
Embark on a dark, dystopian isometric adventure as 'Solo,' seeking to reunite with your wife and daughter after an otherworldly, life-changing event. Solve intricate puzzles and evade an everwatching sinister presence...
Modeled estimate, not a reported figure. How we estimate →
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.
About
Genres
Sums Steam only; PlayStation, Xbox, Epic, 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 | $1.49−90% | 62reviews | 61% | — | $1.2K |
| $3.74−75% | 183ratings | 68% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In a nutshell, I have to agree with the negative reviews on this one. It's too bad because the art direction is quite good but the puzzles are obscure and counter-intuitive to the point of being game breaking. As many others have pointed out, the constant backtracking and the need to continually consult a walk-through in almost every segment is infuriating.
Допрошел игру только из-за надежды получить в конце объяснения той дичи, что происходила на протяжении всего прохождения... но увы. Может авторы и пытались заложить какой-то метафорический смысл в произведение, но по факту это просто набор уровней разной степени упоротости с не особо интересными загадками, в которых нужно много перемещаться, а иногда и платформить, очень медлительным и неотзывчивым персонажем. Похвалить можно лишь приятный минималистичный визуал и музыку. Играть было прям скучно, никому не рекомендую.
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): 0/day in the week to Jul 30 → 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Dutch, Polish +3 more
| $14.99 |
| 28ratings |
| 62% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | — | — | 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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Вкратце история о том почему твои батя пошел за сижками в магазин и до сих пор не вернулся
このゲームで評価できるのはシチュエーションだけです。 アクション性について 反応が悪いです。また、移動の初速度が遅く方向転換する度に減速しイライラさせられました。 パズルについて 頭を使うというより足を使っていろいろなところを調べさせるゲーム性です。 テンポ 悪いです。フラグが立っていないオブジェクトを調べると、主人公が「今は使えない」というジェスチャーをしますが、毎回それに5秒かかり、やる気を削がれます。また、なぜそこからやり直さなければならない?というところからやり直しをさせられます。 マップ 広さに対しオブジェクトの密度が低いため、無駄に移動させられます。 ストーリー 意味深に描かれますが、特に心をひかれませんでした。
говно игра не тратьте свои деньги как это сделала я
[h3]操作について[/h3] このゲームを始める前に知っておいてほしい操作があります。 [code]ダッシュ:RT(PSだとR2ボタン) ヒント:LB(PSだとL1ボタン。難易度「ガイド付き」の時のみ有効)[/code] 上記はゲーム中で説明されないのですが、それが評価を下げている一端になっている気がします。 移動が遅いとのレビューが多いですが、RTボタンを押しっぱなしにすることで走れます。 このゲームは抽象的な謎解きが多く、次に何をすべきかがわかりづらいです。 例えば他のADVだったら「氷の壁があって先に進めない ⇒ 松明を手に入れた ⇒ 炎で壁を溶かす」というように障害と解決方法が直感的に結びつきやすいですが、このゲームの場合は「よくわからない壁がある ⇒ よくわからない機械を動かす ⇒ よくわからないが壁が壊れる」という感じです。 流石に総当たりだとしんどいので、カジュアルに楽しみたい方は難易度を「ガイド付き」にすることをおススメします。 これはコントローラーのLBで次に何を調べればいいかを示唆してくれる機能です。 LBを押してない間はヒントが表示されないので、普段は普通に謎解きを楽しみ、どうしても躓いた時だけLBでヒントを出す、という遊び方も面白いと思います。 [h3]内容について[/h3] 色彩の薄いディストピア感満載な世界を、自宅を目指して進んでいくゲームです。 テキストなどの文字情報はほとんど無く、道中に拾える写真から薄っすらとストーリーが想像できます。 果たして主人公は家族が待つ自宅へ帰宅できるのか…
tldr; 2 of 5 (ouch!), can't recommend I fell for the visuals and concept and made the mistake of hoping the combination would make for a great game. They make for great visuals and concept. I would still stand by both, if the game were in development. I'm an achievement hound and I got this game on sale, so I'll finish trudging through it. However, I'm only about 2/3 through, and it very often feels incredibly slow and tedious. That's not fun; that's [b]work[/b]. The game's impressive potential is ruined by multiple cardinal no-nos: [u]Movement[/u] is incredibly slow. Imagine running through hip-deep mud, and you can't speed up. Then you get a leg cramp. It's that kind of slow. [u]Backtracking[/u] is used frequently and often nonsensically. [u]Crazy thinking/nonlogic[/u] - I've encountered puzzles where it seems that I can't pick up an item and keep it in inventory until I first discover [i]where it will be used.[/i] Nah. Sorry. If I can pick it up, I can pick it up. It's not magically attached to whatever surface it's on until I see where it's supposed to go. That's sloppy. [hr][/hr] Visuals and concept: 8 of 10 Execution of game mechanics: oh, man. Can I put a swear word? No? Okay. Zero. [CLEARS THROAT, SHUFFLES PAPERS] Puzzle Design: [SWEARS] all that backtracking! Seriously. I won't deign to give it a number. And that's me being nice about it.
