Compara los precios de Sunset en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Tale of Tales. Publicado por Tale of Tales. Lanzado el 21/5/2015. Disponible en PC. Géneros: Adventure, Casual, Indie, Simulation. Puntuación Metacritic: 66/100.

You're a housekeeper in a coup-torn 1970s city, piecing together a stranger's life one weekly visit at a time. Quiet, literary, and divisive.

Sunset is a first-person narrative simulation set in 1972, inside a single luxurious apartment in the fictional Latin American city of San Bavón. You play Angela Burnes, an American woman stranded after a military coup, who takes a housekeeping job for a mysterious wealthy man named Gabriel Ortega. Each session covers exactly one hour before sunset, and your only interactions are cleaning, rearranging objects, and occasionally leaving notes. The outside world is at war. Inside, you fold laundry and wonder who this man is. As a strategy-and-sim specialist, I want to be honest about the mechanical skeleton here: there is almost none. You point, click, and trigger short text snippets. The "simulation" label is generous. There is no resource management, no branching consequence tree worth diagramming, no build order to optimize. The decisions you make, whether to be flirtatious or professional with Ortega through your notes, do shift the tone of later visits, but the changes are subtle enough that many players miss them entirely. If you come in expecting a puzzle game or a hidden-object experience, you will feel cheated inside thirty minutes. What Sunset does offer is atmosphere and intent. Tale of Tales built a game around a specific philosophical question: can a backdrop of political violence make domestic routine feel charged with meaning? On that narrow terms, it occasionally succeeds. The apartment looks genuinely beautiful in the fading golden light. The handwritten letters and scattered objects do paint Ortega as a compelling absent character. Angela's internal monologue, heard as you work, is written with literary ambition rather than game-writing habit. The 1970s aesthetic, the soundtrack, the slow camera drift through high-ceilinged rooms, it all coheres into something you could call mood. The honest problem is pacing and length. Each visit runs roughly fifteen to twenty minutes of real time, and the game spans multiple weeks of in-game time. Players who click through tasks quickly will hit a wall where the next plot beat simply has not unlocked yet. There is no meaningful way to engage more deeply. The mixed Steam score reflects this split almost perfectly: people who wanted a slow art-house experience gave it patience and found something; people who wanted a game gave it an hour and refunded. The 66 Metacritic score is a fair landing point. The tutorial, such as it is, amounts to a short on-screen prompt, which is fine given there is almost nothing to learn, but it also signals clearly that the developers were not trying to onboard anyone who was not already sold on the concept. The mod ecosystem is effectively nonexistent, and there are no additional modes or difficulty settings. Replayability is low. The whole experience clocks in around four to six hours depending on how much you linger. For a strategy-minded player hunting depth and decision weight, this is a one-and-done that belongs on a shortlist of "games as art installations" rather than games as games. Worth considering if you regularly enjoy walking sims and want something with a political and emotional texture that most of the genre ignores. Diego, Scout Team

Sunset

Sunset

21 may 2015Tale of Tales
GamerScout opina

You're a housekeeper in a coup-torn 1970s city, piecing together a stranger's life one weekly visit at a time. Quiet, literary, and divisive.

PC
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Sunset is a first-person narrative simulation set in 1972, inside a single luxurious apartment in the fictional Latin American city of San Bavón. You play Angela Burnes, an American woman stranded after a military coup, who takes a housekeeping job for a mysterious wealthy man named Gabriel Ortega. Each session covers exactly one hour before sunset, and your only interactions are cleaning, rearranging objects, and occasionally leaving notes. The outside world is at war. Inside, you fold laundry and wonder who this man is. As a strategy-and-sim specialist, I want to be honest about the mechanical skeleton here: there is almost none. You point, click, and trigger short text snippets. The "simulation" label is generous. There is no resource management, no branching consequence tree worth diagramming, no build order to optimize. The decisions you make, whether to be flirtatious or professional with Ortega through your notes, do shift the tone of later visits, but the changes are subtle enough that many players miss them entirely. If you come in expecting a puzzle game or a hidden-object experience, you will feel cheated inside thirty minutes. What Sunset does offer is atmosphere and intent. Tale of Tales built a game around a specific philosophical question: can a backdrop of political violence make domestic routine feel charged with meaning? On that narrow terms, it occasionally succeeds. The apartment looks genuinely beautiful in the fading golden light. The handwritten letters and scattered objects do paint Ortega as a compelling absent character. Angela's internal monologue, heard as you work, is written with literary ambition rather than game-writing habit. The 1970s aesthetic, the soundtrack, the slow camera drift through high-ceilinged rooms, it all coheres into something you could call mood. The honest problem is pacing and length. Each visit runs roughly fifteen to twenty minutes of real time, and the game spans multiple weeks of in-game time. Players who click through tasks quickly will hit a wall where the next plot beat simply has not unlocked yet. There is no meaningful way to engage more deeply. The mixed Steam score reflects this split almost perfectly: people who wanted a slow art-house experience gave it patience and found something; people who wanted a game gave it an hour and refunded. The 66 Metacritic score is a fair landing point. The tutorial, such as it is, amounts to a short on-screen prompt, which is fine given there is almost nothing to learn, but it also signals clearly that the developers were not trying to onboard anyone who was not already sold on the concept. The mod ecosystem is effectively nonexistent, and there are no additional modes or difficulty settings. Replayability is low. The whole experience clocks in around four to six hours depending on how much you linger. For a strategy-minded player hunting depth and decision weight, this is a one-and-done that belongs on a shortlist of "games as art installations" rather than games as games. Worth considering if you regularly enjoy walking sims and want something with a political and emotional texture that most of the genre ignores.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamWalking SimNarrative-DrivenPolitical ThemesAtmosphericShort PlaythroughArt House1970s SettingSlow Burn

Requisitos del sistema

Mínimos

OS
XP 32-bit
Processor
Intel Core i5
Memory
4 GB RAM
Graphics
AMD Radeon HD 6970 (1 GB VRAM)
DirectX
Version 11
Storage
2 GB available space

Recomendados

OS
8.1 64-bit
Processor
Intel Core i7
Memory
16 GB RAM
Graphics
Nvidia GeForce GTX 980 (4 GB VRAM)
DirectX
Version 11
Storage
4 GB available space

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Reseñas y valoraciones

Metacritic
66
Steam
69%(289)

Información del juego

Desarrolladora
Tale of Tales
Distribuidora
Tale of Tales
Fecha de lanzamiento
21 may 2015

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¿En qué plataformas está disponible Sunset?

Sunset está disponible en PC.

¿Cuándo se lanzó Sunset?

Sunset se lanzó el 21 de mayo de 2015.

¿Quién desarrolló Sunset?

Sunset fue desarrollado por Tale of Tales.

¿Merece la pena comprar Sunset?

Sunset tiene una puntuación Metacritic de 66/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.