

Everhood
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Everhood
In Everhood, you guide a wooden doll whose arm was stolen by a blue gnome through an uncanny world where time has stopped. Music battles and strange encounters shape this unconventional adventure RPG. On Steam for PC, 95% of 11,461 player reviews are positive. Steam PC supports full controller input. Interface languages: Simplified Chinese, Traditional Chinese, English, Japanese, French, Italian, German, Spanish, Russian, Korean, Portuguese-Brazil, Polish, Ukrainian, Turkish, and Spanish-Latin America. Released March 4, 2021.
Credits
Lowest recorded in 36 months
$0.582026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language support
Steam PC lists English, Simplified Chinese, Traditional Chinese, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish, Thai, Turkish, Ukrainian, and Vietnamese for the interface. These languages have subtitles; full audio is not listed.
Play and controller
The Steam PC version is single-player and has full controller support.
Accessibility
The description warns that some imagery may affect players with photosensitive epilepsy and says it can be disabled in the accessibility menu.
03Frequently asked questions
What is the central objective?
You control a wooden doll whose arm has been stolen by a blue gnome, and travel through a strange world.
What are the battles like?
The adventure features battles built around music.
Does it include a custom battle editor?
The game description lists support for a custom battle editor.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
penguinz0(moistcr1tikal) made me buy itShow moreShow less
The photosensitivity filter does *not* catch everyting that could cause a siezure. Please be careful. :(Show moreShow less
Geno from Super Mario RPG goes to a rave, does hardcore drugs, and beats up the entire population.Show moreShow less
My opinion on this game is honestly very mixed. The few things it does well are excellent, but everything else around these things fall flat. The highlights of the game are the battles and the music. Quite a few of the battle themes are great, and the combat is engaging. Though weirdly, the songs are kind of hard for me to remember when I wasn't playing the game, but when I was fighting a specific battle, I would think "Oh yeah, this sounds pretty good!" While the combat is pretty fun, it's sort of wonky. While enemy attacks come at you to the beat of the music, if you try to dodge to the music, you're probably not gonna win. Unlike Guitar Hero, where you have to push the buttons when the notes line up, you have to move out of the way of the "notes", so it feels like you're going against the music instead of playing along with it. It results in a sort of an odd half rhythm game where the enemies have to follow the music, but you don't. Now that I got the positives out of the way, I have to mention what really drags the game down: the writing, characters, and plot. I'm just gonna be blunt; this game feels like it was written by someone who played Undertale, but did not understand why so many people found that game so charming and appealing. It's as if the devs made a checklist of Undertale's superficial traits and features and said "Hey, we can do this too!" Like Underale, Everhood has a collection of odd, quirky characters, a meta narrative, and the choice to spare the lives of the characters or to kill them. But the problem is that Everhood takes these features and waters them down until they're dull and boring. The first time you speak to any of the characters, you pretty much know everything you need to know about them, just from the first few lines of dialogue. While the characters of Undertale were weird at times, they had backstories, personalities, and relationships with each other. These traits made Undertale's characters likable, sympathetic, and even relateable at times. Everhood's characters are so simple that most of the time they just seem like props to justify the battles. It's like they're punching bags that talk and play music as you're whaling on them. There are some moments in Everhood that seem to attempt to convince the player to like and form a bond with the characters, such as the tabletop RPG sequence and the kart racing mini-game. Problem is, these sequences do not add any depth or nuance to the NPCs the player interacts with. They pretty much act the same way they did when you first met them earlier in the game. The tabletop game really only serves as foreshadowing for a battle mechanic that would be introduced later. In comparison, hanging out with characters in Undertale gives the player insight into the characters' personalities as well as backstory about the game's world and pre-story events. The game's meta narrative seems tacked on and unnecessary, It doesn't even bother to ease you into it; the moment you start a new game, a mysterious being talks directly to you, the player, seemingly for no other reason other than it can. The meta fourth wall breaks do not enhance the game's story in any way. Near the end of the game, a character gets upset that the player has been controlling them, but this "twist" comes so late in the game with so little buildup, that I couldn't care less about this character. Again, the