
Mission: Translate an interstellar message, using the universal languages of math & science.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
The Message from Deep Space is an odyssey of puzzles. Take the role of the mission's Translator, working alongside a scrappy band of scientists, and venture headfirst into the world of deciphering an alien language --- completely from the ground up.
Set in 1973, Earth is the recipient of a meteorite that broadcasts radio waves. In the role of the mission's Translator, the player is responsible for designing responses to the meteorite's transmissions, which, if correct, will elicit new messages from the meteorite. Only through this radio wave dialogue will patterns, words, syntax, and meaning all take form, leaving but one question:
What is it the aliens want to say?
Translate an alien language
Learn about an alien civilization
Interface with a retro computer
Manage a user-driven dictionary
Design radio transmissions by frequency
Collaborate with scientists that respond to your actions
+1000 in-game dialogues
+30 minutes OST
+30 hours of gameplay
Inspired by The Golden Record aboard the Voyager I space probe, The Message from Deep Space takes a realistic approach to deciphering an interstellar message. Beginning with the limited universal constants available to technologically advanced civilizations, the message spans a range of real-world fields of math & science. Decoding the message is tough, but with the support of the game's meticulous linguist, the single-minded computer programmer, and the affable astronomer, it is a challenge fit for anyone with Curiosity and Perseverance.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 1057 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
终于结束了,我智力比较低下所以游戏时长似乎比别人都多?可能是我今年的年度最佳。 谜题的困难和抽象程度中等偏上,背景故事深深的惊艳到我,这个惊艳程度不亚于星际拓荒里自己逐渐拼凑出挪麦文明时的震撼。。但凡用概括的词汇总结都会涉及剧透,希望大家等一个汉化或者英语好直接上,不要跳过对话好好体验下剧情。 怎么概括这种抽象感受呢,我能把它具像成:(仅提供感受,不提供想象力,感受描绘的内容跟剧情无关) 五月的一天,你走进教室,无意的与那个沉默寡言一脸冷漠的男孩子讨论某道数学题,然后是化学题,物理题,之后突然的讨论文明,讨论历史,讨论宇宙,讨论某一颗星星此刻应该在天空的哪个位置,讨论德雷克方程,讨论冯·诺依曼探测器,讨论费米悖论,讨论戴森球,香农熵,洛希极限与潮汐力,大过滤器,奥尔伯斯悖论,卡尔达肖夫指数,铯原子的基态跃迁周期…………………………你的目光顺着他白皙的面庞修长的手指延伸过去,整个宇宙在他身后缓缓展开,银河变成具体的路,星星的位置变成美丽的图案……然后夏天到来,考试结束,你们不再联系,有什么东西消失在了风中。 