
The Vanishing of Ethan Carter is a first-person story-driven mystery. Purchase this game to get both the original and the Unreal Engine 4 remaster called The Vanishing of Ethan Carter Redux.
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About
GOOD NEWS EVERYONE: By purchasing the game, you actually get two games now: 1) The original The Vanishing of Ethan Carter, 2) The Unreal Engine 4 remaster called The Vanishing of Ethan Carter Redux. Please see The Astronauts website for details.
The Vanishing of Ethan Carter is a first-person story-driven mystery game that focuses entirely on exploration and discovery. It contains no combat or explosions of any kind. If our game leaves any scars, we hope you won’t be able to see them.
You play the game as Paul Prospero, an occult-minded detective who receives a disturbing letter from Ethan Carter. Realizing the boy is in grave danger, Paul arrives at Ethan’s home of Red Creek Valley, where things turn out to be even worse than he imagined. Ethan has vanished in the wake of a brutal murder, which Paul quickly discerns might not be the only local murder worth looking into.
Inspired by the weird fiction (and other tales of the macabre) from the early twentieth century, The Vanishing of Ethan Carter aims to significantly evolve immersive storytelling in games. While it features a private detective and quite a few mental challenges, The Vanishing of Ethan Carter is not an especially puzzle-ridden game. Our focus is on atmosphere, mood, and the essential humanity of our characters.
Still, the discoveries won’t happen on their own, or without your help. Using both Paul’s supernatural skill of being able to communicate with the dead, and your own powers of observation, you will discover the mystery behind a trail of corpses, the roots of a dark ancient force lurking in Red Creek Valley, and the fate of a missing boy.
Explore and interact with the beautiful yet ominous world of Red Creek Valley, which was created with the use of revolutionary photogrammetry technology that allows for nearly photorealistic environments.
Communicate with the dead and see how they died in order to gather clues that help you piece together the truth behind Ethan’s disappearance -- and the fate of his family.
Experience, in non-linear fashion, a story that combines the pleasures of pulp, private eye, and horror fiction, all of it inspired by writers such as Raymond Chandler, Algernon Blackwood, Stefan Grabinski, and H. P. Lovecraft.
Conduct the investigation on your own terms and at your own pace. Although there are a few scary bits in the game, players will have no need for sedatives. Our game is less about terror and more about clammy unease.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 9Kreviews | 88% | — | $3.2M |
| $19.99 | 8.4Kratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 807 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если у меня спросить, какие игры входят в музей игровой индустрии - я, без сомнений, назову два проекта, которые вот уже больше десяти лет в моем сердце - это [b]Dear Esther[/b] и [b]The Vanishing of Ethan Carter[/b]. Исчезновение Итана Картера я считаю одной из лучших игр в игровой индустрии и лучшее, что случалось с игровой индустрии. Эта игра - наглядное пособие, как нужно работать с движком игры, с графикой, с технологиями, как локация и общая графика должны быть подчинены рассказу и общему сюжету, ну и, конечно, главное - это сама история. Мне довелось возвращаться в эту игру на протяжении 12-и лет в разное время, на разных игровых платформах, с разным жизненным опытом, чтобы понять - что вообще это было. И только спустя 12 лет у меня появилась трактовка происходящего сюжета в игре и, пожалуй, самое главное - о чем эта игра: какая главная метафора у нее. Студия [u]The Astronauts[/u] сделали невозможное и создали игру лучше которой уже не будет. [h1]The Vanishing of Ethan Carter - музей игровой индустрии[/h1] Изначально, рассказывая про игру [b]Исчезновение Итана Картера[/b] стоит отметить в какое время она разрабатывалась - это был 2012 год, когда вышедшая [b]Dear Esther[/b] покорила сердца людей. В [b]Dear Esther[/b] локация была подчинена рассказу, сюжет подавался отрывками, а имеющаяся информация была настолько сложной, что целое комьюнити ломало голову долгие годы, чтобы разгадать загадки и важный посыл, самое интересное - в игре не было привычного геймплея, т.