Compara los precios de The Sojourn en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Shifting Tides. Publicado por Iceberg Interactive. Lanzado el 29/9/2020. Disponible en PC, Xbox. Géneros: Adventure, Indie. Puntuación Metacritic: 78/100.

Gorgeous light-and-dark puzzler that rewards patient, methodical thinkers, but overstays its welcome for anyone who needs a story to pull them forward.

I kept coming back to The Sojourn the way you return to a quiet room you like but aren't entirely sure why. The atmosphere does real work here: stepping through a shimmering portal drains colour from the world and replaces it with a bruised, purple-tinged shadow realm where statues can be swapped, bridges conjured by harps, and mirrors used to redirect beams of light. The environment literally assembles itself around you as you enter each puzzle space, low-poly architecture clicking into place like a slow exhale. That arrival animation alone is worth lingering over. The core mechanic is a movement-rationed dark world you step into by standing on flame tiles or walking through tunnels of light. While in that shadow state, your meter drains only when you move, which makes this a game of deliberate positioning rather than reflex. You swap your location with statues, activate relics that let those statues function in the light realm, redirect energy through rotating mirrors, and trigger harps that mend broken bridges for only as long as they play. Four chapters introduce these tools one at a time, and in the early going the layering feels genuinely satisfying. Each new wrinkle forces a re-examination of puzzle logic you thought you understood. Optional scroll-hunting challenges sit alongside every main puzzle, and they redesign the same space into something considerably more demanding, which keeps dedicated puzzle fans busy past the main path. The game's real friction is structural, not mechanical. Community reception landed right around where that 78 Metacritic score suggests: reviewers and players consistently praised the visual craft and the moment-to-moment eureka feeling, but flagged that the middle and late sections rely too heavily on remixing familiar components without escalating the underlying logic. The final chapter in particular stretches thin, introducing very little new while clearly stalling for the story to resolve. The narrative itself is told through scattered statues depicting a blindfolded child's journey through what seems to be a coming-of-age fable about trust and obedience. It is atmospheric and occasionally affecting, but it operates at a distance. There is no dialogue, no readable item that grounds you, and no in-game chapter counter to tell you how far along you are. If environmental suggestion is your preferred storytelling register, that restraint feels poetic. If you want an actual through-line to pull you forward, the game may feel inert. What does hold up completely is the sound. Woodwind, plucked strings, and soft sustained tones layer into something genuinely meditative. The soundtrack knows when to stay out of the way and when to add a faint ceremonial weight. Combined with the colour shift between the warm light world and its cool, spectral counterpart, the sensory experience is cohesive in a way that few puzzle games bother to achieve. There is no sprint, the jump is more of a small skip, and that unhurried pace is a deliberate design choice that either reads as calm or drags depending on your tolerance. No hint system exists if you hit a wall, so restarting the full puzzle is your only recourse when a misplaced statue swap locks you out. A single undo button would have been trivial to implement and its absence is a quiet frustration. Total runtime lands somewhere between eight and twelve hours depending on how many optional scrolls you pursue. For a game with this aesthetic and this mechanical hook, that feels about two chapters too long. The people who love it will point to specific puzzle moments where half a dozen mechanics combine in a way that stops your breathing for a second. Those moments exist, and they are worth something. But so does the flat stretch between them. Kai, Scout Team

The Sojourn

The Sojourn

29 sept 2020Shifting TidesIceberg Interactive
GamerScout opina

Gorgeous light-and-dark puzzler that rewards patient, methodical thinkers, but overstays its welcome for anyone who needs a story to pull them forward.