这就是费米悖论,宇宙如此浩瀚,理应容纳无数文明,可我们至今听不到任何回应。后来你才知道,不是"没有人存在过",而是每个文明可以被听见的窗口太短了。恒星能燃烧几十亿年,而一个文明能对外发出信号、又恰好被另一端听到的时间,也许只有几百年,甚至更短。两个本该彼此靠近的文明,完全可能只是因为时间线错开就永远地错过。 你与他也不过是有过一次极短的,只属于两个人的可通讯窗口,然后就像行星一样被各自的轨道带向不同的地方,尺度的问题。 但你现在抬头,却发现头顶的星空更加具体而清晰了,那是因为多年之前发出的光芒正在向你赶来的路上,你这些年理解到的更多的历史,宇宙,文明的故事,都是那时的星光陆续抵达的证据。 然后你明白人心是流动的,遗憾是无法挽回的,故事可以用逗号结束,并且你接受。 就像这个游戏所讲的一样[spoiler] 如果对方距离我们几万光年,哪怕我们接收到了信号并立即回复,等我们的电波传过去、对方再回传,也是几万年后的事了。这种星际对话从本质上讲永远不可能像打电话那样实时互动——所以我们此刻接收到的, 是一个文明消失之前为了证明自己曾在场而发出的遗书,玩家成为了见证者。[/spoiler] 可惜的是我迄今为止没有收到过宇宙发来的素数开头的电信号,也没有在高中的某个五月遇到我前面形容的那种男孩子。 [hr] ps:前四个小时真的很简单很快乐,但是直到15个小时之后我还在做数学题是真的烦了,怀疑我们九年义务教育所学的数理化远远的cover掉了你老美k12的难度?逻辑,物理,化学这几个略显烦躁,但是还算简短,到了介绍生物,星系还有文字的地方才又重新感觉快乐起来。然后有些题是找规律,有些题是计算结果,会不知所措,卡关时会没有尊严的去看指南里的攻略继续蠕动。 题目只是饺子,故事才是那盘醋,作者是为了这盘醋包的饺子,所以We Need Chinese!!!安利都安利不出去!We Need Chinese!!!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[i] The listener does just as much work communicating as the speaker does. [/i] 交流之中,听者付出的努力,和说的人一样多。 (这句话出自游戏内的语言学家) [h2] 深空来信 The Message from Deep Space [/h2] (无剧透,少量背景介绍,不影响游玩、解谜) 据开发者介绍,这款游戏的创作灵感,来自旅行者1号金唱片。旅行者1号发射于1977年,它携带了一张金唱片,唱片用一些宇宙常量定义基本单位,用十多颗脉冲星绘制了我们太阳系的坐标,用编码抄录了一些人类文化、生命相关的声音和图像信息。 总结就是,代表人类文明,向潜在的地外智慧送出手信。 时至今日,旅行者1号仍在太阳系,“光”只用1天,就能赶上它走了整整49年的路程。而离我们最近的恒星也足有4.2光年,所以我们暂且认为,目前没有外星人知道地球和人类。(对...吧?) 但是地球上,那些热衷于想象的头脑,早已创作了一个个描述人类接触地外生命的作品,从电影到小说,各种艺术载体,应有尽有,就连致敬、改写旅行者号、先驱者号的幻想作品都有好几个了,《深空来信》( The Message from Deep Space)就是其中一个。 [b] 只是这一次,创作者把寄信人换成了地外文明,收信人换成了人类,游戏的故事也以此开始。 [/b] [h2] 一切的起点 [/h2] 1973年,一颗 “陨石”落在地球,研究者发现“陨石”在持续广播无线电信号。为了弄清信号含义,由玩家扮演的“破译专家”受当局邀请,与天文学家、语言学家、程序员组成4人翻译团队,使用一台连接了通讯设备的电脑,对“陨石”信号作出编译和回应。 [b] 如果信号回应正确,“陨石”的广播内容就会更新。 [/b] 这便是本作的背景与核心玩法,有点像猜规则解谜,猜测一段信号的含义,然后验证它,再来新信号,最后组合信号构建新词汇。 没有高成本画面,玩家接触的信息,大部分都通过文字内容表现。 没有跌宕起伏的情节,玩家静坐在一间翻译室,接收着一段段近乎陈述说明的信号,与老式电脑交互,与身边同事沟通,看着他们时而为答案争论、时而相互鼓励。 没有上头的心流曲线、奖励反馈,随着流程,玩家只能取得有限的工具辅助破译,然后每周开简短组会总结本周破译主题。 嗯哼,工作总结与下一步工作计划,烦哎。 然而,就是在这些看起来日常的不能再日常的玩法里,我却感受到了强烈的沉浸感和崭新的叙事体验。 这种沉浸感和叙事体验,正是源于本作 “慢热”的解谜/破译玩法。 请允许我先引用其他玩家的体验,我是从“塞德莎”(B站一位擅长解谜游戏的博主)的录播得知这款游戏的,从他本人的视频介绍,以及其他steam玩家的评测区(包括大部分英语评测),不难发现类似说法: “这款游戏的解谜过于慢热,它更像是一款剧情向游戏/视觉小说。