Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (OpenCritic) | – | 75 | 16 |
| All-time Steam reviews | 88% | 81 | 128 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | – | – | 0 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: last 30 days (no significant patch detected) · 0 reviews sampled · 0 total reviews in window · weighted 0 up / 0 down · computed 2h ago · full methodology →
Press & Creators reviews (28)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 70
“Signs of the Sojourner is a good, challenging card game that has more at stake than expected. Replayability is high as you create various decks, befriend new people, and try to get that good ending.”
read full review ↗ - 80
“...it’s a lot of fun to craft a deck to meet the challenges and stories of the road. Meeting the characters along the caravan’s route and learning their stories is a joy that drives mechanical experimentation. It’s refreshing to create harmony and boost meaning-laden signal over noise.”
read full review ↗ - 80
“With a novel concept and brilliantly thought out execution, Signs of the Sojourner has all the makings of gaming’s next indie darling.”
read full review ↗ - 60
“There’s a lot to love here, but I don’t think the main mechanic works very well. Which is sad, because I wish it did. I want to love it, but ultimately I just found it frustrating, and watching the credits roll felt like a compromise. So be fairly warned before giving it a shot.”
read full review ↗ - 90
“There’s just something about this game that feels so brilliant and yet there’s also something unassuming about its nature that makes me worry people will skip over it without a thought… and that would be a shame...”
read full review ↗ - 70
“There are some parts that don't quite work. A fatigue system discourages you from prolonged excursions and can make things tricky, and the limited number of cards means you're rarely fully prepared to speak with everyone. Overall, though, we'd say it's a successful experiment, and a breath of fresh air among all the usual noise.”
read full review ↗ - 85
“Signs of the Sojourner is a refreshing game, succeeding largely in how well it takes eternally relatable ideas like talking to other people and transforming them into a very sensical card game that has a surprising amount of depth despite a straightforward presentation. The way playing cards represents conversations is genius, making this a standout for how unique it feels.”
read full review ↗ - 82
“Signs of the Sojourner is a very good amalgamation of Deck-buildings, Rogue-likes, Visual Novels and even Tetris and the Whole thing works beautifully. It really forces you to make hard decisions about how you move your story forward and to understand the whole thing, you need maybe a dozen of playthroughs.”
read full review ↗ - 60
“Signs of the Sojourner has an excellent premise, an incredible soundtrack, and solid writing, but this jars with an often punishing and frustrating difficulty. All signs point towards this being a light-hearted narrative Indie, but the balance undermines that core identity, making it a struggle to fully enjoy.”
read full review ↗ - 80
“At its core, Signs of the Sojourner is a deck-building card game with elements of a visual novel. At times the card drawing feels very much like it’s luck of the draw. Like real-life conversations with others, it’s a game were failing these card encounters is a part of the experience. You can’t see everything in one playthrough or win at every conversation every time. And the narrative of the story adapts to that, leading to multiple endings. Similarly in the world of Signs of Sojourner as in real life, words and actions do have consequences!”
read full review ↗ - 65
“Despite all its gameplay issues, Signs of the Sojourner remains an entertaining title that you can experience time and again; each time encountering new things. Playing this game can distance you from AAA titles for a while, and will bring you a fresh experience”
read full review ↗ - 75
“Had Signs of the Sojourner allowed the player to fail without having the door slammed in their face, it would be easier to forgive some of the flatness present in its card system or the brevity of its script. But by framing conversations as games to be won without anticipating how often they’d be lost, huge chunks of the game become sequences of frustrating nonsequiturs.”
read full review ↗
…and 16 more tracked reviews.
Patch history
- New Faces UpdateMar 17, 2021
- Update 2May 29, 2020significant · resets scoring window
- Bug Fix UpdateMay 16, 2020
