Compare Trackless prices across trusted key stores and find the best deal. Developed by 12 East Games. Published by 12 East Games. Released on 9/12/2017. Available on PC, Mac, Linux. Genres: Adventure, Casual, Indie.

A two-hour pilgrimage that rewards slow walkers and punishes anyone who needs their mysteries resolved - if you can make peace with an ending that withholds almost everything, the journey is quietly unforgettable.

I keep a soft spot for games that nobody covers, and Trackless is exactly that kind of small, handcrafted thing - a solo developer's vision that wears its influences (Zork, Shadowgate, King's Quest) openly but arrives somewhere genuinely its own. You step off a train into a ruined, far-future wasteland playing a Seeker, a kind of secular pilgrim whose goal is to pass a series of Trials and finally lay eyes on The Object, a mysterious monolith that no one can explain. The premise is deliberately withholding. After two to three hours you will have reached The Object and the credits will roll, and the world will have told you almost nothing concrete about itself. That is not a bug - it is, I think, the entire point - but it is the single biggest reason this game will alienate half the people who try it. The mechanical heart of Trackless is a hybrid that I genuinely have not seen handled quite this way elsewhere: first-person 3D exploration crossed with a typed-verb parser, all mediated through an in-game phone. Right-clicking an active object opens a text prompt where you type a single action verb. The game scores your word choice - a precise verb like "flood" earns more credits than a blunt "push" - and those credits buy phone upgrades and items. It sounds minimal, and it is, but that word-scoring loop creates small moments of genuine delight when you land on the exact right verb. The phone also color-codes completed hotspots green, which keeps you from spinning in circles, and different phone themes can unlock subtle perks including the ability to spot ghosts scattered across the environments. The puzzle difficulty sits firmly on the casual end - getting truly stuck is rare - so do not come here for the satisfaction of cracking a hard lock. Come for the texture of the interaction, which feels unlike most things on PC. The world itself is built from a 2D-art-in-3D-space technique that produces something that looks like chalk rubbings or paper cut-outs arranged in three dimensions - dark greens, blacks, and grays with occasional flickers of color. It is sparse verging on drab, and the NPC interactions are shallow single-click exchanges, but the art direction has a consistency and strangeness that lodges in your memory. Locations shift from sewers to ceremonial burial chambers to a populated disco to open coastal paths, and the transitions are seamlessly stitched. The soundtrack - produced by Makeup and Vanity Set - is the game's single most praised element across nearly every review that exists, and that praise is earned. It is ambient, new-age, occasionally absent entirely, and it does more world-building than the dialogue ever does. The sound design in quieter zones, where you can hear water lapping at a shoreline, creates a feeling of solitude that the visuals alone could not manufacture. The honest caveats: the runtime is short, the story withholds so much that some players will feel cheated rather than intrigued, and there are reports of minor performance roughness and a 32-bit Linux binary that may cause compatibility headaches on modern systems. The ending lands abruptly and without the catharsis some will have waited for. If you rush, you can miss large portions of the optional content - secret paths, side encounters, alternate endings, animal collectibles - and the main path alone does not justify the price for players who need density. The experience deepens considerably if you treat it the way the game quietly asks you to: slowly, attentively, without demanding answers. Trackless is for a specific kind of player. If you have ever loved a walking sim for its soundscape alone, or if the idea of a typed-verb parser living inside a 3D pilgrimage genuinely intrigues you, this is a two-hour detour worth taking. Go in knowing the mystery stays mysterious. The Object does not explain itself, and neither does the game. Kai, Scout Team

Trackless

Trackless

Sep 12, 201712 East Games
GamerScout Says

A two-hour pilgrimage that rewards slow walkers and punishes anyone who needs their mysteries resolved - if you can make peace with an ending that withholds almost everything, the journey is quietly unforgettable.

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€7.99
at Eneba
Lowest tracked: €7.99
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GamerScout Verdict

Worth it for mood-first players who accept ambiguity as the destination - frustrating for anyone who needs narrative closure.