部分解谜章节略显拖沓,故事更像它的核心,解谜却像陪衬。” 老实说,我在前期也抱有类似想法,我与游戏内那位顶着上级压力争取项目经费的主管一样,纳闷“陨石”为什么要花大力气阐述基础概念,而不给一些对人类文明有实质帮助、或者至少表明身份的知识。 但是随着流程推进到5-10小时,我翻阅着游戏内置的电子字典,回顾外星信号所讨论主题的演变时,我明确了我的结论:谜题慢热并不是开发者考虑不周的设计缺陷,相反,它是有意为之,它就是开发者的设计意图!用来维持“破译”过程最真实的沉浸感。 因此,我认为《深空来信》,是利用游戏载体讲述科幻故事的超级优秀的案例,上一款我愿意这么评价的是《星际拓荒》(Outer wilds),其实二者区别挺大,就不多说了。 本作显然不是一款主打语言破译的解谜游戏,但同样也不是一款剔除了puzzle,就能纯粹享受故事的visual-novel。 解谜对叙事的作用相当关键,它们密不可分。 要说明它们,我们回到沉浸感和叙事体验,我想从游戏最核心的两个层面讲述: 1、角色扮演与塑造 第一个层面是角色扮演与塑造,你的3位同事和1位老板,他们性格塑造真实,解谜的功能性也颇有体现。 破译过程,他们会基于专业背景对谜题给出提示,这些建议很讨巧,它通常不会透露答案,而是确保玩家的理解不会偏离词汇的预期概念。并且这些提示的触发完全由玩家决定,需要的时候,点击即可查阅。怕剧透答案、打断思考?先破译完这一段再看看他们的说明。 每位专家在小章节结束后,都会对新词汇给出自己的建议命名,从命名也能看出不同人物性格和专业背景。 “一根经”程序员BAUTISTA会根据主题需求,逐步给电脑引入“可编辑电子字典、计算器、画图白板、内置知识库、可视化软件”这些必备工具。(所以这款游戏还是算有一些局内外成长和难度曲线控制的哈哈哈哈)他的“离神不近,但离人类已经很远”的程序员思维时不时会对上一些外星电波,道出破译关键点。 乐天派但经常在争论吃瘪的天文学家AKERS,充当着团队的气氛活跃选手,给卡关的你缓和情绪,给严肃的主题赋予生活气息,在关键章节贡献他对宇宙常量的专业知识。他的故事插曲可以说很能引起有学生经历的玩家共鸣了。 细腻严谨、心态平和的语言学家 COLLINS,会在工作日志详细的留下思考与感受,她的“词汇”嗅觉敏锐,给出的命名建议,在前期章节可能难以匹配,但在后期,某个词汇再次出现时,你会惊叹她的命名是那么有前瞻性,泛用性强,是绝佳的参考锚点。 项目负责人DOPPLER,尽管前期团队进展缓慢,也始终向上争取经费,耐心倾听团队诉求,鼓舞团队士气。 他们与我们有相似的生活烦恼和理想困境,尽管与他们隔着数十年和数千公里时空,甚至隔着虚拟和现实的第四面墙,但他们仿佛有跳出来与你对话的魔力。 2、语言的跳板 第二个层面是语言主题的设计。这款游戏neta了旅行者金唱片,但我觉得他的设计比金唱片自带的说明书高明多了:“陨石”信号会从最常见的宇宙常量开始,然后用基本的数理法则构建逻辑认知,再到物理化学引入尺度单位,进而步入现实讨论具体对象,最后延申到更抽象、更复杂、更富有主观色彩的概念。 每个词汇、概念、主题,循序渐进。我在游戏后期翻阅满满的电子字典时,经常感慨数学知识和宇宙常量是那么值得信赖,没有它们,沟通的桥梁便无从搭建。 以上两个层面的设计,与解谜密切结合,共同服务于游戏的沉浸感和叙事。所以我认为本作的解谜“慢热”不是缺陷,它就是Janathon Blow提到的,让一款游戏如此独特的棱角,而在本作中,它表现为: 因为1+1=2,所以我能表达爱。 [h2] 缺点 [/h2] 但这不代表本作的解谜设计就没有问题了,某些小细节、电波式答案,的确容易误导玩家思路,而且游戏后期的叙事、谜题都略显仓促,尽管我认为结局合格,但它本可以表现的更完善,更对得起前面的努力,也许是受限于开发经费、时间? 本作游戏没有官方汉化,虽然词汇不复杂,对话也不会很多,但总归有汉化更好。 本作需要一定的高中知识,但是游戏内置知识库,所以任何有喜爱和毅力的玩家,我觉得都可以通关。 [h3] 总结 [/h3],本作是我至今欣赏过最具代入感的科幻&游戏作品,与星际拓荒并列。 当老式电脑的CRT扫描线、经典荧光绿,电器运行音效,都以一种恰到好处,不打断思绪,又提供背景氛围的形式融入电脑屏幕。 当你的同事在组会,工作日志里会沿用你对信号的定义,用你造出的词汇交谈。 当某个你等待许久的词汇,在那么多段前期信号的铺垫下,终于得以完整表达。 是的,玩家就是坐在机房里的那位破译专家,在1973年的夜空下,倾听智慧生命对地球的第一道呢喃。 我想再次引用游戏内,语言学家的话语: [i] The listener does just as much work communicating as the speaker does. [/i] 交流之中,听者付出的努力,和说的人一样多。 这段话不仅是本作故事的体现,我也觉得可以是开发者献给每位玩家的致谢。 更是我,向读到这里的你的感谢!
