Compara los precios de Reaching for Petals en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Blue Entropy Studios. Publicado por Blue Entropy Studios. Lanzado el 4/9/2017. Disponible en PC. Géneros: Adventure, Casual, Indie.

Gorgeous Unreal Engine 4 scenery and a quietly moving love story packed into roughly one hour - stunning craftsmanship from a debut studio, but brace for near-zero interactivity.

My first honest confession here is that I kept pausing just to look at the trees. That says everything and almost nothing about Reaching for Petals at the same time, because what Blue Entropy Studios built for their debut is both genuinely beautiful and genuinely unfinished-feeling, and those two truths sit in the same frame without cancelling each other out. You play as Kai, tracing a path up an ever-climbing mountain while a narrator recounts a lifelong love story with a woman named Renee. The game splits into four chapters set across sunlit forests, damp caves, snowy hilltops, and a mountaintop lit by the northern lights, with brief interludes in Kai and Renee's home where you interact with objects to surface text-based memories. Those memory snippets offer a limited branching choice - not enough to alter the plot, but enough to make you feel like a participant rather than a passenger for a few quiet seconds. Structurally, this sits closer to Dear Esther than to Firewatch. There are no puzzles to speak of, and the only interruptions to straight walking are a couple of moments where you hop across a stream or scramble over rocks. The path is almost entirely linear, and the walking speed is genuinely slow - sprinting by holding shift helps, but you will hold it the whole way through. That is not a flaw I am willing to overlook completely, even as someone who loves intentional pacing. A slow walk only earns its keep when the scenery and sound are doing enough heavy lifting, and here they almost are. The orchestral score builds from sparse piano into something much fuller as each chapter opens up into a wider view, fading back when the narration needs room to breathe. The voice work is assured, the soundscape of wind and moving water grounds you inside the world, and the Unreal Engine 4 visuals are quietly jaw-dropping for a studio this small. Performance, however, is a real caveat: optimization was criticized at launch, with some players struggling to maintain stable framerates even on mid-to-high-end rigs, and that roughness can pull you out of the very mood the game is working hard to create. The story itself is the trickier argument. The narration leans hard into poetic vagueness, which works when the metaphors land and creates a frustrating fog when they do not. The love story between Kai and Renee is familiar in its shape - childhood connection, ambition, separation, grief - and some critics found the dialogue too abstract to fully feel the final chapter's weight. I think that criticism is fair. The game reaches for a kind of literary beauty that does not always arrive cleanly, and its hour-long runtime means there is no room to recover from a stretch that does not connect. On the other hand, if the narration clicks for you, those moments where the music swells against a panoramic mountainscape carry something genuinely affecting. The sum is an experience that rewards a certain mood and a certain listener. Who is this actually for? Readers who already love walking-focused narrative games and want something short, atmospheric, and visually generous will find real value here, especially at the low price point the game sits at. If you need mechanical depth, replayability, or a story that spells itself out, this will frustrate you. Go in knowing the runtime is around an hour, hold your expectations for interactivity at exactly zero, and let the soundtrack and scenery do the work they were clearly built to do. Kai, Scout Team

Reaching for Petals

Reaching for Petals

4 sept 2017Blue Entropy Studios
GamerScout opina

Gorgeous Unreal Engine 4 scenery and a quietly moving love story packed into roughly one hour - stunning craftsmanship from a debut studio, but brace for near-zero interactivity.

PC
Mejor precio disponible
2,61 €
en Kinguin
Mínimo registrado: 2,61 €
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Veredicto de GamerScout

Worth a single quiet evening for walking-sim fans who prioritize atmosphere and narration over interactivity or length.

