Compare Richard & Alice prices across trusted key stores and find the best deal. Developed by Owl Cave. Published by Owl Cave. Released on 6/5/2014. Available on PC. Genres: Adventure, Indie. Metacritic score: 70/100.

A two-to-three-hour point-and-click built almost entirely on dialogue and dread. If you finished The Road and immediately wanted to click through something equally cheerless, this small Owl Cave gem is waiting for you.

My first hour with Richard and Alice was spent watching two strangers talk across a prison corridor, and I genuinely did not want it to stop. That is a hard thing to pull off. Owl Cave, a two-person team of Lewis Denby and Ashton Raze, built this entirely in the Adventure Game Studio engine, and the handcraft of it shows in every measured pause, every carefully chosen line of optional dialogue. The setup is almost achingly modest: an endless blizzard has dismantled society, the government is quietly converting underground prisons into luxury bunkers for the wealthy, and Richard, a soft-spoken army deserter, has been staring at nature documentaries alone for long enough that the arrival of Alice, a wry, cagey woman imprisoned for murder, feels like sunlight through concrete. The structure alternates between two modes. In the present, you play as Richard, shuffling around a small cell block, cobbling together makeshift tools from mops, sticky tape, and small metal trays to adjust an Environmental Control Unit in the hallway or file a support ticket through a prison computer that may or may not be monitored. The puzzles here are light to the point of being largely ceremonial. In the flashbacks, which unspool as Alice tells Richard her story, you control Alice and her five-year-old son Barney as they survive one harrowing situation after another across a frozen, post-collapse landscape. It is in these flashbacks where the writing does its real work. Barney is written with an attention to how children actually speak and reason that most novels cannot manage: trusting, literal, unaware of the weight his mother carries. The parent-child dynamic between Alice and Barney is the emotional spine of the whole game, and it holds. What does not always hold is the pace of the in-cell dialogue. The conversations between Richard and Alice are long, and some players will feel the script overstays certain beats. The art, rendered in a sparse, low-resolution style that critics routinely called primitive, is another point of friction. I think there is a case for the aesthetic: the bleak flatness of the pixel environments matches the game's emotional register. But the character portraits are stiff and expressions are limited, and there are moments where a slightly more expressive visual language would have helped the story land harder. The MIDI-based soundscape, though, is genuinely atmospheric. It does the quiet, droning work of keeping you in the cold. Five distinct endings, each tied to a Steam achievement, are shaped by subtle choices scattered throughout the playthrough: whether you give Barney a toy car, what you say to a stranger in a church confessional, whether you hand Alice a photograph. None of these moments announce themselves as consequential. That restraint is intentional and effective. Who is this for? Narrative-first players who treat interactive fiction as literature, people who admired the tone of early Telltale work but want something slower and more literary, and anyone who appreciated how a game like Papers Please used mundane actions to carry enormous moral weight. It is not for players expecting puzzle depth, mechanical complexity, or any kind of tonal relief. The gloom-o-meter is, as one critic accurately put it, off the charts from early on. At roughly two to three hours for a single playthrough, the game knows when to end, which is itself a form of craft that many longer titles fail to demonstrate. Kai, Scout Team

Richard & Alice

Richard & Alice

Jun 5, 2014Owl Cave
GamerScout Says

A two-to-three-hour point-and-click built almost entirely on dialogue and dread. If you finished The Road and immediately wanted to click through something equally cheerless, this small Owl Cave gem is waiting for you.

PC
Steam Deck Unsupported
Best Price Available
€0.61
at Kinguin
Lowest tracked: €0.57
Track this price

GamerScout Verdict

Built for players who want a short, unrelenting story about survival and complicity rather than puzzles or spectacle.

