Compare Reaching for Petals prices across 50+ stores and find the best deal. Developed by Blue Entropy Studios. Published by Blue Entropy Studios. Released on 9/4/2017. Available on PC. Genres: 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
AdventureCasualIndie

Reaching for Petals

Sep 4, 2017Blue Entropy Studios
GamerScout Says

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
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Historical low: $2.61

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Screenshots & Media

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About 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, Scout Team

Tags

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

System Requirements

Minimum

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
Additional Notes
Requirements are determined for optimal performance on a 1920x1080p screen. Lower resolutions can run on lower hardware.

Recommended

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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Reviews & Ratings

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Game Info

Developer
Blue Entropy Studios
Publisher
Blue Entropy Studios
Release Date
Sep 4, 2017

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Price History

2026-06-052.61(lowest)

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Frequently asked questions about Reaching for Petals

Where can I buy Reaching for Petals cheapest?

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What platforms is Reaching for Petals available on?

Reaching for Petals is available on PC.

When was Reaching for Petals released?

Reaching for Petals was released on 4 September 2017.

Who developed Reaching for Petals?

Reaching for Petals was developed by Blue Entropy Studios.