Единственным способом убедить жену в том что я не сошел с ума, втыкаясь в одну и ту же картинку интерфейса игры день за днем, было попытаться объяснить ей в чем же состоит игровой процесс. «Так ты Райн Гослинг, который учится разговаривать с камнем?!» - Вот! Именно! Отличный референс и точка отсчета! Только учишься ты не один, а в компании светлых умов человечества, которых судьба собрала в одной комнате: лингвист, программист, астроном и переводчик (вы). Диалоги приправлены хорошим юмором и отсылками. Камень передает вам сигналы с установленным интервалом, каждый сигнал передается на своей частоте, что позволяет отличить один от другого. Ваша задача правильно ответить на полученную передачу своей. А для игровой составляющей и удобства, каждой частоте может быть подвязана ваша интерпретация значения сигнала. Внутриигровой компьютер затем любезно интерполирует каждую связку и представит в человекочитаемом виде. А дальше либо пример решить, либо площадь фигуры посчитать, либо вообще понять, что от вас камень хочет. Увлекательно! Самое удивительное, как на 11-м часу игры через математику, геометрию и логику - камень, как искусный фокусник, усыпил мое внимание на своих «руках», а трюк провернул совсем в другом месте. А еще опыт получается очень личный: словарь у каждого игрока будет свой, правильных названий нет - главное уловить смысл и отправить верный сигнал.
Aliens finally sent us a message. Turns out, all they did was remind me how much math I've forgotten.
Language fans be warned: there is a lot of math and science to get through before you get to the language part. It is worth your time, I promise. Mind-blowing and beautiful game!
【全是剧透】 整个游戏就是先用500道理综把小镇做题家骗进来杀,让做题家如走马灯般回顾自己轻盈又充实的学生时代,正想再接再厉一鼓作气冲击清北拿下大结果,然后立刻被扔进冗长、模糊、电波系的外星进化生物学、外星社会学、外星价值观大讨论环节,学吧,学无止境。学到外星五大美德的时候终于绷不住了,意识这些长得像[spoiler]电鳗插土豆[/spoiler]一样的外星人既不是来星际争霸,也不是来灾难预警,单纯就是活得太久来地球传教顺带做下技术扶贫。关键这个扶贫产品真的钓了好久好久才发出来,中间还夹杂着介绍出题人生了几个娃、出题人和配偶有哪些政见不合、以上论述表达了出题人怎样的思想感情等等家长里短……噫明明是268个[spoiler]电鳗插土豆[/spoiler]共同的劳动成果,怎么一直在夹带个人私货(。 总之玩家的心理阴影面积快要和Akers做了4500小时实验喜提三作仓惶延毕就业失利一样大了!!如果最后没有空降[spoiler]可控核聚变[/spoiler]技术我真的会伤心到写差评,这一年的组会难道都是一场空吗……(事实上应该是的,因为最后就算啥也没翻译出来,阿妹肯定也会把陨石拆了(。 ↑怀着这样的阴暗功利b思维打开steam评论区,发现只有我是在意这个问题的功利b,更伤心了…… 抛开这个虎头蛇尾的剧情不谈,整体体验还是值得8/10的好评的。尤其是几个大部分时间里没干什么正事但是很有存在感的同事:精于做PPT、整理汇报、维护团队气氛的向上管理高手Collins,不知道是在装唐维持逗哽生态位还是在享受当众践踏自尊的自毁型PSTD老博Akers,不说话装高手的核动力牛马嘉豪程序员Bautista,和Akers唐得比翼双飞但是给资金给项目给团队给汉堡还对小学生组会没有怨言所以最后跳出来摘桃子也无可指摘的天选老板Doppler,整个漫长的过程在你们的陪伴下还是很快乐…… 以及最重要的,感谢Mist和我一起完成了这个游戏0 3 0!!!