Compare Prices(6 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€0.61
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€0.85-83%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€0.89
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€0.91-21%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€1.09
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€5.00
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€5.00
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€0.5724 Aug 2026
Current best
€0.61
Keyshops
€0.53€0.66€0.79€0.927 Jun30 Jun23 Jul15 Aug7 Sept
7 Jun — 7 Sept
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Screenshots & Media

About Richard & Alice

My first hour with Richard and Alice was spent watching two strangers talk across a prison corridor, and I genuinely did not want it to stop. That is a hard thing to pull off. Owl Cave, a two-person team of Lewis Denby and Ashton Raze, built this entirely in the Adventure Game Studio engine, and the handcraft of it shows in every measured pause, every carefully chosen line of optional dialogue. The setup is almost achingly modest: an endless blizzard has dismantled society, the government is quietly converting underground prisons into luxury bunkers for the wealthy, and Richard, a soft-spoken army deserter, has been staring at nature documentaries alone for long enough that the arrival of Alice, a wry, cagey woman imprisoned for murder, feels like sunlight through concrete. The structure alternates between two modes. In the present, you play as Richard, shuffling around a small cell block, cobbling together makeshift tools from mops, sticky tape, and small metal trays to adjust an Environmental Control Unit in the hallway or file a support ticket through a prison computer that may or may not be monitored. The puzzles here are light to the point of being largely ceremonial. In the flashbacks, which unspool as Alice tells Richard her story, you control Alice and her five-year-old son Barney as they survive one harrowing situation after another across a frozen, post-collapse landscape. It is in these flashbacks where the writing does its real work. Barney is written with an attention to how children actually speak and reason that most novels cannot manage: trusting, literal, unaware of the weight his mother carries. The parent-child dynamic between Alice and Barney is the emotional spine of the whole game, and it holds. What does not always hold is the pace of the in-cell dialogue. The conversations between Richard and Alice are long, and some players will feel the script overstays certain beats. The art, rendered in a sparse, low-resolution style that critics routinely called primitive, is another point of friction. I think there is a case for the aesthetic: the bleak flatness of the pixel environments matches the game's emotional register. But the character portraits are stiff and expressions are limited, and there are moments where a slightly more expressive visual language would have helped the story land harder. The MIDI-based soundscape, though, is genuinely atmospheric. It does the quiet, droning work of keeping you in the cold. Five distinct endings, each tied to a Steam achievement, are shaped by subtle choices scattered throughout the playthrough: whether you give Barney a toy car, what you say to a stranger in a church confessional, whether you hand Alice a photograph. None of these moments announce themselves as consequential. That restraint is intentional and effective. Who is this for? Narrative-first players who treat interactive fiction as literature, people who admired the tone of early Telltale work but want something slower and more literary, and anyone who appreciated how a game like Papers Please used mundane actions to carry enormous moral weight. It is not for players expecting puzzle depth, mechanical complexity, or any kind of tonal relief. The gloom-o-meter is, as one critic accurately put it, off the charts from early on. At roughly two to three hours for a single playthrough, the game knows when to end, which is itself a form of craft that many longer titles fail to demonstrate.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaBranching EndingsPlayable FlashbacksDual ProtagonistMoral WeightClimate ApocalypseInteractive FictionAGS EngineParent-Child Narrative

System Requirements

Minimum

OS
Windows XP SP 3 / Vista / 7 / 8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Graphics
DirectX 9.0c compatible
Processor
1 GHz processor

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Reviews & Ratings

Metacritic
70

Game Info

Developer
Owl Cave
Publisher
Owl Cave
Release Date
Jun 5, 2014

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Frequently asked questions about Richard & Alice

How much does Richard & Alice cost?

As of 7 September 2026, the cheapest in-stock offer for Richard & Alice is €0.61 at Kinguin, out of 7 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Richard & Alice cheapest?

The lowest in-stock price we track for Richard & Alice is €0.61 at Kinguin (7 September 2026). We compare 7 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Richard & Alice available on?

Richard & Alice is available on PC.

When was Richard & Alice released?

Richard & Alice was released on 5 June 2014.

Who developed Richard & Alice?

Richard & Alice was developed by Owl Cave.

Is Richard & Alice worth buying?

Richard & Alice holds a Metacritic score of 70/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.