[h1]Stranger [strike]Things[/strike] Inside[/h1] [b]The Plane Effect (TPE) is... weird walking quest. [/b] Its character unsuccessfully tries to pick up an item, sighs heavily, walks in a room, only to trigger the script which [i]now[/i] allows him to pick up the item. Hello backtracking! [b]50% meh, 50% wat?![/b] Ok, so I played TPE in a mode w/o hints. Not a single one. Several chapters were mocking my brain: How on earth would I figure that disabling electric arc is possible by sitting in a chair? Fine, I agree that a magnet is the way to fish out fallen keys. I'm okay with solving a melody puzzle. https://steamcommunity.com/sharedfiles/filedetails/?id=2811477946 But eating mushrooms? Drone fight? Driving slowly to avoid attention? TPE puzzles either test your observation (patterns written on floor, papers), or encourage to try different combinations, until you either advance or die. That's how you learn "nope, not doing this again". https://steamcommunity.com/sharedfiles/filedetails/?id=2812695641 [b]No levels selection[/b] Veeery questionable decision, especially having levels' related missable achievements. Well, save files backup exist! But, TPE chapters are all different. You travel in desert and search for fuel. You swim underwater dodging sharks and jellies. You control robots and then run from them! Hell, you even climb inside a giant worm! But there's a lot, A LOT of unnecessary walking back and in-between. All because you can't pre-pick up items until you find a trigger (script) which will allows you to do so. [b]Is that Office? Always has been[/b] I love how the character returns to the starting location. Again and again. Only to find the place in a different state and shape. Until one action... nope, play for yourself and see. =P P.S. Man, I hated crossing those highways.
氛围美术真的很棒,但内核谜题部分做的实在是太烂了。
분위기만 그럴 듯하고 재미없습니다. 소개영상을 보고 음침한 분위기의 퍼즐플랫폼 게임을 기대했는데, 플레이 내내 한숨만 나왔습니다. 단편애니메이션을 만들 걸 억지로 게임으로 풀어놓은 느낌입니다. 배경 영상미만 추구한 나머지 게임으로서의 재미는 다 내다버렸습니다. 게임을 재미없게 만드니 하면 안 될 걸 골라서 잔뜩 집어넣어놨네요. 이런 류 게임들이 스토리 설명에 불친절한 거야 으레 있는 일이니 그러려니 하겠는데, 게임 자체가 너무 재미가 없습니다. 주인공의 동작이 어설픈 건 그러려니 하겠는데, 너무 굼떠서 짜증만 납니다. 이동도, 줍기도, 버튼 하나 누를 때도 쓸데없이 텀이 발생하게 만드는 움직임을 넣어뒀어요. 게다가 조작감도 엉망이라 뭔가 늦게 반응하는 느낌인데, 쓸데없이 점프액션까지 넣어놨네요. 낙사구간도 틈틈이 넣구요. 그리고 이 게임은 퍼즐게임이 아니라 탐색해서 순서 찾아 웨이포인트 찍는 게임입니다. 퍼즐 흉내내기는 몇 번 나오네요. 키아이템이 눈앞에 보이지만 사용할 순서가 아니면 주인공이 고개만 흔듭니다. 이게 한 두 번이면 그러려니 하겠는데, 마지막까지 계속 보물찾기랑 순서찾기만 시키니 그냥 작업하는 느낌밖에 안 듭니다. 게임에서 궁리할 구석이 없어요. 그냥 순서 맞춰 이동해서 버튼 누르는 게 전부입니다. 제일 황당했던 건 동선. 맵은 쓸데없이 길고 주인공 움직임은 굼뜬데 자꾸 시작점으로 되돌아오는 동선이 반복해서 나옵니다. 원형으로 이동하다 시작점으로 되돌아오는 거라면 모를까, 갔던 길 그대로 되돌아와서 시작점까지 또 달려가게 만드네요. 딱 보기에 사용해야할 키아이템을 시작점 눈앞에 놔두고, 사용할 곳을 찍고 다시 돌아와야 집어들도록 해놨습니다. 게다가 오가는 길이 짧은 것도 아니고, 그냥 달리면 되는 것도 아니라 쓸데없이 뱅뱅 돌게 꼬아놓구요. 이걸 한 두 번이 아니라 엔딩까지 계속 이러니 하면서 헛움음만 나옵니다. 기대도 안 했으면 모르겠는데, 오프닝에서 보여주는 그 분위기가 너무 마음에 들어서 실망이 더욱 컸던 게임이었습니다.
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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