This game is a marvel. I highly recommend going into it blind, since every small discovery is absolutely joyous, and as you progress through the story, the game becomes profound and surprisingly emotionally deep. It's a pretty good candidate for GOTY for me. HOWEVER, a few caveats: - There is a lot of math, especially at the beginning (but also throughout). There is a purpose to all the math, and it's worth doing, but there's a lot of it. If the thought of balancing chemistry equations fills you with horror, this is probably not the right game for you. - The QOL is not great. There is a programmer NPC who creates tools for you, but as the game gets more complex, his work does not keep up. For example, there is an in-game encyclopedia that he just deadass stops updating like a third of the way through the game, which means you as a player have to maintain a bunch of notes on facts and relationships that you need regular access to. Also, the game is set in 1973 so I guess your character wouldn't expect to have access to things like text search -- but as a player, it's a NIGHTMARE going through all the materials without being able to search anything, open multiple windows, switch between panels, and so on. The most common functions you need are siloed away from each other so it's a million clicks to cross-reference anything. This becomes a huge time waster as the story evolves. - This might be an unpopular opinion, but I really don't like the NPC's. I think their endless bickering is supposed to be cute, but honestly they just come off as ♥♥♥♥♥♥♥♥ who don't have much respect for their colleagues and only care about their own area of expertise. It's exhausting, scrolling through the chat takes forever, and it often interrupts the flow of solving the puzzles. - The hints, which come in the form of NPC dialogue, could use some improvement. I often get intrusive hints about things I understand perfectly well, but when I'm stuck then all of a sudden the NPC's clam up FOREVER. I wish there were more "levels" of hints -- a nudge about the translation if it seems you don't understand the words, suggestions about syntax when you seem to understand the content but don't know how to respond, and then more information if you're really flailing. There's a bit of this (I really like that sometimes the NPC's intuit why you wrote a wrong answer and suggest another approach), but it feels very piecemeal at the moment. - Finally, and most importantly, as the puzzles get more complex, the game gets fussier about your syntax, and sometimes what you're expected to type is counterintuitive. For instance, the game is often sloppy about parentheses (e.g. if the question supplies parentheses, I think that ought to mean that you don't include them in the response, but the game is wildly inconsistent about this). It's pretty feelsbad to understand the question perfectly but have to test a dozen permutations getting the red buzzer each time, and in some cases, not to even know whether the problem is a misplaced comma or a deeper misunderstanding. All that said, the dev is extremely active and responsive on Discord, and my impression is that they are hard at work on a lot of the QOL stuff. They have been gracious when players have mentioned ambiguous questions, poor answer formatting, typos, and other bugs. So I have every confidence this game will only get better with time; the game is still very new. Anyway, the game is magnificent, I cried more than once, and I'm not even done. Definitely worth much more than the $11 I paid, even if it's still a bit rough around the edges. If you're interested in puzzles, philosophy, and math, please, please, please play it.
