
Find your way out of a magical prison in this non-linear point'n'click adventure full of mini games and challenges. Get to meet the charismatic Whateverlanders, steal and deceive or be a good boy to discover all the different endings of Vincent's story.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 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; PlayStation, GOG, 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 | $14.99 | 181reviews | 88% | — | $26.2K |
| $3.74−75% | 49ratings | 64% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First time I played Bells&Bones it started to feel like completely different game, too bad it's horribly confusing, slow and annoying minigame, too good they had a skipping mechanism so I can enjoy this rather nice point & click with interesting characters, dialogs and original puzzles. (If you should like B&B then you get even more bang for your buck since it's a major part of the game.) The praise - quite challenging puzzles and all of them have two solutions! - hence, this game has actual replay value - excellent voice acting and music - ability to skip B&B minigame The nag: - buggy, some are even softlocks (don't save too eagerly) - can't skip most of the cutscenes - B&B minigame
Groteskní půvab Whateverlandu mě okamžitě přenesl do nálady, kterou tak dobře znám z raných děl Tima Burtona, avšak studio Caligari Games se naštěstí nespokojilo s pouhou vizuální imitací. Na tomto titulu si cením především odvahy, s jakou boří zažitá dogmata point-and-click adventur; namísto lineárního „pixel-huntingu“ mi hra nabídla skutečnou svobodu volby mezi cestou altruismu a cestou kleptomanie. Je osvěžující, když řešení hádanky není jen jedno, ale odvíjí se od toho, zda se rozhodnu problém obejít pomocí paklíče, nebo někomu pomoci, což zásadně mění vyznění celého příběhu i závěrečný verdikt. I když strategická minihra Bell & Bones může po čase působit jako nutné zlo brzdící tempo vyprávění, sarkastický scénář a podmanivý jazzový doprovod drží tento bizarní svět pohromadě s obdivuhodnou lehkostí. Jde o stylovou, cynickou jednohubku, která dává žánru adventur tolik potřebnou injekci nelinearity.
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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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Ukrainian, Turkish*languages with full audio support
| $1.99−90% |
| 21ratings |
| 62% |
| — |
| 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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pro: The story is fun. The characters are interesting. The art is fantastic. Cons: Very buggy. I'm completely stuck and would have to redo 30+mins of gameplay if I reload because the radio tower puzzle is just so buggy. The voice acting is pretty bad. The Bugs and Balls board game is boring. Overall... refunding at just under 2 hours due to the bugs. And I only paid $1.50 for is. Still refunding since it's pretty much unplayable.
Fun story, fun puzzles. However, the Turkish localization is beyond terrible. Play in the original language.
Клёвая игра на пару вечеров. Эстетика — моё почтение, как будто взяли творчество Тима Бёртона, слегка абсурдных персонажей Депонии и других игр Daedalic, классический джаз, всё это смешали и получили на выходе Вотэверленд. Никаких зубодробительных головоломок здесь нет, застрять невозможно, местная игра с букашками забавная, хоть и тоже довольно лёгкая. Сюжет прямой и бесхитростный, нарратив здесь — лишь повод провести игрока по красивым и необычным локациям и познакомить с по-хорошему безумными персонажами, многие из которых отсылают нас к классике поп-культуры и не только. У меня есть претензии к этой игре, и технические, и геймплейные, и нарративные (одна из главных — слабое раскрытие большинства персонажей), но игра настолько короткая, ненапряжная и расслабляющая, что предъявлять их как-то даже и не хочется. Whateverland не запомнится надолго, не разбередит душу, не перевернёт с ног на голову мировоззрение и не подарит откровений. Она просто развлечёт вас на протяжении 5-10 часов и скроется в дальних уголках памяти и глубинах стимовской библиотеки. Впрочем, это ведь уже немало для игры, ведь главное для неё — чтобы было интересно играть. Мы же очень часто ждём, что каждая новая игра будет шедевром и десять из десяти на все времена. Возможно, что зря. Кстати, кто-то когда-то видел птенцов голубей? UPD. На количество часов не смотрите, просто запустил игру, отвлёкся и оставил на целый день. На самом деле за 10 часов можно пройти дважды на все ачивки, не скипая диалоги и залезая в каждый угол.