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Historial de precios

Mínimo registrado
2,61 €5 jun 2026
Mejor precio actual
2,61 €
El más bajo desde que lo seguimos
Tiendas de claves
2,40 €2,54 €2,68 €2,82 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Capturas y multimedia

Acerca de Reaching for Petals

My first honest confession here is that I kept pausing just to look at the trees. That says everything and almost nothing about Reaching for Petals at the same time, because what Blue Entropy Studios built for their debut is both genuinely beautiful and genuinely unfinished-feeling, and those two truths sit in the same frame without cancelling each other out. You play as Kai, tracing a path up an ever-climbing mountain while a narrator recounts a lifelong love story with a woman named Renee. The game splits into four chapters set across sunlit forests, damp caves, snowy hilltops, and a mountaintop lit by the northern lights, with brief interludes in Kai and Renee's home where you interact with objects to surface text-based memories. Those memory snippets offer a limited branching choice - not enough to alter the plot, but enough to make you feel like a participant rather than a passenger for a few quiet seconds. Structurally, this sits closer to Dear Esther than to Firewatch. There are no puzzles to speak of, and the only interruptions to straight walking are a couple of moments where you hop across a stream or scramble over rocks. The path is almost entirely linear, and the walking speed is genuinely slow - sprinting by holding shift helps, but you will hold it the whole way through. That is not a flaw I am willing to overlook completely, even as someone who loves intentional pacing. A slow walk only earns its keep when the scenery and sound are doing enough heavy lifting, and here they almost are. The orchestral score builds from sparse piano into something much fuller as each chapter opens up into a wider view, fading back when the narration needs room to breathe. The voice work is assured, the soundscape of wind and moving water grounds you inside the world, and the Unreal Engine 4 visuals are quietly jaw-dropping for a studio this small. Performance, however, is a real caveat: optimization was criticized at launch, with some players struggling to maintain stable framerates even on mid-to-high-end rigs, and that roughness can pull you out of the very mood the game is working hard to create. The story itself is the trickier argument. The narration leans hard into poetic vagueness, which works when the metaphors land and creates a frustrating fog when they do not. The love story between Kai and Renee is familiar in its shape - childhood connection, ambition, separation, grief - and some critics found the dialogue too abstract to fully feel the final chapter's weight. I think that criticism is fair. The game reaches for a kind of literary beauty that does not always arrive cleanly, and its hour-long runtime means there is no room to recover from a stretch that does not connect. On the other hand, if the narration clicks for you, those moments where the music swells against a panoramic mountainscape carry something genuinely affecting. The sum is an experience that rewards a certain mood and a certain listener. Who is this actually for? Readers who already love walking-focused narrative games and want something short, atmospheric, and visually generous will find real value here, especially at the low price point the game sits at. If you need mechanical depth, replayability, or a story that spells itself out, this will frustrate you. Go in knowing the runtime is around an hour, hold your expectations for interactivity at exactly zero, and let the soundtrack and scenery do the work they were clearly built to do.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Walking SimulatorNarrative-DrivenAtmosphericPoetic StorytellingLinear ExplorationOrchestral ScoreMemory SequencesShort ExperienceMood-First

Requisitos del sistema

Mínimos

OS
Windows 7/8/10 64bit
Memory
4 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Nvidia GTX 760 or AMD Radeon 7950
Processor
Quad-core Intel or AMD processor

Recomendados

OS
Windows 7/8/10 64bit
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Nvidia GTX 780 or AMD R9 280x
Processor
Quad-core Intel or AMD processor, 3 GHz or faster

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Información del juego

Desarrolladora
Blue Entropy Studios
Distribuidora
Blue Entropy Studios
Fecha de lanzamiento
4 sept 2017

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Preguntas frecuentes sobre Reaching for Petals

¿Cuánto cuesta Reaching for Petals?

A 15 de agosto de 2026, la oferta más barata disponible de Reaching for Petals es €2.61 en Kinguin, de entre 4 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Reaching for Petals más barato?

El precio más bajo disponible que seguimos para Reaching for Petals es €2.61 en Kinguin (15 de agosto de 2026). Comparamos 4 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Reaching for Petals?

Reaching for Petals está disponible en PC.

¿Cuándo se lanzó Reaching for Petals?

Reaching for Petals se lanzó el 4 de septiembre de 2017.

¿Quién desarrolló Reaching for Petals?

Reaching for Petals fue desarrollado por Blue Entropy Studios.