Nerd game. Designed to appeal to nerds through and through, top to bottom. Discussing STEM-related topics, interfacing with janky old computer hardware, and doing lots of maths! But it's not difficult maths, it's... nerdy maths. Some people say this game just feels like maths homework. And they're right! But I think that can also be seen as an immersive part of translating an alien message. There's going to be some (lots of) busywork, and that's just fine with me. Far from perfect. Far from everything makes sense. There are things to nitpick on and inconsistencies to find, but nerds love doing that anyway, and the fact that the game creates the framework to find and think about those inconsistencies to begin with is to its great credit. That said, there are very many reported things that need fixing, and some things probably can't be fixed at all. There are so many mistakes that I feel reluctant to give the game a positive review in its current state. In the current patch (1.1.1), there is even a transmission that cannot be solved without bruteforcing (237), and it's been like that for over a week now -- any other game would instantly get a negative review out of me for something like this. But I can't bring myself to thumb this one down. I fell in love with its excellent aesthetics, all the spinny dials, the music (except "Where The Sun Never Rises"), everything feels just right in a comfy nerdy way. (Though I do recommend disabling "split colors" in the settings if you don't like having headaches). Sometimes I'm just sat there, looking at the two screens and all the dials and oscillators around them without even thinking about the puzzle, or leave the game running all day just to listen to the music. Which is great, because you'll be staring at those two screens for the vast majority of your gameplay time, solving puzzles, trying to make sense of all the signals that the aliens thought you outta see, slowly building up your fragile tower of definitions, noticing patterns, making conclusions. Eventually, the problems start consisting almost entirely out of things you yourself have defined, the tower becomes your home, and if you've not defined something correctly and things stop making sense? Uh oh, now you gotta go back and re-examine all of your assumptions and guesses! But worry not, for you're not in there alone. In-game, you are a part of a team of scientists, and your NPC colleagues act sorta kinda like a hint system. But their chatter more often than not just gives away the answer instead of being subtle. Sometimes they even magically know things they have no way of knowing. Other times, they will even give things away without you having to ask, i.e. through the names of the transmission groups. They're a bit of a design contradiction: you can disable their helpful chatter if you want to solve everything yourself, but, at the same time, you want to hear what they have to say, because what they have to say is interesting and cool. As I kept playing, I came to realize that, just like the alien language is challenging my preconceptions on grammar and syntax, the game itself is challenging my preconceptions on what a puzzle game should be. The game is -not- about you proving how smartypants you are, it's -not- about being a difficult, hair-pulling challenge, it's there to be a somewhat immersive and nerdycool experience about translating an alien message, which you would never have to do alone, so it's -fine- to let your colleagues help you. It's -fine- if the team gives away the answer. They won't always be able to, so you will have to pull your weight too, as part of a team effort! Even if they won't always be on the same page as you. It's weird to end up feeling like that about those mostly faceless npcs, but the game does an excellent job at making you do just that. I loved how they would often react to and comment on your definitions, even though you could have typed absolutely anything in. A note on the tone: it doesn't take itself seriously, but, at the same time, the game remains mostly believable. Usually when you have nerdy science fiction crap it has to be all serious like, but this game manages to be very light-hearted and silly without breaking its immersion. Great job, game! So, in the end, this was a great experience, so I forgive it for all the tedious, repetitive transmissions, I forgive all the mistakes and inconsistencies and contradictions, I forgive "Where The Sun Never Rises" for being so grating, and I will fondly remember the game as an instant classic.
So yes I'm giving this game a thumbs up. But by the end I was having so little fun I couldn't even finish it. At some point (maybe halfway through the game) I started caring less about understanding exact sentence structure, and for the more confusing puzzles I would just throw words at it until it worked. It only got harder from there, and by the time I dropped it, every single puzzle was a slog. This game is so innovative and so well-thought-out that it would pain me to give it a negative review. But for me, it got unfun relatively early on. I think it just overstayed its welcome. For the person that loves linguistics (me), is willing to revisit high school science classes (maybe me?), but most of all is dedicated to spending a lot of time seeing it through without letting their focus drop (not me)... this game is going to be an all-timer for you. If it trimmed its length down to 25% then it would have been for me too. The dialogue and "cutscenes" are great though, no question.