е. [b]Dear Esther[/b] сделала революцию в мире игр. Также стоит отметить, что в период 2012 - 2014 года было множество проектов, которые пытались копировать [b]Дорогую Эстер[/b], однако превзойти удалось лишь [u]The Astronauts[/u]. Творцы из [u]The Astronauts[/u] вдохновившись этим проектом решили создать свой собственный, разработка длилась 2 года, за это время 2 энтузиаста-разработчика начинали с двух компьютеров и четырех рук, ближе к середине проекта команда обросла идейными людьми - это очень важно, поскольку в этот проект людей с улицы не брали. У меня даже на этот счёт было своё собственное мини-расследование и оказалось, что вся команда разработчиков спустя время оказалась настоящими профессионалами своего дела, которые любили свою работу и все они оказались в хороших компаниях, на хороших ведущих должностях, и вообще - это очень идейные творческие люди. С таким подходом к разработке успех не заставил себя ждать. Разработчики долго рассказывали нам про процесс создания, давали всевозможные интервью, в которых говорили что процесс работы контролируется на все 100%, презентовали новейшую технологию на то время: [b]Photoscan[/b] - программа по обработке фотографий и создании 3D объектов, если в двух словах, то программа обрабатывала фотографии и создавала фотореалистичный ландшафт, дороги, здания, текстуру земли, листьев, и т.д. https://steamcommunity.com/sharedfiles/filedetails/?id=3756225837 [hr] И 26 сентября 2014 года выходит одна из лучших игр игровой индустрии на мой взгляд - [b]The Vanishing of Ethan Carter[/b]. Мы играем за частного детектива и эксперта по оккультизму - Пола Просперо, обладающего сверхъестественными способностями, целью которого является поиск Итана Картера. По ходу игры мы будем разгадывать головоломки, находить обрывки писем, статьи Итана, газетные вырезки, журналы, с помощью которых(в том числе) нам подаётся сюжет и история. Также мы будем расследовать преступления - смерти. В игре очень много отсылок на произведения, научные труды, на фильмы, на научные теории, встречаются отсылки на психологию и т.д. То есть, порог входа в игру - очень серьезный. Я возвращаюсь в эту игру на протяжении 12-и лет, это не каждый день и не каждый месяц, а примерно раз в 2-3 года. Ещё в далёком 2014 году я понимала, что мне неподвластна эта игра и понимания её смысла, то есть, должно пройти какое-то время и появиться жизненный опыт для понимания главных метафор в этой игре. Мы, как молодые люди - можем быть достаточно эрудированными и начитанными, и понять большинство посылов, отсылок, мы можем некоторые нюансы загуглить, но мы точно не можем оказаться в теле 30+ летнего человека, чтобы понять, что такое семья, отношения в семье, отношения между мужем и женой, между детьми, воспитание детей. И только спустя 12 лет, недавно окунувшись в эту историю с жизненным опытом до меня дошло, что разработчики, когда писали 12 лет назад про "отношения матери и сына" - эта история про семью, про отношения внутри семьи, про воспитание детей, про жизнь; они её создавали такую, они её видели такую и сами это пережили. Поэтому и написали "комьюнити так и не приблизилось к пониманию главной метафоры этой игры", а комьюнити в то время разгадывало, кто такой спящий и прочие мелочи. [h2]Руководство, графика и саундтрек[/h2] Так как порог входа в игру очень высокий - нужно много знать, понимать, много думать, сопоставлять факты, перечитывать подсказки, газетные вырезки, понимать отсылки - мной было принято решение о создании руководства, которое раскрывает отсылки на литературные произведения, пьесы, научные труды, на фильмы, тонкости в диалогах, почему локация именно такая; как и многое другое с тонкостями вы найдете в моём руководстве. Однако хочется предупредить, что руководство - один большой спойлер, поэтому перед его прочтением составьте своё мнение. https://steamcommunity.com/sharedfiles/filedetails/?id=3754427118 [hr] Графика и саундтрек - сильнейшие составляющие этой игры, настолько идеально передать мир глазами ребёнка: яркое солнце, зелёную травку, лучи солнца сквозь кроны деревьев, то как ребёнок видит мир в своих фантазиях и приправить это музыкой, которая так идеально вписывается в картину повествования - это высший пилотаж, доступный только настоящим творцам. За саундтрек в игре отвечал [b]Mikolai Stroinski[/b] - Польский композитор. По сей день в мою музыкальную коллекцию входят композиции от [u]Stroinski[/u], как: [b]Valley of the Blinding Mist (credits vocal mix)[/b] и [b]Ethan's Theme - Mikolai Stroinski[/b] - идеальные две композиции подчеркивающие осеннюю атмосферу. [h2]Стоит ли покупать?[/h2] Игра [b]The Vanishing of Ethan Carter[/b] однозначно подойдет эрудированным, очень глубоким людям, любящих заниматься анализом, самокопанием, поиском скрытых смыслов и многослойных смешанных метафор. Любителям онлайн игр здесь делать нечего. Если вы глубокий, достаточно эрудированный человек, то эта игра однозначно займёт ваше сердце и встанет в один ряд лучших игр. Для игры [b]The Vanishing of Ethan Carter[/b] нужно особое состояние - состояние медитативности, когда хочется закрыться от всего мира и просто окунуться с головой в великолепный глубокий проект. Если у вас эти желания совпадают или есть периоды, когда этого хочется - игра [b]Исчезновение Итана Картера[/b] для вас. Сама по себе игра очень короткая, она займёт у вас не более 3-х часов, а повторное прохождение и вовсе будет порядка 1.5 часа. В игре нужно много думать, много видеть, разгадывать метафоры и скрытый смысл и уже разгаданные смешанные