meta narrative seems to be here just because another indie game did it. As for the option to spare or kill characters, Everhood basically takes Undertale's version of this mechanic and turns it on its head. Basically instead of killing being objectively wrong, in Everhood killing the characters is treated as the right thing to do and it's how to get the "best" ending. The game tries to justify this by saying that immortality is bad because it leads to insanity and immoral behavior and that you're saving the characters from endless torment by ending them. Problem is, very few of the characters seem to mind being immortal. The number of characters that actually want to die can be counted on one hand. Instead, at the very end of the game, the characters seem to be retroactively happy that you killed them, saying things like "At first I was angry that you murdered me, but now I see the truth. Thanks!" Now if the game had leaned further into the darker, creepier implications of immortal life, this could have worked. However, the plot, setting, and characters are so shallow and underdeveloped that I didn't find myself feeling sorry for the characters. I didn't feel anything as I hunted the NPCs down one by one to kill them. Overall, this game just feels like it was desperate to be the next big indie sensation, so it just picks and chooses ideas from popular games, removes the soul and appeal from said ideas, and awkwardly sticks them together. The vagueness of the characters and worldbuilding combined with the heavy handed references to Buddhism and reincarnation makes me think that the devs were hoping that a bunch of Youtubers would make theory videos analyzing every aspect of the game, which would bring more attention to it. I understand that the team that made this game is very small, but that doesn't really excuse being so shamelessly derivative. You don't need millions of dollars and a massive team to make a creative, interesting game.Show moreShow less
This game is a daunting reminder we live in a post Undertale society.Show moreShow less
I want to emphasise that I think Everhood is a quality effort and I feel a bit bad for this verdict but ultimately if someone asked me "should I spend $10 on this" I'd make a vague non-committal grunting noise rather than a confident "Yes". I have a laundry list of complaints from minor to moderate that ultimately keep the game from being Great, which is a shame because it has strong core mechanics and the soundtrack to back it up. - Weird lack of resolution options. Fullscreen changes between 16:9 in menus and 4:3 in gameplay. Windowed mode is like, 480p with no option for window resizing making it impractical to play on. - The connective tissue of the narrative is in general really weak and the game lacks the strong worldbuilding I think it wants to have? Stuff just kind of happens and I walked through the game and its characters not really getting a sense of a cohesive narrative and not really engaging with the questions I think it wants to ask players. - Further to that, the script is littered with typographical errors. A lot! I was finding them very regularly. Missing words, wrong words, incorrect spellings, apostrophe use, the whole nine yards. Script could do with another editing pass. - Halfway through the game it introduces a "parry/reflect" mechanic, but the delay on how often you can perform this action is inexplicably tied to the difficulty setting. So the controls become less responsive the higher your difficulty is? This sure is a choice! I understand the balance concern since you don't want people spamming it to trivialise patterns, but making it less responsive isn't striking a good middle ground Suggested: successful parries cut recovery time down, maybe by half or something. Punishes mis-times but successful parries are rewarded. Not sure how that would actually play out, but I'm not crazy about the current system. - The reflect move also has a deadzone directly on top of the player where you can fire a projectile back at the enemy while a projectile is almost on top of you, you'll get the projectile off successfully, but you'll also eat a hit that you probably didn't expect to since the reflected projectile usually destroys incoming bullets. - In order to successfully reflect, you need to parry two bullets of the same colour. But getting hit will erase your current charge. I don't really know what this adds and I just found it frustrating. I don't have a suggested fix here, I just found this made me press Reflect expecting to fire a projectile only to get nothing because I hit something in the last fraction of a second and my charge was taken away as a result. Personal, yes, but I did mostly just find that irritating. - a lot of the environments are visually simplistic and sometimes go on for too long. sometimes the style is really charming and strong, but all too often it's "single colour path in a black void". Occasionally feels like padding. - game does a fakeout ending thing like four times which makes the actual conclusion feel incredibly exhausting and not in a good way - THIS ONE IS ACTUALLY A PRETTY LARGE SPOILER: the pixel art Buddha at the end is hysterically funny and I don't think it's meant to be. The other elements weren't going to add up to a