[h1] 별들 너머에서, 사랑을 담아 [/h1] 아폴로 계획의 열기가 채 가시지 않은 1973년의 어느 날, 알래스카에 불현듯이 운석 하나가 떨어진다. 지구상의 그 어떤 물체보다도 빠른 속도로 대기권에 진입한 뒤 지표면에 충돌했지만, 산산조각이 나기는 커녕 온전하게 제 모습을 유지한 운석에서는 분명하게 전파 신호가 발신되고 있었다. 그 신호의 주파수는 1,420,405,752 Hz. 우주 어느 곳에서도 변하지 않는 수소 원자의 고유 주파수였다. 과연 이 미지의 운석은 어디에서 비롯되었으며, 어떤 깊은 이야기를 담고 있을까? 운석의 형태로 지구에 닿게 된 외계 문명과 처음으로 접촉하고, 우주의 공통 언어인 수학과 과학으로써 소통하는 게임 비유하자면 이과 버전 <Chants of Sennaar> 같은 느낌인데, 플레이의 기반이 되는 지식이 우리가 살고 있는 현실 세계의 과학 법칙이라는 것이 가장 큰 특징이다. 이렇게만 들으면 진입장벽이 매우 높아 보이지만, 가장 기초부터 차근차근 쌓아 나가는 방식일 뿐더러 게임 내에 자체적으로 백과사전과 단어장을 비롯한 각종 기능이 마련되어 있어서 관련 지식이 없더라도 정보를 탐색하는 능력만 있으면 꽤 수월하게 진행할 수 있을 것이다. 플레이의 편의성 관련하여 조금 더 말을 해 보자면, 계산기와 필기 등의 편의 기능이 제공되기는 해도 전부 마우스 클릭으로만 해결해야 한다. 그렇기 때문에 계산과 메모를 할 때는 그냥 키보드 옆에 노트랑 계산기 놓고 직접 손으로 하는 걸 추천한다. 그 편이 훨씬 더 빠르기에 플레이 흐름을 꾸준히 이어나가는 데 꽤나 도움이 되었다. 게임의 무대는 매우 제한되어 있다. 신호 송수신용 컴퓨터가 있는 통신실과 연구팀이 브리핑을 하는 휴게실, 거의 이 두 장소에서만 진행되고, 외계 운석의 신호를 번역하여 컴퓨터에 글자를 타이핑하거나 단어장에 메모하는 것이 플레이의 대부분을 차지한다. 그럼에도 그 안에 담겨 있는 서사의 완성도는 매우 인상깊었다. 외계 생명체와의 첫 접촉이라는 핵심 주제는 <콘택트>, <미지와의 조우> 등의 작품들로 하여금 이미 많이 다루어진 소재이지만, 본 작품처럼 게임의 바운더리 안에서 디테일한 의사소통을 다룬 작품은 흔치 않았다. 게임이라는 매체의 가장 큰 특징이 쌍방향 소통인 만큼 이와 같은 시도는 몰입감과 스토리의 전달력 측면에서 상당히 긍정적으로 작용했다. 스포일러가 될 수 있으므로 내용을 자세히 적지는 않겠으나, 스토리가 진행되면서 느꼈던 전율과 감동, 흡입력은 아우터 와일즈에 비견되는 급이었다. 또한 천문학자 에이커스, 컴퓨터공학자 바티스타, 언어학자 콜린스, 재료공학자 겸 팀장 도플러, 그리고 번역가 플레이어. 이 다섯 명의 연구팀원이 각자의 역할을 수행하며 서로 상호작용하는 모습을 만담의 한 장면처럼 흥미롭게 잘 표현했다. 거기에다가 이런 것까지 있다고? 싶은 디테일한 대사들을 보면서 지문을 하나 하나 파고드는 소소한 재미를 느낄 수 있었다. 올클리어 기준 플레이 타임은 약 45시간이었는데, 꽤 느긋하게 진행한 걸 감안하면 40시간 안쪽으로도 끝낼 수 있을 거라고 생각한다. 이런 류 퍼즐 게임에서 이 정도 플레이 타임이면 고봉밥이라고 말해도 전혀 과언이 아닐 것이다. 정리하자면, 탄탄한 서사와 분량 덕분에 11,000원이라는 가격이 전혀 아깝지 않은 게임이므로 SF와 과학 레퍼런스를 좋아하는 지식 기반 게임 매니아라면 꼭 해 보는 걸 추천한다.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $124.4K | 611 | 77% | $11.99 | |
| $69K | 977 | 88% | $3.99 | |
| $1.3K | 14 | 79% | $5.99 | |
| — | 0 | — | — | |
| $124.4K | 1.2K | 91% | $7.99 | |
| $32.8K | 98 | 83% | $16.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $305.9K | 1.1K | 77% | $9.99 | |
| $305.9K | 756 | 81% | $19.99 | |
| $305.8K | 967 | 80% | $19.99 | |
| $305.8K | 3.1K | 85% | $4.99 | |
| $306.3K | 2.3K | 93% | $7.99 | |
| $306.4K | 996 | 75% | $9.99 |