
The game has a major game breaking bug that a LOT of people struggle with. If you don't intend to play through this game in one single sit, don't bother. If you save and start the game later to continue playing, the sound is completely gone and the items you need for the actual gameplay and continuing (a staff and a parachute) are no longer in your inventory or useable. Until this gets fixed my review will sadly have to remain as it is. It's a real let down, because I really enjoyed the game at first and looked forward to continue playing it. Here is hoping the dev's can atleast fix a bug this massive. TLDR: NOT RECOMMENDED, unless you plan on playing the full game in one sit.
Solo is a quiet, introspective puzzle-adventure that sets out to explore one of the most abstract and personal themes a game can tackle: love. Developed and published by Team Gotham, it deliberately steps away from traditional storytelling structures, choosing instead to guide players through a reflective journey across a series of dreamlike islands. Rather than pushing objectives, conflict, or challenge, Solo invites players to slow down and engage with questions about relationships, commitment, vulnerability, and emotional connection, using gameplay as a mirror for self-reflection rather than a vehicle for spectacle. The game is structured around exploration of a colorful archipelago made up of small, self-contained islands. Each island presents a light environmental puzzle that must be solved to reach a Sleeping Totem, which then poses a question related to love or emotional experience. These questions are often open-ended and personal, encouraging players to respond honestly rather than “correctly.” Your answers do not radically alter the world or lead to branching endings in a conventional sense, but they do shape the tone of the game’s narration and the way subsequent prompts are framed. This design reinforces the idea that Solo is less about winning or failing and more about engaging with your own thoughts and feelings as you progress. Puzzle mechanics are intentionally gentle and accessible. Most challenges revolve around manipulating boxes with different properties—such as weight, movement, or structural support—to create paths and reach higher ground. The puzzles rarely demand strict logic or precise solutions, often allowing multiple approaches that reflect the game’s thematic emphasis on interpretation and flexibility. This lack of rigidity can feel refreshing, as it removes the stress commonly associated with puzzle games, but it can also lead to a sense of repetition over time, as the mechanical variety remains fairly limited throughout the experience. Beyond the main puzzle flow, Solo offers a range of optional interactions that deepen its sense of place and mood. Players can feed animals, photograph landscapes, play music, or help reunite animal pairs by building bridges. These activities are not mechanically deep, but they add texture to the world and reinforce the game’s meditative pace. They also serve as quiet metaphors for care, attention, and connection, subtly echoing the emotional themes explored through the narrative prompts without explicitly spelling them out. Visually, Solo is one of its strongest elements. The art direction favors bright colors, soft shapes, and stylized environments that feel both playful and serene. Each island has a distinct identity, and the overall presentation creates a sense of calm curiosity that encourages exploration without urgency. The soundtrack complements this aesthetic with gentle, ambient music that enhances the feeling of solitude and contemplation, making even simple traversal feel purposeful and emotionally grounded. However, Solo’s abstract approach is also its most divisive aspect. For some players, the emotional questions resonate deeply, prompting genuine reflection and a sense of personal connection to the journey. For others, the prompts may feel vague or underdeveloped, lacking enough narrative context to carry emotional weight. The game does not provide characters, dialogue-driven drama, or concrete story arcs to anchor its themes, which means its impact depends heavily on the player’s willingness to engage introspectively rather than passively consume a story. There are also moments where the experience is hindered by mechanical roughness. Controls for manipulating objects can feel imprecise, and camera behavior occasionally works against the calm tone the game strives to maintain. When puzzles require more careful placement or timing, these issues can briefly pull players out of the reflective mindset, reminding them of the game’s technical limitations. Ultimately, Solo is best understood as an interactive meditation rather than a conventional puzzle-adventure. It prioritizes atmosphere, mood, and personal interpretation over challenge or narrative clarity. Its puzzles are means to an emotional end rather than the main attraction, and its success depends largely on how open a player is to introspection and ambiguity. For those seeking a peaceful, thought-provoking experience that encourages self-reflection through gentle gameplay and evocative presentation, Solo offers something rare and sincere. For players looking for structured storytelling or mechanically rich puzzles, its abstract nature may feel too insubstantial to leave a lasting impact. Rating: 6/10
me cago en el último puzzle y la madre que lo parió, sus primos y sus tios, y sus vecinos, bugueao no, lo siguiente- cagondio
O jogo parece ser interessante, mas há um bug que te dá softlock. Você não consegue progredir depois de dar load.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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