Compara los precios de Drizzlepath: Deja Vu en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Tonguç Bodur. Publicado por Tonguç Bodur. Lanzado el 25/5/2018. Disponible en PC. Géneros: Adventure, Casual, Indie.

A one-hour mountaintop meditation from a solo developer who has made this exact walk his life's work. For the right mood, it lands quietly and stays with you.

I keep a soft spot for the kind of game that fits entirely inside a lunch break and asks almost nothing of your hands. Drizzlepath: Deja Vu is exactly that: a first-person walk up a mountain, built by Tonguç Bodur as a re-envisioning of the very first game he ever released. Knowing that context matters. This is a one-person creator returning to his own beginning, folding in quiet nods to the catalogue of work he built in the years between. If you come in cold with no patience for the genre, none of that framing will save you. But if you arrive already sympathetic to the walking-sim form, there is something genuinely considered happening here. The structure is minimal by design. You move forward in first person through a single sprawling environment broken into save points, and the world triggers voiced narration as you explore rather than through any interaction with objects. There is no puzzle, no collectible hunt with teeth, no fail state. A run button exists, and so does an auto-walk option if you want to let the scenery pass over you passively. The eleven-chapter journey clocks between thirty and sixty minutes depending on how much you wander. Bodur hides small visual surprises and in-references to his other games throughout, so fans of his wider catalogue will find a second layer the first-time visitor simply will not see. None of that is required to get something out of it. What actually works is the soundscape and the environmental contrast. The game opens submerged, floats you past spectral imagery, then pushes you upward through snowy passes, forests, and stretches of surreal architecture that mix Greek statuary with dreamlike geometry. The atmospheric score shifts register between areas with enough care that the silence between tracks feels intentional rather than absent. The narration, professionally voiced, muses on memory and the cyclical nature of existence in a register that critics have split on sharply: some find it moving, others find it slipping into fortune-cookie philosophy. I land somewhere in the middle. The writing has genuine moments, and then occasionally tries too hard. Neither reading is wrong. The honest criticism is that the visual fidelity falters at close range. Wide shots and distant skylines carry real beauty, but geometry and NPC movement look rough when you close the gap. For a game whose entire proposition is immersion through environment, that inconsistency does real damage to the spell. There is also essentially no replay incentive once the achievements tick over. The game knows its own length, which I respect, but it does not leave much reason to return. For the niche it occupies, Deja Vu earns its place. It sits comfortably in Bodur's body of work as the title he built to look back at where everything started. Steam users have rated it mostly positive across nearly 200 reviews, which feels accurate. Genre skeptics will find nothing here to change their minds. But if you have ever felt quietly moved by a walking sim, and you want something that ends before it overstays, this small mountain is worth the hour. Kai, Scout Team

Drizzlepath: Deja Vu

Drizzlepath: Deja Vu

25 may 2018Tonguç Bodur
GamerScout opina

A one-hour mountaintop meditation from a solo developer who has made this exact walk his life's work. For the right mood, it lands quietly and stays with you.

PC
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Mínimo histórico: €1.31

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Acerca de Drizzlepath: Deja Vu

I keep a soft spot for the kind of game that fits entirely inside a lunch break and asks almost nothing of your hands. Drizzlepath: Deja Vu is exactly that: a first-person walk up a mountain, built by Tonguç Bodur as a re-envisioning of the very first game he ever released. Knowing that context matters. This is a one-person creator returning to his own beginning, folding in quiet nods to the catalogue of work he built in the years between. If you come in cold with no patience for the genre, none of that framing will save you. But if you arrive already sympathetic to the walking-sim form, there is something genuinely considered happening here. The structure is minimal by design. You move forward in first person through a single sprawling environment broken into save points, and the world triggers voiced narration as you explore rather than through any interaction with objects. There is no puzzle, no collectible hunt with teeth, no fail state. A run button exists, and so does an auto-walk option if you want to let the scenery pass over you passively. The eleven-chapter journey clocks between thirty and sixty minutes depending on how much you wander. Bodur hides small visual surprises and in-references to his other games throughout, so fans of his wider catalogue will find a second layer the first-time visitor simply will not see. None of that is required to get something out of it. What actually works is the soundscape and the environmental contrast. The game opens submerged, floats you past spectral imagery, then pushes you upward through snowy passes, forests, and stretches of surreal architecture that mix Greek statuary with dreamlike geometry. The atmospheric score shifts register between areas with enough care that the silence between tracks feels intentional rather than absent. The narration, professionally voiced, muses on memory and the cyclical nature of existence in a register that critics have split on sharply: some find it moving, others find it slipping into fortune-cookie philosophy. I land somewhere in the middle. The writing has genuine moments, and then occasionally tries too hard. Neither reading is wrong. The honest criticism is that the visual fidelity falters at close range. Wide shots and distant skylines carry real beauty, but geometry and NPC movement look rough when you close the gap. For a game whose entire proposition is immersion through environment, that inconsistency does real damage to the spell. There is also essentially no replay incentive once the achievements tick over. The game knows its own length, which I respect, but it does not leave much reason to return. For the niche it occupies, Deja Vu earns its place. It sits comfortably in Bodur's body of work as the title he built to look back at where everything started. Steam users have rated it mostly positive across nearly 200 reviews, which feels accurate. Genre skeptics will find nothing here to change their minds. But if you have ever felt quietly moved by a walking sim, and you want something that ends before it overstays, this small mountain is worth the hour.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Walking SimulatorExistential NarrativeSolo DeveloperAuto-WalkSurreal EnvironmentsVoiced NarrationSub-90-Min RuntimeMood-First Design

Requisitos del sistema

Mínimos

OS
Windows 7 or higher 64-bit
Memory
6 GB RAM
DirectX
Version 10
Storage
8.5 GB available space
Graphics
NVIDIA GTX 660 or AMD RADEON R7 370
Processor
Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz
Sound Card
DirectX compatible Sound Card with latest drivers

Recomendados

OS
Windows 7 or higher 64-bit
Memory
6 GB RAM
DirectX
Version 11
Storage
8.5 GB available space
Graphics
NVIDIA GTX 980 or AMD RADEON R9 390X
Processor
Quad-core Intel or AMD processor, 2.5 GHz or faster
Sound Card
DirectX compatible Sound Card with latest drivers

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Información del juego

Desarrolladora
Tonguç Bodur
Distribuidora
Tonguç Bodur
Fecha de lanzamiento
25 may 2018

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¿En qué plataformas está disponible Drizzlepath: Deja Vu?

Drizzlepath: Deja Vu está disponible en PC.

¿Cuándo se lanzó Drizzlepath: Deja Vu?

Drizzlepath: Deja Vu se lanzó el 25 de mayo de 2018.

¿Quién desarrolló Drizzlepath: Deja Vu?

Drizzlepath: Deja Vu fue desarrollado por Tonguç Bodur.