Compara los precios de Walden, a game en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por USC Game Innovation Lab. Publicado por USC Games. Lanzado el 18/3/2019. Disponible en PC, Mac. Géneros: Adventure, Indie.

A six-hour meditation in the 1845 woods that asks whether a video game can actually slow you down. Worth it if you let it.

My first few minutes at Walden Pond did something almost no game manages: they made me stop moving. Not because I was stuck, but because the design quietly insists you have nowhere urgent to be. That is either the most compelling pitch in indie gaming or an instant red flag, depending on who you are. I want to make sure you know which camp you fall into before you load this up. Walden, a game is a first-person open-world adventure built around a decade of research at the USC Game Innovation Lab, led by designer Tracy Fullerton. You step into the shoes of Henry David Thoreau on his first summer day at Walden Pond in 1845. The loop sounds simple because it is: tend to the four "necessaries of life" that Thoreau himself named in the book, meaning food, fuel, shelter, and clothing, and keep those survival meters from running dry. You fish in a still pond, tend a bean field, forage for berries, hammer nails on your unfinished cabin, and end each night writing in a journal. The mini-games are minimal by design, closer to deliberate gestures than challenges. If you neglect survival too long you will faint from exhaustion, but the game never makes this genuinely punishing. It wants you elsewhere: hunting arrowheads scattered through the woods that unlock passages from Thoreau's writing, finding stone cairns that mark places of solitude, and collecting books for Ralph Waldo Emerson. There is even a surveying side-task, and Sophia Thoreau's gift baskets hidden around the pond. The activities exist less as gameplay systems and more as reasons to keep walking deeper into the trees. The mechanic I find most beautiful is the inspiration meter. When it is full, the colors of the woods become richer and the soundscape sharpens. Let it fall and the world goes literally duller. The audio, composed by Michael Sweet of Berklee College of Music and recorded live there, never loops in any way that feels mechanical. Bird calls, a distant train whistle, church bells from Concord heard at the edge of the treeline: these are sounds that were recorded on-site by the development team, and they carry real weight. Emile Hirsch voices Thoreau, and hearing the actual prose read aloud as you discover arrowheads or observe animals adds a layer that a page simply cannot reproduce. The criticisms are fair and you should hear them plainly. The seasonal loop does not change the core activities much beyond aesthetics. Stamina and walking speed are deliberately sluggish, and some reviewers found the space between meaningful moments exhausting rather than meditative. The visuals sit somewhere in an early-2000s register that will read as dated to players expecting modern environmental fidelity. The whole experience clocks in around six hours, and if you came looking for branching decisions, fail states, or systemic depth, you will feel the absence of those things immediately. This is closer to a walking simulator with light survival dressing than a survival game with a literary soul, and there is no pretending otherwise. Who should play it: anyone who has read the source text and wants to inhabit it rather than just remember it; anyone burned out on games that demand reaction speed; anyone who finds Dear Esther or Firewatch too passive and wants something that at least gives their hands a small task while the world talks to them. The Steam community response sits at a warm majority positive, and the game has collected festival recognition from IndieCade, Sheffield Doc Fest, and the World Economic Forum's Davos Betazone, which tells you it resonated somewhere beyond the usual gaming audience. It earned that recognition. But it earned it by being a very specific, intentional, unhurried artifact. Respect that going in and it will hold you. Expect a game to compete with, and it will frustrate you in a way no amount of birdsong will fix. Kai, Scout Team

Walden, a game

Walden, a game

18 mar 2019USC Game Innovation LabUSC Games
GamerScout opina

A six-hour meditation in the 1845 woods that asks whether a video game can actually slow you down. Worth it if you let it.