Милый поинт энд клик квест от российских разработчиков на пару вечеров. [b]Плюсы:[/b] • Аудио. Отличная озвучка, приятная музыка. • [b]Можно пропускать[/b] реплики и быстро переходить с локации на локацию • Обязательную мини-игру можно пропускать, если она вам не понравилась. Достаточно собрать клубки по всей карте. • Множество отсылок. Особенно приятно было встретить Захара из "Обломова", которого озвучили с русским акцентом • Несколько вариантов концовок. На удивление их не две, как могло бы показаться из описания, а три. [b]Плюсы-минусы:[/b] • [b]Нелинейность и отсутствие глубины.[/b] С одной стороны нелинейность в играх всегда притягивает, есть ощущение, что ты можешь влиять на события. С другой стороны она не всегда реализуется в том виде, в котором ее ожидают игроки. Здесь она выглядит так: ты можешь идти по пути вора, которому все равно на людей, а можешь идти по пути исправления, помогая окружающим. Можешь и совместить. Преимущественно это влияет только на концовку. В зависимости от того, как ты поступал с каждым из персонажей, меняется или не меняется их жизнь. Ну и, конечно, жизнь главного героя: сможет ли он выбраться из Вотеверлэнда. Прикольно, конечно, но выглядит достаточно просто. Будешь вести себя хорошо — с тобой всё будет хорошо. Плохо — получишь наказание. Искушенного игрока таким не зацепить, но кому-то такое наоборот может понравится. Мне вот игра попалась в нужный момент, когда и не хотелось чего-то сложного, что по сюжету, что по геймплею. • Чтобы собрать ВСЕ достижения нужно пройти игру трижды. Либо дважды, если заранее знать, где сохраняться. [b]Минусы:[/b] • [b]Слишком просто.[/b] Ценители поинт&кликов вряд ли оценят, потому что подсказки даются без вашего спроса везде и всюду. Да, вряд ли столкнешься с ситуацией, где ты ходишь по всем локациям в попытках понять, что нужно сделать. Но и ощущения внутреннего вознаграждения за решенную загадку ты тоже не получишь. Разве что если пойдешь путем вора — открывать замки может оказаться действительно сложным делом. • [b]Увеличение в мини-играх.[/b] По сути, ты можешь приблизить экран, чтобы разглядеть мелкие детали, но приближение центрированно. То есть увеличить боковые стороны невозможно. Очень неудобно особенно в загадках со взломом.
Dreamland If I were in the protagonist's shoes, I would be over the moon to end up in such a funny and colorful place. I explored every single corner of Whateverland with immense pleasure, and it was genuinely sad to say goodbye to it when it was over. It’s a pity that no sequel is in sight — I would gladly return to this universe to revisit old locations and discover new ones. Atmosphere The atmosphere is top-notch: the live instrumental music feels like a layered cocktail of traditional genres from all over the world, organically complementing the vibrant locations, equally colorful characters, and their stories. Visual Style The graphic design deserves high praise. The characters and environments are slightly caricatured yet incredibly charming. Everything is crafted in a cohesive style and with great taste. Hats off to the artists! Puzzles The puzzles are interesting, diverse, and feature a moderate level of difficulty, allowing you to stay engaged and progress smoothly without getting hopelessly stuck. Narrative & Writing In my opinion, the script is brilliant. There is just the right amount of dialogue and lines to immerse yourself fully in the lore and plot, without crossing that tedious line where the chatter becomes boring or overdone. Player Choice I love that the game offers two main playstyles: you can choose a brazen, cynical, and mercenary path, or walk the path of a responsive, empathetic altruist. And if you wish, you can easily combine both approaches. My advice: start as an altruist, and then replay as a villain. It creates a great contrast: you already know all the nooks and characters, so you can fully indulge in the black humor, sarcastic lines, and entirely different reactions from everyone around you, without losing your emotional connection to the story. This approach really extends the fun and lets you get the absolute most out of the game. I want more!