метафоры применять к сюжету игры. А если вдруг у вас возникнут трудности - воспользуйтесь моим руководством. Игра [b]The Vanishing of Ethan Carter[/b] является одной из немногих, на тему которой я всегда буду рада с вами пообщаться. Пишите в комментарии, оставляйте своё мнение и я всегда с радостью отвечу. А пока успейте забрать этот шедевр по 90% скидке. После покупки вам будет доступно два издания - оригинальное и с префиксом Redux. Redux версия - это перенесённая оригинальная игра на движок Unreal Engine 4(оригинальная на UE3), немного потеряла в картинке, объекты стали лучше но не такими ламповыми, можете пройти две версии - игра короткая, но начать рекомендую с оригинальной. https://store.steampowered.com/app/258520/ [quote=Итан Картер - Полу Просперо]- Я могу уйти? - Можешь уйти.[/quote]
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Languages: English*, French, Italian, German, Spanish - Spain, Polish*, Czech*languages with full audio support
| $19.99 |
| 657ratings |
| 82% |
| — |
| not modelled |
| $19.99 | 401ratings | 82% | — | not modelled |
| $19.99 | — | 85% | — | 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 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A glorified walking simulator. + Nice visuals and soundtrack. - Stutter. - Bugs. - Too much back and forth. - Crap save system. Well the game world is pretty big - could do with a map or some sort of journal at least. Pretty sure I explored the whole place but I can only take so much of a walking sim and the whole going back and forth seeing if I might've missed something. It's not easy trying to find specific objects in a place that huge either. The game is kind of broken up into a series of mini quests based on the achievements so I completed a few of them just not the game I guess but I've had my fill. Really I think the whole 'the game doesn't hold your hand' thing is taken a bit far. Morrowind doesn't hold your hand, yet it at least gives your more than enough information to work things out for yourself. Dues Ex (2000) doesn't hold your hand either. This is purely just a guessing game - hope that you stumble across the right things and go in the right direction or something. I became more lost than I was in the beginning before I'd even discovered my first clue. How does that even happen? I guess if you want a walking sim with some extra spice then go for it but I wouldn't pay full price and you'll probably end up being left feeling dissatisfied, unfulfilled and that you wasted your time/money, unless you have a ton of patience to spare.
I started this walking simulator game without any clue and wandered around for an hour or two. Then I finally realised in the tomb area about how interactions in this game work. The game experience after that is smooth. The game tells an interesting story. It looks confusing at the start but everything makes sense in the end. Some of the side lines are easy to miss, but no need to worry as you always can walk back and complete those missed ones. All achievements can be completed in one run.
[h1] The Vanishing of Ethan Carter is like a warm blanket on a rainy day. [/h1] Just as cozy blankets and the soothing ambiance of a cool day are a perfect match – the game's combination of a mystical plot and breathtaking nature make the story about Ethan Carter an ideal blend. Unlike action-packed games with dynamic fights, this game's charm lies in a leisurely stroll through the valley of the red creek under a slightly creepy, a little naive, but thoroughly engaging storyline. The plot revolves around private detective Paul Prospero, who handles paranormal investigation. You'll need to solve murders, search for clues, establish cause-and-effect relationships, and spend plenty of time admiring the stunning landscapes. Let's talk about the real-life locations that inspired the game's stunning landscapes and eerie atmosphere. [quote = Google Maps] The coordinates of Red Creek Valley are 50°57'51.1"N 15°38'41.9"E. [/quote] Red Creek Valley, the setting of the game, is a real place located in the Lower Silesian Voivodeship of Poland. The digitized photos of the game's landscapes are taken from the actual area, such as the Bobr River dam, which was built in 1912 and still generates electricity while protecting residents from floods. The railway bridge at the beginning of the game was built in 1909 and remains the highest in Poland, although it has not been in use for a long time. In fact, the bridge gained some notoriety during the filming of Mission Impossible 7, as the writers had proposed to blow it up, but the locals strongly opposed it. Another notable location is the wooden church from the game, which is actually the only old wooden church in Poland that was moved from Norway to preserve cultural heritage. If you're a fan of slow walks in nature, mystical tales, and dramatic narratives, I highly recommend immersing yourself in this captivating story.