PCXbox
Steam Deck VerifiedProtonDB Gold
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Mínimo histórico: €2.38

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Acerca de The Sojourn

I kept coming back to The Sojourn the way you return to a quiet room you like but aren't entirely sure why. The atmosphere does real work here: stepping through a shimmering portal drains colour from the world and replaces it with a bruised, purple-tinged shadow realm where statues can be swapped, bridges conjured by harps, and mirrors used to redirect beams of light. The environment literally assembles itself around you as you enter each puzzle space, low-poly architecture clicking into place like a slow exhale. That arrival animation alone is worth lingering over. The core mechanic is a movement-rationed dark world you step into by standing on flame tiles or walking through tunnels of light. While in that shadow state, your meter drains only when you move, which makes this a game of deliberate positioning rather than reflex. You swap your location with statues, activate relics that let those statues function in the light realm, redirect energy through rotating mirrors, and trigger harps that mend broken bridges for only as long as they play. Four chapters introduce these tools one at a time, and in the early going the layering feels genuinely satisfying. Each new wrinkle forces a re-examination of puzzle logic you thought you understood. Optional scroll-hunting challenges sit alongside every main puzzle, and they redesign the same space into something considerably more demanding, which keeps dedicated puzzle fans busy past the main path. The game's real friction is structural, not mechanical. Community reception landed right around where that 78 Metacritic score suggests: reviewers and players consistently praised the visual craft and the moment-to-moment eureka feeling, but flagged that the middle and late sections rely too heavily on remixing familiar components without escalating the underlying logic. The final chapter in particular stretches thin, introducing very little new while clearly stalling for the story to resolve. The narrative itself is told through scattered statues depicting a blindfolded child's journey through what seems to be a coming-of-age fable about trust and obedience. It is atmospheric and occasionally affecting, but it operates at a distance. There is no dialogue, no readable item that grounds you, and no in-game chapter counter to tell you how far along you are. If environmental suggestion is your preferred storytelling register, that restraint feels poetic. If you want an actual through-line to pull you forward, the game may feel inert. What does hold up completely is the sound. Woodwind, plucked strings, and soft sustained tones layer into something genuinely meditative. The soundtrack knows when to stay out of the way and when to add a faint ceremonial weight. Combined with the colour shift between the warm light world and its cool, spectral counterpart, the sensory experience is cohesive in a way that few puzzle games bother to achieve. There is no sprint, the jump is more of a small skip, and that unhurried pace is a deliberate design choice that either reads as calm or drags depending on your tolerance. No hint system exists if you hit a wall, so restarting the full puzzle is your only recourse when a misplaced statue swap locks you out. A single undo button would have been trivial to implement and its absence is a quiet frustration. Total runtime lands somewhere between eight and twelve hours depending on how many optional scrolls you pursue. For a game with this aesthetic and this mechanical hook, that feels about two chapters too long. The people who love it will point to specific puzzle moments where half a dozen mechanics combine in a way that stops your breathing for a second. Those moments exist, and they are worth something. But so does the flat stretch between them.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaLight-Dark MechanicStatue Swap PuzzlesEnvironmental StorytellingNo Hint SystemOptional Scroll ChallengesMeditative PaceLow-Poly AestheticNo Dialogue Narrative

Requisitos del sistema

Mínimos

OS
Windows 7 SP1 64-bit
Memory
4 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 470 or AMD Radeon 6870 HD series card
Processor
Quad-core Intel or AMD processor, 2.5 GHz

Recomendados

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 780 or AMD R9 290X series card or higher
Processor
Quad-core Intel or AMD processor, 2.5 GHz or faster

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Reseñas y valoraciones

Metacritic
78

Información del juego

Desarrolladora
Shifting Tides
Distribuidora
Iceberg Interactive
Fecha de lanzamiento
29 sept 2020

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¿En qué plataformas está disponible The Sojourn?

The Sojourn está disponible en PC, Xbox.

¿Cuándo se lanzó The Sojourn?

The Sojourn se lanzó el 29 de septiembre de 2020.

¿Quién desarrolló The Sojourn?

The Sojourn fue desarrollado por Shifting Tides y publicado por Iceberg Interactive.

¿Merece la pena comprar The Sojourn?

The Sojourn tiene una puntuación Metacritic de 78/100, 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.