PCMac
ProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €13.76

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€13.765 Jun 2026
Keyshops
€12.66€13.39€14.13€14.865 Jun11 Jun17 Jun22 Jun28 Jun
Tracking prices since 5 Jun 2026
Create alert

Capturas y multimedia

Captura

Acerca de Walden, a game

My first few minutes at Walden Pond did something almost no game manages: they made me stop moving. Not because I was stuck, but because the design quietly insists you have nowhere urgent to be. That is either the most compelling pitch in indie gaming or an instant red flag, depending on who you are. I want to make sure you know which camp you fall into before you load this up. Walden, a game is a first-person open-world adventure built around a decade of research at the USC Game Innovation Lab, led by designer Tracy Fullerton. You step into the shoes of Henry David Thoreau on his first summer day at Walden Pond in 1845. The loop sounds simple because it is: tend to the four "necessaries of life" that Thoreau himself named in the book, meaning food, fuel, shelter, and clothing, and keep those survival meters from running dry. You fish in a still pond, tend a bean field, forage for berries, hammer nails on your unfinished cabin, and end each night writing in a journal. The mini-games are minimal by design, closer to deliberate gestures than challenges. If you neglect survival too long you will faint from exhaustion, but the game never makes this genuinely punishing. It wants you elsewhere: hunting arrowheads scattered through the woods that unlock passages from Thoreau's writing, finding stone cairns that mark places of solitude, and collecting books for Ralph Waldo Emerson. There is even a surveying side-task, and Sophia Thoreau's gift baskets hidden around the pond. The activities exist less as gameplay systems and more as reasons to keep walking deeper into the trees. The mechanic I find most beautiful is the inspiration meter. When it is full, the colors of the woods become richer and the soundscape sharpens. Let it fall and the world goes literally duller. The audio, composed by Michael Sweet of Berklee College of Music and recorded live there, never loops in any way that feels mechanical. Bird calls, a distant train whistle, church bells from Concord heard at the edge of the treeline: these are sounds that were recorded on-site by the development team, and they carry real weight. Emile Hirsch voices Thoreau, and hearing the actual prose read aloud as you discover arrowheads or observe animals adds a layer that a page simply cannot reproduce. The criticisms are fair and you should hear them plainly. The seasonal loop does not change the core activities much beyond aesthetics. Stamina and walking speed are deliberately sluggish, and some reviewers found the space between meaningful moments exhausting rather than meditative. The visuals sit somewhere in an early-2000s register that will read as dated to players expecting modern environmental fidelity. The whole experience clocks in around six hours, and if you came looking for branching decisions, fail states, or systemic depth, you will feel the absence of those things immediately. This is closer to a walking simulator with light survival dressing than a survival game with a literary soul, and there is no pretending otherwise. Who should play it: anyone who has read the source text and wants to inhabit it rather than just remember it; anyone burned out on games that demand reaction speed; anyone who finds Dear Esther or Firewatch too passive and wants something that at least gives their hands a small task while the world talks to them. The Steam community response sits at a warm majority positive, and the game has collected festival recognition from IndieCade, Sheffield Doc Fest, and the World Economic Forum's Davos Betazone, which tells you it resonated somewhere beyond the usual gaming audience. It earned that recognition. But it earned it by being a very specific, intentional, unhurried artifact. Respect that going in and it will hold you. Expect a game to compete with, and it will frustrate you in a way no amount of birdsong will fix.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscloud-savestier:indieWalking SimulatorLiterary AdaptationMeditativeNature ExplorationSlow PlayEducationalAtmospheric SoundtrackFirst-Person Exploration

Requisitos del sistema

Mínimos

OS
7 / 8 / 10
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
1024 MB NVidia or ATI graphics card
Processor
2.4 GHz

Sigue explorando

Community Discussion

Be the first to comment on Walden, a game.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
USC Game Innovation Lab
Distribuidora
USC Games
Fecha de lanzamiento
18 mar 2019

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Compra mejor: guías útiles

¿Buscas más? Mira juegos como Walden, a game →

Preguntas frecuentes sobre Walden, a game

¿Cuánto cuesta Walden, a game?

El precio de Walden, a game cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Walden, a game más barato?

Compara los precios de Walden, a game en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Walden, a game?

Walden, a game está disponible en PC, Mac.

¿Cuándo se lanzó Walden, a game?

Walden, a game se lanzó el 18 de marzo de 2019.

¿Quién desarrolló Walden, a game?

Walden, a game fue desarrollado por USC Game Innovation Lab y publicado por USC Games.