Yknow compared to most people, I'd say I actually like walking sim games quite a bit, especially when they are able to engross me in an interesting story. The Vanishing of Ethan Carter does have an interesting story, however its hidden behind probably one of the worst designed gameplay concepts I've seen. Even just saying the idea out loud instantly spells the problems for me, so I question how on earth neither the developers or high score reviewers noticed this? It's a walking sim with a focus on solving a series of murders as well as completing various miscellaneous puzzles. Now this is great and all, in fact I enjoyed the investigatory part of the game a lot and some of the puzzles too. The thing which kills the whole thing for me, is the fact the game gives zero meaningful feedback for the player. This game boasts before you start that this is a game that doesn't lead you by the hand. Now believe me, I love it when a game lets me figure things out for myself and sets me on my own path. However, with that design mentality comes risk. You don't wanna drag your player by the arm, but you don't wanna cold shoulder them either, as this can lead to aimless game-time and bogs down the pace dramatically. This is why many of the best games ever made use all kinds of subtle immersive queues to let you know what to do, games like Half Life for example perfected this. The Vanishing of Ethan Carter slaps you on a giant island with only your goal in mind, no directions included. Most of the puzzles and investigations are not marked as such, leaving you to constantly wonder whether or not you're doing the right thing. You basically have to play the game like an observation maniac scouring over every tiny thing otherwise you're guaranteed to miss something, and its exhausting as ♥♥♥♥. Not to mention, there are numerous optional puzzles which don't progress the game at all, except they aren't labelled as such, because of course none of the damn puzzles are marked in any way. This means you could spend ages buggering about not knowing what to do, and then proceed to waste your time doing an optional puzzle that doesn't even progress your game. Personally, I like to play my games as blind as possible, but there were frequent times where without any kind of guide help to provide me a direction, I just felt like I was going the wrong way all the time. I like the story and the design idea of an open ended mystery, but the lack of meaningful player feedback and the aimlessness destroying the overall gameplay pace killed any motivation I had to finish it.
From the very first moments, it’s hard not to admire the stunning environments and the eerie, unsettling atmosphere. Red Creek Valley is easily one of the most visually striking worlds I’ve explored in a game. Unfortunately, that’s where most of the praise ends for me. You’re dropped into a large map filled with side paths and dead ends, with very little guidance on where to go or what to do next. Finding objectives often feels needlessly confusing, turning much of the experience into an unintentional walking simulator. A simple compass or clearer direction system would have gone a long way. More than once, figuring out how to progress felt like searching for a needle in a haystack, and I eventually had to rely on YouTube walkthroughs just to finish the game. I genuinely don’t know how someone is meant to complete it without outside help. The story is certainly unique, but uniqueness alone doesn’t make it compelling. It delivers a serviceable emotional arc, but nothing particularly memorable or impactful. In that sense, it reminded me a lot of Murdered Soul Suspect a game with interesting ideas and atmosphere that ultimately settles into mediocrity. I wish I had more positives to point out, but aside from the visuals, the soundtrack was the only other element that stood out in a good way. Overall, I’d only recommend this to very patient players with plenty of free time who are willing to push through confusion in exchange for atmosphere.
In this short walking simulator with some peculiar mechanics you play Paul Prospero, a detective. What makes this game unique is the way it tells the intriguing plot. There is an unexpected twist at the end, everything closes perfectly in a very original way. Then you realize who Paul Prospero really is and what's all about. Graphics are beautiful, environments aswell, but almost empty. Difficult to say whether its worth current full price. Maybe if you don't mind about game being rather short and with low difficulty it's probably worth it. If you like story-driven games, this one will surprise you and will not disappoint you.
If you are wondering which of the two versions you should play, then I would recommend the Redux version. This version looks better and generally ran better for me than the original. The Vanishing of Ethan Carter impresses with its graphics, its beautiful photorealistic landscapes and its mysterious story and atmosphere, which is further enhanced by the soundtrack. And there are definitely H. P. Lovecraft references present. The puzzles, on the other hand, are varied but also confusing at first because there are no explanations. The detective tasks were interesting but always followed the same pattern. The playtime is short at around 6 hours and the replay value is low and then you can play through the game in 1 hour like I did. (I played the Redux version first and then the original). All in all, I can recommend it, but only if it's on sale.
This game was, alright, but I would simply leave it at that. I typically enjoy thought provoking, deep story driven games so I was originally really excited about this. When the game begins, the world seems absolutely huge and overwhelming, after only a few minutes though, you start to realize the world is rather guided and controlled with boundaries and clipping boxes - which can kind of lull you into a false sense of security that you are being guided to the correct narrative. Not the case. I thought many of the puzzles and mechanics weren't super intuitive and the time spent trying to figure out what to do next broke any kind of immersion I had. Additionally, the environment seemed too unrealistic; both in how it interacted with the plot and characters, but also it's appearance - many of the buildings looked heavily European but the story appears to take place in Wisconsin. Lastly, the "juice wasn't worth the squeeze" as the story really just felt kind of lacking and the pay-off was not amusing.
"What happens then?" "Another story, kid. What else?" Man, this game destroyed me. I haven't been this sad completing a game since The Suicide of Rachel Foster. I cannot stress just how remarkable this game was. From beautiful storytelling, stunning environments, and an enjoyable, yet simple game play - this game is just. So. Good. Definitely a new favorite. 10/10.
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