conclusion that had a large emotional impact regardless, but this blunt rendition of just deadass The Actual Buddha took it to a level where it caused me to break into a full on laughing fit. I do not think this was the intent. - The music is technically proficient but lacks much emotional resonance which kinda ties back into the "narrative is weak" thing. This makes battles all kind of blend together somewhat. - the difficulty settings don't tug on the right parameters. Projectile patterns never change, just enemy/player health and how easy it is to spam the parry when you get it. This doesn't really give a good experience to people who aren't proficient at not being where bullet is. I know it's hard to chart all the patterns per difficulty but I think consistent mechanics with different patterns is a stronger solution here, however conventional that may be. Despite this, it's not a game that I think lacks heart. It has many positive qualities, the jokes occasionally land well, the music in fights is scored well and patterns feel appropriate for their music. Many of the fight gimmicks are also disarming and fun to muddle through. But a quality effort doesn't inherently equate to a quality game.Show moreShow less
buy this game if you hate the sunShow moreShow less
EDIT: At first, I had this as a reccomend, but then upon reading other people having similar feelings to me and figuring out I wouldn't want to play this again, I changed my rating. The good: - Interesting rhythm mechanics - Colorful characters - Several ways that the basic mechanics are used in a creative way - Half the story was good The bad: - Other half of the story was bad. And it dragged on. And on. And on. - Ending of the game had the "Just one more thing" syndrome it was clinging on to. I was actually mad at it that it kept stalling showing me the short credits - Game expects you to care about characters you barelly know. And it's not that you are left to discern your feelings alone - the game ASSUMES you have certain feelings and WANTS you to feel them, but in telling me how I feel made me feel nothing of the sorts. You can't dictate to a person how he feels about a certain situation, which is what made this game fail and flop in the second half for me. - My eyes hurt after some of the scenes. My eyes hurt right now, as I just finished the game. TAKE THE EPILEPSY WARNING VERY SERIOUSLY AND EVEN THEN BE CAREFUL WITH YOUR EYES - Game offers false choices. Why give me a yes/no question and then don't let me advance after making the choice you did not want me to? Why REFER to my choices when I didn't make that choice by myself, only to continue the game? Overall, it tries really hard for some metaphysical/philosophy/deep themes, but those fell flat for me too. The overall theme fell apart when I was not able to make choices, and the game acted as if everything I did I did of free will. No, game, following a linear path is not choice. The choice is to not play, sure, but then that is not a choice - it is denial of the reason I bought the game for. Maybe I had too high expectations after witnessing the first half - it was almost Undertale-ish in it's presentation, but then decided to get deep and drown itself.Show moreShow less
This game was made to trick undertale fans into having seizuresShow moreShow less
https://www.youtube.com/watch?v=_XpjJd1OSG8 A review copy was provided by the developer. Follow my Curator page, Fruit N Doggie Reviews, so you can be updated whenever I post a new review. Overall Rating - Mediocre ★★★☆☆ First Impressions Undertale (UT) is an indie game that left a huge impact on the internet, and I was initially hesitant to assume Everhood (EH) was a knockoff. However, it's clear this wasn't just inspired by UT, but copied its homework. Just to list some examples, there's the font used for dialogue, replacing traditional combat with something unconventional, the character that's obviously WD Gaster, amongst many other parallels. Either way, it looked interesting, but I had no idea what I was in for. Gameplay EH is described as an RPG, but that's not really the case. It's true you'll wander around the environment, speaking with NPCs, doing a fetch quest here and there, and battling foes. However, there's no equipment or items to manage, nor is there XP or gold to earn, so you'll never gain levels or more HP. I consider it an adventure game, built around a unique combat mechanic. When fighting an enemy, the battlefield takes on a UI similar to Guitar Hero, with the grid of five columns. Instead of playing notes though, you stand on this field and dodge sound waves, both darting left and right, and hopping over them. Since you aren't actually playing the notes, the music isn't inherently useful for avoiding projectiles, as you often dodge large portions of them entirely. I wouldn't say you'll want to ignore the music per se, but focusing on the visuals is key to EH, instead of syncing up with the beat as you might expect. https://steamcommunity.com/sharedfiles/filedetails/?id=2414469213 Controls There's the option to either play EH with a controller or keyboard, and I opted for a controller myself. Throughout the game, it'll show prompts for different moves, some of which aren't always available. For instance, reflecting attacks. If