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Price History

Lowest tracked
€7.995 Jun 2026
Current best
€7.99
Lowest since we started tracking
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€7.35€7.78€8.20€8.635 Jun28 Jun21 Jul13 Aug5 Sept
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About Trackless

I keep a soft spot for games that nobody covers, and Trackless is exactly that kind of small, handcrafted thing - a solo developer's vision that wears its influences (Zork, Shadowgate, King's Quest) openly but arrives somewhere genuinely its own. You step off a train into a ruined, far-future wasteland playing a Seeker, a kind of secular pilgrim whose goal is to pass a series of Trials and finally lay eyes on The Object, a mysterious monolith that no one can explain. The premise is deliberately withholding. After two to three hours you will have reached The Object and the credits will roll, and the world will have told you almost nothing concrete about itself. That is not a bug - it is, I think, the entire point - but it is the single biggest reason this game will alienate half the people who try it. The mechanical heart of Trackless is a hybrid that I genuinely have not seen handled quite this way elsewhere: first-person 3D exploration crossed with a typed-verb parser, all mediated through an in-game phone. Right-clicking an active object opens a text prompt where you type a single action verb. The game scores your word choice - a precise verb like "flood" earns more credits than a blunt "push" - and those credits buy phone upgrades and items. It sounds minimal, and it is, but that word-scoring loop creates small moments of genuine delight when you land on the exact right verb. The phone also color-codes completed hotspots green, which keeps you from spinning in circles, and different phone themes can unlock subtle perks including the ability to spot ghosts scattered across the environments. The puzzle difficulty sits firmly on the casual end - getting truly stuck is rare - so do not come here for the satisfaction of cracking a hard lock. Come for the texture of the interaction, which feels unlike most things on PC. The world itself is built from a 2D-art-in-3D-space technique that produces something that looks like chalk rubbings or paper cut-outs arranged in three dimensions - dark greens, blacks, and grays with occasional flickers of color. It is sparse verging on drab, and the NPC interactions are shallow single-click exchanges, but the art direction has a consistency and strangeness that lodges in your memory. Locations shift from sewers to ceremonial burial chambers to a populated disco to open coastal paths, and the transitions are seamlessly stitched. The soundtrack - produced by Makeup and Vanity Set - is the game's single most praised element across nearly every review that exists, and that praise is earned. It is ambient, new-age, occasionally absent entirely, and it does more world-building than the dialogue ever does. The sound design in quieter zones, where you can hear water lapping at a shoreline, creates a feeling of solitude that the visuals alone could not manufacture. The honest caveats: the runtime is short, the story withholds so much that some players will feel cheated rather than intrigued, and there are reports of minor performance roughness and a 32-bit Linux binary that may cause compatibility headaches on modern systems. The ending lands abruptly and without the catharsis some will have waited for. If you rush, you can miss large portions of the optional content - secret paths, side encounters, alternate endings, animal collectibles - and the main path alone does not justify the price for players who need density. The experience deepens considerably if you treat it the way the game quietly asks you to: slowly, attentively, without demanding answers. Trackless is for a specific kind of player. If you have ever loved a walking sim for its soundscape alone, or if the idea of a typed-verb parser living inside a 3D pilgrimage genuinely intrigues you, this is a two-hour detour worth taking. Go in knowing the mystery stays mysterious. The Object does not explain itself, and neither does the game.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstier:indieTyped-Verb ParserPilgrimage NarrativeAmbient SoundtrackGhost CollectiblesAlternative EndingsPhone Upgrade SystemWord ScoringPaper Cut-Out AestheticSolo Developer

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
1 GB+ of video RAM
Processor
2.0 GHz

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Game Info

Developer
12 East Games
Publisher
12 East Games
Release Date
Sep 12, 2017

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Frequently asked questions about Trackless

How much does Trackless cost?

As of 5 September 2026, the cheapest in-stock offer for Trackless is €7.99 at Eneba, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Trackless cheapest?

The lowest in-stock price we track for Trackless is €7.99 at Eneba (5 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Trackless available on?

Trackless is available on PC, Mac, Linux.

When was Trackless released?

Trackless was released on 12 September 2017.

Who developed Trackless?

Trackless was developed by 12 East Games.