
J.J. scours Memoria Island to find her best friend, who has gone missing during a camping trip. In order to save her best friend, she puts her own body and life on the line, reviving infinitely, as she presses forward. Why did she go missing? What is going on in this world?
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): 0/day in the week to Sep 8 → 0.71/day in the week after.
About


Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−80% | 1.4Kreviews | 89% | — | $181.8K |
| $29.99 | 930ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"was it a good thing that i was born?", "of course! someone needed you the moment u were born."
Jogar isso foi uma guerra profunda porque a história é muito cativante e a movimentação é gostosinha mas a gameplay no geral é sofrível. Me fez querer reembolsar constantemente. Me fez duvidar constantemente se eu deveria aguentar uma gameplay muito ruim por conta de uma história que me prende. Que bom que não duvidei.
Media

Related
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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 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*, Traditional Chinese, Japanese, Korean*languages with full audio support
| $29.99 |
| — |
| — |
| — |
| 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 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game makes a bad first impression. After realizing you can't remap the controls and the games glyphs for a controller don't change based on what you have plugged in, you're greeted with rough voice acting and an in game menu that is so broken you can't even use it without your mouse. Your cursor doesn't go away either. You have to drag it to the edge of the screen if you don't want it on top of your game. But if you can get past this strong attempt to turn you away, you'll soon come to realize that the game's actually really fun. The central mechanic of hurting or dismembering yourself in some way to solve the puzzles is used in various creative ways. It's grotesque and absurd and that's why it works. When you start having thoughts like "I could break my neck to shift gravity, then cut of my arm and throw it between the gears before setting myself on fire to open the gate" you know the game is successfully making a point to you. It's a classic high concept, horror adjacent 2.5D puzzler à la Limbo, Darq or Little Nightmares, in gameplay and in storytelling. Much of what makes this story so resonant comes from the metaphorical world. Everything is something else, symbolism is everywhere, meaning comes before reason. Very much in the spirit of the games that insipired it, the world of THE MISSING is constructed out of pieces of the real world, rearranged into something surreal, liminal and defamiliarised. This is where the storytelling shines the most. It's weird and it leans into that to be thought provoking. When you come across a place or a new object, you immediately question what it means to JJ. I'm vocal in my criticism of stories that throw metaphors and symbols at you without giving you a baseline for the character they're attached to. THE MISSING is not one of those stories. Through the text messages you unlock over time, you gain a basic understanding of who JJ is as a person. The experience of the game is where the rest is hidden. The secrets, the things that were only whispered between Emily and JJ. Piecing it together is a wonderful and emotional experience. What then bugs me is that the game sometimes doesn't trust you to figure these things out. To come to your own conclusion. Imagine you have been chased by a grotesque, four armed Monster throughout the game. It has earned its symbolic weight and meaning to you. And when the game enters its finale, JJ all but turns to the camers and tells you what it means. Suddenly, the meandering, personal note collapses into a singular vision. It's not special to you anymore. What was the point of thinking about it? The game doesn't do this too often because thankfully JJ doesn't talk all that much throughout the game. But when she does, she likes to tell you the meaning of things that were much more powerful unexplained. The mono- and dialogue is really the major weakpoint of the experience. It's shallow, direct and not very well acted. JJ's voice actress is great when doing pain sounds, but the actual spoken lines would actually have been more effective if they were simply written on screen, leaving the intonation up to imagination. The writing is better in the text messages. Those are clunky at times, but often they read believable to pretty subtext rich and even emotionally impacting. Thumbs up on that part. THE MISSING is a very personal experience. I love a protagonist that I can't relate too all that much, but whom I still understand and feel for. That is, in my opinion, a high achievement in the art of character writing. JJ is unlike most people. And for such a story to successfully create an experience that feels resonant and close, despite never, having lived comparable circumstances is a feat I applaud. A masterstroke in that aspect lies in a brutal, kind of soul-crushing moment at the very end. It gave me an understanding of an experience I have never felt in my life. I don't want to get too into it. You'll know it when it hits you. Overall, THE MISSING is quite rough around the edges, to the point that it occasionally sabotages itself. But the very core, the experience, told through gameplay, visual and atmosphere, is strong, resonant and unique. It's smarter than it gives itself credit for. On top of that the game is just fun and there's even some stuff to grind and secrets to uncover for the completionists like me. Another win for Limbo's legacy!
