
Pine Hearts
Grief handled with this much craft and restraint is rare in any medium. Pine Hearts is a 5-7 hour isometric adventure that earns its tears honestly, even if the fetch quests occasionally get in the way.
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About Pine Hearts
I went into Pine Hearts half-expecting it to use grief as wallpaper, a tasteful backdrop for otherwise forgettable cozy-game busywork. What I found instead was something made with genuine personal weight. The game was born from creative director Rob Madden's experience of losing his father in 2019, and that origin isn't just marketing copy. It shows in every quiet animation, every wordless cutscene between Tyke and his dad, every teardrop-shaped memory shard you coax out of the world. The structure borrows from metroidvania and classic isometric Zelda in equal measure. You arrive at Pine Hearts Caravan Park unprepared, and Ranger Maddie won't let you near the mountain until you've earned it. That means exploring seven distinct areas, from sandy beaches and rockpools to old castle ruins and a golf course, while helping locals with quirky tasks. Each completed quest and scattered collectible fills a teardrop meter. Hit enough milestones and a new ability unlocks: a hammer to break blocking logs, a shovel to dig up hidden items, the ability to jump gaps or move boulders. Old areas open back up, shortcuts reveal themselves, and the map slowly clicks into something coherent. The interconnected world design is the game's strongest mechanical argument. The memories themselves are something else. Rendered in cardboard cut-out, sketch-drawn visuals rather than the main game's bright isometric palette, they feel like looking at a childhood photo through slightly soft focus. Five of them in total, each one short, none of them wasted. The soundtrack shifts register in exactly those moments, swelling from its usual upbeat wandering melodies into something that sits in the chest. The sound design throughout is understated and right, the kind that you only notice when it's doing something particularly precise. The honest criticism, and reviewers across the board share it, is that the connecting tissue between those memory sequences leans too hard on fetch quests. Finding worms, scaring crows, locating lost soccer balls: the tasks are whimsical in isolation but start to blur into a repetitive rhythm across the game's midsection. The map, while charming in its handcrafted feel, lacks enough detail to make backtracking for late-game teardrop collection feel purposeful rather than rote. These are genre-standard problems rather than damning ones, but they stop Pine Hearts from sitting alongside A Short Hike or Lil Gator Game as an unqualified recommendation for everyone. What sets it apart, and what I keep coming back to, is the accessibility work. Colour blocking mode, dyslexia-friendly font, high contrast, simplified controls that remove hold-and-mash inputs, full control remapping. The team treats these not as afterthoughts but as part of the core craft, and it shows. The whole game has that quality: small, intentional, made by people who thought carefully about every corner of it. At 81 on Metacritic and very positive Steam reception, the critical consensus agrees. If you have any patience for the cozy-adventure rhythm and any history with loss, Pine Hearts will find you. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 (SP1+), Windows 10 and Windows 11
- Memory
- 8 GB RAM
- DirectX
- Version 10
- Storage
- 5 GB available space
- Graphics
- Graphics card with DX10 (shader model 4.0) capabilities.
- Processor
- SSE2 instruction set support
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Game Info
- Developer
- Hyper Luminal Games Ltd
- Publisher
- Secret Mode
- Release Date
- May 23, 2024