playing with a controller like I did, you'll find that there are numerous options for the same inputs. For instance, you aren't stuck to only one choice for dodging back and forth, able to choose from three areas on the controller. Because of this, you'll find it useful to experiment with the set-up that will suit you best. Story Having beaten EH, I frankly don't know what is going on with the story. Theoretically, I could present my interpretation, but I'd have to spoil all of the strange turns it takes, and know I didn't find all of the secrets. They may reveal more about the setting and what's at work here. However, though I found elements of it interesting and at times startling, most of it doesn't have the impact I think the developers were striving for. For instance, NPCs kept saying how tremendously difficult the task would be, and that none should have to bear such a burden. Regardless, what they wanted me to do wasn't some heart-wrenching chore, but was generally pretty easy to manage. The main reason for this stems from how many of the NPCs just aren't very interesting. EH included a pair of goofy brothers, clearly meant to be Sans and Papyrus, but they aren't nearly as charming or memorable. To be fair, I quite enjoyed the Green Mage, as he walks a fine line of being completely insane. However, he was one of the few exceptions, as most are much less engaging than him. Potentially, playing New Game+ might add more nuance to the characters, or finding some secrets could open an unknown avenue in the plot. Overall though, I think it's trying to be more edgey and meta than it really is. https://steamcommunity.com/sharedfiles/filedetails/?id=2414469151 Visuals The game includes a warning for those who would have problems with flashing lights, and it does so for good reason. Many battles make heavy use of distorted visuals and bright, flashing lights against a black background. I'm fortunate to not have epilepsy, but even then, the developers should have restrained themselves. They went overboard with these effects. When in battles, your eyes will be cast towards the lower-half of the screen to dodge notes, so it's easy to ignore or miss what the enemy is doing, and in some cases saying. If you can multitask though, you'll read their banter with you, and see how they move with the music they're putting out. Sound Design Despite not being a traditional rhythm or music game, the soundtrack is still a central element to the game, and is something EH delivers strongly on. There's a decent variety of genres and styles to establish different tones, which tended to fit the NPCs well. One I recall liking a lot was the trash can with its Spanish like song. Pros 🌟 I quite liked the battle mechanics in EH, though I was disappointed the few times I wasn't able to retry a section after failing it. However, it gets even better in the second half, when every NPCs' song displays another layer of meaning to it due to a new mechanic that opens up. It's rather clever, honestly. 🌟 If you're struggling against an enemy, it's possible to adjust the difficulty after losing. There's a wide range of difficulty options as well, so it should support most skill levels. Cons ❌ There's a flashback scene for the main character that seems really instrumental to the story, in part because the setting is unlike anything else in the game. However, it reveals essentially nothing because it ends before anything happens, which is so frustrating. ❌ Every so often, the game has unnecessary pauses that drag on an awkwardly long time. Tips 🔍 You'll need to use both forms of movement to properly avoid incoming notes. However, dodging is emphasized more, as many notes are too high to be jumped over anyways. 🔍 Certain patterns can corner you, so if possible, you'll want to stay towards the most open areas. Later on in the game though, you'll be required to steer into attacks. Final Thoughts One of my main issues with the game's presentation is the sense that it did bizarre things at intermittent times, not for any meaningful reason, but simply because it could. The incident with the incinerator is mindbogglingly over the top that I have no basis to comprehend what it was trying to convey, and things like that kept happening. I feel like I have an unsolved jigsaw puzzle, still too early in the process to know what it is I'm working towards, while lacking faith that the box contains all 500 pieces. Tinkering with the meta aspects of a video game can be enticing for gamers, yet there needs to be enough of a concrete basis for them to stay entrenched in. I can't dive into the world of EH because its foundation isn't well established. Part of me thinks a group of people tried replicating the success of UT on a surface level understanding of it, missed the point somewhere amongst all their bizarre ideas, and just went with it. The general public largely disagrees with me, loving EH in spite of being an obvious copy cat. You'll likely enjoy the music and portions of the gameplay, but I don't recommend the game due to flaws in its story and lack of originality. PC Specs Performance Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 The game ran without incident on default settings. 💖 - EH is healthyShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.