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) | – | 83 | 33 |
| All-time Steam reviews | 93% | 87 | 1000 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | 92% | 86 | 3000 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: since the last significant patch (Jul 25, 2025) · 300 reviews sampled · 3910 total reviews in window · weighted 60.6 up / 3.7 down · computed 4h ago · full methodology →
Press & Creators reviews (17)
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
“s.p.l.i.t is a brilliant, atmospheric, and deeply nostalgic hacking horror game that’s over far too soon. It doesn’t have the staying power to hook everyone, but for a certain kind of player, especially those who fondly remember the days of “C:>”, it’s one bleak, stylish trip well worth taking. Here’s hoping Klubnika returns to this world and lets us dig a little deeper, one keystroke at a time.”
read full review ↗ - 80
“Through its unsettling atmosphere and total commitment to digital misery, this is an effective experiment that taps into how many of us are feeling about our increasingly tech-company-driven future: that is, very badly.”
read full review ↗ - 81
“Are you truly ready to take responsibility for your actions? This is the question raised by S.p.l.i.t, and it also serves as a perfect demonstration of what a single visionary mind can achieve when blending aesthetics, coding, and soundtrack. Mike Klubnika crafts an alienating work that is almost impossible to judge by modern video game standards, completely outside of current norms, time, and logic. Short, intense, disturbing, and eloquent in its minimalist silence. A product capable of completely disorienting the player, perfect for those seeking something truly different.”
read full review ↗ - 70
“s.p.l.i.t is an experimental terminal-based hacking simulation that appeals to those familiar with old-school computing, but its mediocre story and lack of tension in the hacking segments squander its potential.”
read full review ↗ - 65
“s.p.l.i.t. is an indie hacking game where the player must sabotage a superstructure in a dystopian world using only terminal commands. Featuring a retro-futuristic aesthetic, a narrative driven by ethical choices, and multiple endings, the game delivers intense immersion but demands dedication due to its steep learning curve and limited accessibility.”
read full review ↗ - 80
“Despite its brevity, the game should take no more than one to two hours to complete, s.p.l.i.t offers a tightly woven narrative that instills a strong sense of dread and inevitability. You enter a world where victory feels almost impossible from the outset. The only real downside is the desire for more content.”
read full review ↗ - 90
“s.p.l.i.t is a tough game to write about, as at heart it is just a simulation of a textual file interface wrapped up in a dark and oppressive environment, but it is also so much more than that. The perfect fusion of themes and mechanics makes for an experience that is almost suffocatingly immersive and the darker aspects (although absolutely not for everyone) elevate s.p.l.i.t to be one of the most harrowing games you'll find. Aside from the essential content warning, I'd recommend going in as blind as possible and just playing out your The Matrix and Sneakers fantasies.”
read full review ↗ - 80
“Don’t ask me how, but Mike Klubnika once again commands attention with s.p.l.i.t., an idiosyncratic terminal hacking game aimed at old-school tech romantics with a taste for the grim and uncanny, delivering an uncomfortably intense half-hour experience that, despite its brief runtime, gets under your skin fast, provided you remember to brush up on your command-line skills before facing that so-called 'unethical superstructure'... or else, well, you know the drill.”
read full review ↗ - 72
“Split is short. After about 45 minutes, you can reach the first ending. If you want to see both endings, you'll have to replay the game, which, thanks to the terminal interface, is worth it. However, don't expect deep replayability or hidden sidetracks. This is a small experience, meant to be experienced once or twice. Split isn't a game that impresses with its technique or length, but it does boast strong game design. It's an atmospheric, cleverly designed experience that does something quite different from most games. For fans of horror, Half-Life, The Matrix, or similar worlds, this is highly recommended. It's a small slice of digital horror that really gets under your skin.”
read full review ↗ - 70
“s.p.l.i.t is a brutal, immersive hacking sim from Buckshot Roulette’s Mike Klubnika, dropping you into a terminal of dread, raw commands, creeping paranoia, and moral decay. It's a short and intense experience, but the intentional lack of clear objectives and overall narrative leaves a bit to be desired.”
read full review ↗ - 100
“For such a short game s.p.l.i.t had a massive impact. This game really is a memorable experience and, in case you missed it, I really want more of it. I want to know more about the other techs, memory harvesting, and the world we’re thrown into. Mike Klubnika really has done a lot with a small game. It’s incredibly unique and captivating. The way that the heavier topics are dealt with are simultaneously dread inducing but well dealt with. The only issue I had with it was that I wanted more. This is a great addition to any library whether you love horror games or are looking for entries into the genre. s.p.l.i.t was instantly a Thumb Culture Platinum Award game.”
read full review ↗ - 90
“s.p.l.i.t. from developer Mike Klubnika brings mind-bending logic problems delivered through a unique command-line backdrop. While the command-line adventure doesn’t last long, it does enough to warrant a hard look for gamers in search of a good challenge.”
read full review ↗
…and 5 more tracked reviews.
Patch history
- v1.009 Patch Notes & Thank you!Jul 25, 2025significant · resets scoring window
- v1.008 HotfixJul 24, 2025