Интересная Point'n'click игра. Особенно радуют шутки тут и там, озвученные и живые диалоги, приятный ненадоедливый компаньон и разнообразие загадок, да не вагон, но маленькая тележка точно. На пару вечеров самое то. Доволен покупкой
Eu diria que é um jogo mediano: não é ruim, mas também não é sensacional.
Whateverland is a narrative-driven point-and-click adventure game developed by Caligari Games and co-published with WhisperGames. It tells the story of Vincent, a skilled but unlucky thief who attempts to steal a necklace from an old woman, only to discover she is a powerful witch named Beatrice. As punishment, she exiles him to Whateverland, a surreal and strange limbo inhabited by a cast of oddball characters—each also trapped by their past mistakes. The setting serves not only as a fantastical prison but also as a mirror for the choices players make throughout the journey, as Vincent attempts to gather the pieces of a spell to escape. The core gameplay unfolds through exploration, conversation, light puzzle-solving, and a number of optional mini-games. One of the game’s defining strengths lies in its non-linear structure. Unlike many traditional adventure games that funnel players down a single path, Whateverland gives you the freedom to tackle challenges in different ways—be it through deception, theft, diplomacy, or empathy. The decisions you make impact character relationships and the overall narrative outcome, leading to multiple endings. This choice-driven design means that not everything can be seen or done in a single playthrough, and replaying the game with a different approach reveals new layers to both the characters and the world. Vincent is not alone in his quest. He is accompanied by Nick, a ghostly companion with his own personality and opinions, often commenting on your choices or offering hints. Their dynamic adds a layer of humor and tension, balancing the game’s often eerie or surreal atmosphere with lighter moments. Dialogue is fully voiced, and the characters are brought to life with expressive performances that fit well within the game’s quirky and offbeat tone. Each resident of Whateverland has a backstory, and your interactions with them—whether helpful or exploitative—shape your journey and theirs. Visually, the game is striking. Everything is hand-drawn with a distinctive art style that blends dark whimsy with dreamlike surrealism. There are clear influences from artists like Tim Burton, though the game maintains its own identity. The environments are filled with strange details: architecture that bends the rules of reality, grotesque-yet-endearing character designs, and a palette that shifts with mood and story. The visual design reinforces the feeling that this is a place out of time, disconnected from logic but deeply rooted in emotion and consequence. Sound design plays a crucial role in reinforcing the game’s mood. The original soundtrack features live instrumentation, including a chamber sextet that adds texture and authenticity to the audio landscape. The music shifts with tone—sometimes eerie and mysterious, sometimes upbeat and whimsical—and works in tandem with ambient effects to create an immersive world. While the production values may not rival big-budget titles, the sound design fits the scale and artistic intent of the game perfectly. In addition to its narrative and exploration elements, Whateverland features a number of mini-games that vary in type and complexity. One of the most notable is “Bell and Bones,” a turn-based strategy mini-game reminiscent of football played on a hexagonal grid. These diversions are often tied to character quests or serve as alternative ways to progress. While they add variety, some players may find them hit-or-miss. A few mini-games can feel under-explained or awkwardly integrated, leading to pacing issues when they interrupt the flow of story-driven gameplay. There are some technical rough edges as well. The user interface can occasionally feel clunky, particularly when identifying interactive objects within the environment. Navigating certain screens or dialogue trees may require more clicks than necessary, and some puzzles lack clarity in design. These issues aren’t game-breaking, but they can momentarily break immersion, especially during more complex or time-sensitive tasks. Despite these minor flaws, Whateverland delivers a genuinely original and thoughtful experience. It doesn’t rely on conventional storytelling or gameplay tropes, instead offering players a world where personal choice and consequence matter, both mechanically and thematically. The surreal visuals, branching narrative, and mix of humor and melancholy combine to create a memorable adventure that stands out within the point-and-click genre. For players who enjoy morally flexible characters, experimental storytelling, and handcrafted art styles, Whateverland is well worth exploring—especially for those willing to embrace the weird and reflect on what redemption might look like in a world that refuses to forget. Rating: 8/10
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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