Sincere and earnest to a fault, this is the kind of game you'd apply the phrase "it's got a lot of heart" to, in both positive and negative senses. The story is well-worth experiencing, and blends well with the thematic elements of the gameplay, but holy cow, they should've let you use the "cheat" acquired by finishing the game to make J.J. faster from the get-go.
One of the most disturbing platformers I had ever played. Interesting concept. However I would not recommend this game to anyone. The concept of self-mutilation to solve puzzles is quite...shocking.
yeah, it's pretty fun. where the heck did you hide all those donuts, how did you even hide them? also the freakin texting emotes things are all so goofy lol
I think this is a pretty good puzzle platformer, held up by a pretty good main character. I'm going to try to be as spoiler free as I can but if you've dipped into the reviews you probably know what this is about, but it's enjoyable regardless of if you know. I also think the character will generally relate to a lot of people because she is very well rounded. I think this game deals with a lot of pretty difficult situations with a surprising amount of tact, despite how absurd the premise can get. It's violent, and gruesome, but it never feels exploitative. There are a lot of frankly shocking moments in the game but they feel balanced out by what's happening in the story, and not just there to make you react. The art is beautiful. The voice acting is... probably intentionally the way it is, because it is a bit weird and cringey, but the characters can and do emote well in pivotal scenes. Swery is known for his absurdity, and his love for extreme cheese, and that is definitely present here, but I don't think it undermines the message, or the characters or anything. You will laugh awkwardly during a few of the serious moments but I don't think it is enough to detract from the emotion of the game. The gameplay is good, the mechanics are tied closely to thematics, and the puzzles immediately get pretty creative with it. The design tutorializes the game well without spelling out solutions, and the way forward isn't unreasonably challenging. There is an element of trial and error, but the auto save is generous. There are a few areas I got stuck in because I didn't notice the odd ledge or gap, and I don't know if that's on me personally or the visual design, but otherwise it was mostly smooth sailing. The downside, which is also most likely an intentional move by the dev, is the animations between changing character state to perform tasks take forever and are unskippable. There are some pretty nice unlockables available for replay value, as well as some tangible benefits for being a bit of a completionist. I recommend only being a completionist on the second run though. Most games of this ilk just kind of slide right off me, I don't enjoy games like limbo or braid, either for storytelling or gameplay, and they always feel a bit up their own ass about everything. I'm in no way implying that Swery isn't masturbatory a lot of the time, but I think the characters are genuinely well written and JJ is a very easy character to relate to. You always understand on an emotional level her response to the situation, and the kind of broad-stroke parodies of the people she interacts with feel very real. This random middle aged Japanese dev with a hard on for twin peaks has written a better teenager than any coming of age drama I have ever seen in my ♥♥♥♥♥♥♥♥ life.
The Story is quiet good. I liked that you get alot of story also from text or from the phone in the game. And it is quiet relevant. That you are who you are and is important that someone accept you for that. Its at times sad. I found the main character fine. The gameplay is good and can be quiet hectic at times. Quiet stressful. I found it creative that you sometimes have to take damage to solve the puzzles or the platforming section. The music is quiet good with some very good tracks. I also liked the setting quiet alot and the same goes for the atmosphere. Recommended
A labor of love, with wonderful art, weird mechanics, and that trademark SWERY charm. It *might* be his best game. Go in blind - spoilers will ruin the experience. A must-play for queer gamers, especially.
Goofy game. Just a very boring, goofy game.
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $181.8K | 696 | 98% | $19.99 | |
| $181.8K | 226 | 79% | $29.99 | |
| $181.8K | 481 | 94% | $9.59 | |
| $181.9K | 1K | 82% | $4.99 | |
| $181.9K | 464 | 97% | $17.99 | |
| $181.6K | 340 | 80% | $14.99 |