Sunset
You're a housekeeper in a coup-torn 1970s city, piecing together a stranger's life one weekly visit at a time. Quiet, literary, and divisive.
Compare Prices(0 stores)
Loading prices...
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.
Screenshots & Media

About Sunset
Sunset is a first-person narrative simulation set in 1972, inside a single luxurious apartment in the fictional Latin American city of San Bavón. You play Angela Burnes, an American woman stranded after a military coup, who takes a housekeeping job for a mysterious wealthy man named Gabriel Ortega. Each session covers exactly one hour before sunset, and your only interactions are cleaning, rearranging objects, and occasionally leaving notes. The outside world is at war. Inside, you fold laundry and wonder who this man is. As a strategy-and-sim specialist, I want to be honest about the mechanical skeleton here: there is almost none. You point, click, and trigger short text snippets. The "simulation" label is generous. There is no resource management, no branching consequence tree worth diagramming, no build order to optimize. The decisions you make, whether to be flirtatious or professional with Ortega through your notes, do shift the tone of later visits, but the changes are subtle enough that many players miss them entirely. If you come in expecting a puzzle game or a hidden-object experience, you will feel cheated inside thirty minutes. What Sunset does offer is atmosphere and intent. Tale of Tales built a game around a specific philosophical question: can a backdrop of political violence make domestic routine feel charged with meaning? On that narrow terms, it occasionally succeeds. The apartment looks genuinely beautiful in the fading golden light. The handwritten letters and scattered objects do paint Ortega as a compelling absent character. Angela's internal monologue, heard as you work, is written with literary ambition rather than game-writing habit. The 1970s aesthetic, the soundtrack, the slow camera drift through high-ceilinged rooms, it all coheres into something you could call mood. The honest problem is pacing and length. Each visit runs roughly fifteen to twenty minutes of real time, and the game spans multiple weeks of in-game time. Players who click through tasks quickly will hit a wall where the next plot beat simply has not unlocked yet. There is no meaningful way to engage more deeply. The mixed Steam score reflects this split almost perfectly: people who wanted a slow art-house experience gave it patience and found something; people who wanted a game gave it an hour and refunded. The 66 Metacritic score is a fair landing point. The tutorial, such as it is, amounts to a short on-screen prompt, which is fine given there is almost nothing to learn, but it also signals clearly that the developers were not trying to onboard anyone who was not already sold on the concept. The mod ecosystem is effectively nonexistent, and there are no additional modes or difficulty settings. Replayability is low. The whole experience clocks in around four to six hours depending on how much you linger. For a strategy-minded player hunting depth and decision weight, this is a one-and-done that belongs on a shortlist of "games as art installations" rather than games as games. Worth considering if you regularly enjoy walking sims and want something with a political and emotional texture that most of the genre ignores. Diego, Scout Team
Tags
System Requirements
Reviews & Ratings
Game Info
- Developer
- Tale of Tales
- Publisher
- Tale of Tales
- Release Date
- May 21, 2015