Overview
Every so often, a game arrives that doesn’t just reject genre conventions, but quietly and confidently walks in the opposite direction. Shedworks’ Sable is one of those games. In a market saturated with open worlds that are effectively sprawling battlegrounds, Sable presents a vast, sandy expanse and asks for nothing but curiosity. It is a coming-of-age story, a rite of passage for its titular character, but it’s also a rite of passage for the player, challenging them to unlearn the ingrained habits of the last two decades of open-world design. There are no enemies to slay, no levels to grind, no territory to conquer. There is only the desert, your hoverbike, and the journey.
This is not a “walking simulator” in the pejorative sense; it is a journey with purpose, albeit one the player defines. You play as Sable, a young woman leaving her nomadic clan for her “Gliding”—a pilgrimage to explore the world, collect masks representing different life paths, and ultimately choose one to define her adulthood. This narrative framework is the perfect justification for the gameplay, which is entirely focused on exploration, platforming, and puzzle-solving. The game trusts you implicitly. It sets you loose in a world that feels ancient and mysterious, its landscapes littered with the colossal bones of forgotten creatures and the monumental ruins of a civilization long past. It’s a bold move from a small independent studio, one that demonstrates a profound understanding of what makes a world compelling. It isn’t the threat of danger that pulls you forward, but the promise of discovery. Sable is a powerful case for quiet contemplation, a stark and beautiful counterpoint to the noise that dominates the industry.
Key features
- The Gliding: Traversal is the core of the experience. Your customizable hoverbike, “Simoon,” is your constant companion. Gliding across vast dunes, kicking up plumes of dust as the sun sets, is a sublime experience. The bike becomes a companion in itself, one you’ll come to rely on and cherish.
- Masks and Identity: The central quest is a search for identity. By completing tasks for the world’s inhabitants—from machinists to guards and entertainers—you earn badges that can be exchanged for masks. Each mask represents a potential future for Sable. This system cleverly transforms traditional questing into a meaningful, narrative-driven pursuit of self-discovery.
- Atmospheric Exploration: The gameplay loop is simple: see something intriguing on the horizon, travel to it, and investigate. This usually involves climbing massive structures, solving environmental puzzles, and uncovering snippets of lore. The world is designed to be explored organically, rewarding a player’s inquisitiveness with breathtaking vistas and quiet narrative moments.
Analysis
A World Without a Sword
The most radical design choice in Sable is its complete and total lack of combat. This decision fundamentally re-shapes the player’s relationship with the environment. Where other open worlds present a landscape of threats and resources, Sable offers a world of pure wonder. A massive ruin is a puzzle to be scaled, a story to be read in its architecture. An encounter with another nomad isn’t a potential conflict; it’s a chance for conversation, a moment of connection in a vast, empty space.
This strips away the power fantasy that underpins so much of modern gaming and replaces it with something more vulnerable and human. Your primary verb is not “attack,” but “look.” The game’s challenge comes from navigating its vertical spaces, managing your stamina as you climb, and solving the often-subtle environmental puzzles left behind by a precursor society. By removing the sword, Shedworks forces you to engage with the world on its own terms, to observe its details, and to appreciate its scale without the need to conquer it.
The Rhythm of Exploration
The core loop of Sable is a hypnotic, meditative cycle. You summon your hoverbike, pick a direction, and glide. You see a derelict spaceship half-buried in the sand, park your bike, and begin to climb. The climbing mechanic is immediately familiar to anyone who has played The Legend of Zelda: Breath of the Wild, a direct and acknowledged inspiration. You can scale almost any surface, limited only by a circular stamina meter. Once inside, you might find a simple puzzle—rerouting power, finding a hidden switch—that rewards you with a piece of lore, a new item for your bike, or a badge for a mask.
For many, this loop will be utterly engrossing. It fosters a genuine sense of adventure, of being a lone wanderer charting the unknown. However, it’s also where the game’s deliberate pacing will divide its audience. The objectives are rarely explicit, and the puzzles are rarely difficult. The reward is often the journey itself, the satisfaction of cresting a ridge to reveal a stunning new vista as the game’s soundtrack swells. Players seeking constant, directed action or complex, brain-teasing challenges may find the rhythm too slow, even repetitive. The experience is what you make of it; if you are not intrinsically motivated by the pull of the horizon, you may find yourself adrift.
Visuals & performance
There is no discussing Sable without discussing its art. The game is a living, breathing illustration in the style of the legendary French artist Jean “Moebius” Giraud. The stark, heavy linework, flat color palettes, and alien-yet-familiar architecture create one of the most distinctive and memorable game worlds in recent memory. The character animations intentionally run at a lower frame rate, a stylistic choice that further enhances the feeling of playing inside a hand-drawn comic book. It is, without exaggeration, a breathtaking artistic achievement.
However, art of this ambition comes at a cost. Performance is built to be inconsistent in places. While the game does not demand high-end hardware, its design leaves it prone to frame rate stuttering while gliding across the desert, particularly when entering new areas. Asset pop-in can also be distracting, with entire rock formations materializing out of thin air, momentarily shattering the carefully constructed immersion. These are not deal-breakers, but they are persistent smudges on an otherwise immaculate canvas.
Platform nuances
On Steam, the game is fully playable with a mouse and keyboard, but it feels designed for a controller. The analog sticks allow for the smooth, nuanced control over the hoverbike that is the heart of the game’s movement. Steering Simoon through a tight canyon or feathering the accelerator to crest a dune just right is far more intuitive and tactile with a controller. The UI is minimalist and clean, presenting information without cluttering the screen and allowing the stunning visuals to take center stage.
Final verdict
Sable is a rare and beautiful thing. It is a game with a singular, unwavering vision that it executes with artistry and grace. It makes a strong case that open worlds can be spaces for quiet reflection rather than endless conflict. While its technical execution sometimes falters under the weight of its own artistic ambition, the stumbles are quickly forgiven. The feeling of gliding across the sands on your hoverbike, with the sun low in the sky and the perfect song on the soundtrack, is a moment of genuine video game magic. Sable isn’t for everyone—its deliberate pace will filter out those seeking adrenaline—but for those who click with its meditative rhythm, it is a memorable pilgrimage that will linger in the mind long after the credits roll.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review