Software:A Short Hike

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Short description: 2019 video game

A Short Hike
Designer(s)Adam Robinson-Yu
Programmer(s)Adam Robinson-Yu
Artist(s)
  • Adam Robinson-Yu
  • Dawn Blair
  • Andrew Wong
Composer(s)Mark Sparling
EngineUnity
Platform(s)
Release
  • Windows, Mac, Linux
  • July 30, 2019
  • Nintendo Switch
  • August 18, 2020
  • PS4, Xbox One
  • November 16, 2021
Genre(s)Adventure
Mode(s)Single-player

A Short Hike is a 2019 adventure video game by the Canadian indie game designer Adam Robinson-Yu, also known as adamgryu. It is an open-world exploration game in which the player is tasked with reaching the summit of a mountain in the Hawk Peak Provincial Park. To reach the top, the player has to collect Golden Feathers which gives them the ability to run, climb, and double jump. While exploring, the player also encounters various non-player characters (NPCs), some of which offer minigames and tasks to complete.

After finishing work on a role-playing video game, Robinson-Yu decided to create another one inspired by his hiking trips. A Short Hike features an open world inspired by The Legend of Zelda: Breath of the Wild and a pixel art style. The composer of the game was mainly inspired by Studio Ghibli and Joe Hisaishi. Initial development lasted from December 2018 to April 2019, when the game was released as a Humble Monthly exclusive. Development lasted until the game's official release in July 2019, when it was released on Microsoft Windows, macOS, and Linux on the Steam and Itch.io digital distribution services. The Nintendo Switch version was released in August 2020, while the PlayStation 4 and Xbox One versions were released in November 2021.

A Short Hike was well received by critics, who widely praised its gameplay, map design, characters, art style, writing, and soundtrack. Some reviewers have, however, criticized the short length of the game, with one reviewer stating that it is "a bit of a blessing and a curse".[1] It won the Seumas McNally Grand Prize at the 2020 Independent Games Festival, while it was also nominated at the 2019 Golden Joystick Awards and 23rd Annual D.I.C.E. Awards.

Gameplay

A screenshot showcasing the protagonist Claire gliding

A Short Hike is a platformer and adventure video game.[2] The player controls Claire, an anthropomorphic bird, in an open world, who has the ability to fly, run, climb, and double jump.[2][3] The goal of the game is to reach the top of the map.[4] Throughout the map, there are signs that orient the player towards the summit.[5] Claire can meet various non-player characters (NPCs) and collect Golden Feathers, which determine the player's stamina when flying, running, or jumping.[2][3] Golden Feathers may also be purchased with coins.[6] The player's stamina bar is depleted when doing an activity, such as running. The bar either recharges by waiting or, when in a snowy area, by bathing in a hot pool of water. The player can collect up to 20 Golden Feathers,[2] but to reach the top, the player has to obtain at least seven.[5][7]: 15:48  Additionally, to reach high points on the map, the player has to combine movement mechanics, such as flying, running, and jumping. While exploring, the player can also find "bouncy flowers" that propel the player to higher points on the map.[2]

The map consists of several islands that form a park; some biomes include a beach, forest, and snowy mountains.[2] The player can discover various treasures,[3] including collectable items such as coins, sticks, and shells. A shovel can also be found and used for digging treasures, as well as a fishing rod. Items collected are stored in the player's inventory, which is accessible at any time. The player may encounter NPCs such as a group of children that run a marathon to the top of a hill, those that task the player with finding Golden Feathers, or the ones that help the player navigate the map. Some NPCs offer minigames that reward the player with achievements[2] and request the player to do basic tasks. The player could also participate in races, play on the beach, or fish to earn coins.[5]

Plot

Claire can take part in many side activities while hiking, including "beach-stick-ball"[8]

Claire, a young bird, decides to spend her days off by travelling to Hawk Peak Provincial Park, where her Aunt May works as a ranger.

Claire's mother drives her to a ferry that will take her to the park for the summer. When Claire arrives, her aunt informs her that there is no cell phone reception except at Hawk Peak, the tallest point in the park. Claire has never hiked the Hawk Peak Trail before, but is expecting an important call, so she decides to hike to the summit. It is then up to the player whether Claire helps the other animals on the island or heads straight for Hawk Peak. A sign at the mountain's base warns it is a strenuous hike and other characters remark that the trail is too difficult for them.

When Claire reaches the peak, she congratulates herself for making it and stands in front of an aurora. Soon, her cell phone rings, revealing that the caller is her mother. She acknowledges that she had a surgery after sending Claire away. Claire is upset she was not there for her, but Claire's mother says she is proud of Claire for climbing Hawk Peak. The call is interrupted when an updraft emerges from the mountain. It makes Claire nervous, but her mother urges her to ride it before it disappears. Claire rides the updraft, soaring over the park.

Claire then returns to her aunt, and tells her about all her side activities during the hike. Afterwards, she finally goes to sleep.

Development

A black-coloured logo
A Short Hike's logo, created by David Czarnowski

A Short Hike was created by Adam Robinson-Yu,[3] a Toronto-based developer,[7]: 2:08  also known as adamgryu.[9] He was the game's programmer, art designer, level designer, sound designer, and writer; he received help from his family and friends. The game was created in the Unity video game engine. Dawn Blair helped him with designing models as well as with writing, while Andrew Wong contributed to some 3D models. The game's logo was created by David Czarnowski.[10]

Robinson-Yu was passionate about creating video games since his youth, but only became more interested in the process while learning video game development during his time in university. Before working on A Short Hike, Robinson-Yu released a few video games on the Itch.io digital distribution service.[10] After quitting his job as a software engineer, he became an independent video game developer in 2017. A year later, Robinson-Yu started working on a role-playing video game,[7]: 2:04  inspired by the Paper Mario series.[9] He struggled with his role-playing game, growing increasingly stressed and anxious, aware that its completion could take several years. In December 2018, he parked it and started working on A Short Hike. After tweeting about A Short Hike online in the same month, he obtained funding for the game, but was still unsure on which project he should mainly focus on. After playing The Haunted Island (2018) and Minit (2018), he ultimately decided to work on A Short Hike full-time.[7]: 2:04 

Robinson-Yu was inspired to create a hiking video game after his trips to national landmarks. He wanted to incorporate the feeling of reaching the top of the mountain in the game, while also trying to reconstruct "the peaceful meditative feeling" while surveying the world.[11] However, unlike the result, he first thought about creating a simulation game in which the player would manage their own national park, similar to the RollerCoaster Tycoon series.[9] When at Stugan, an accelerator program for indie video game developers, he pitched a hiking game[9] while participating in a game jam with two co-workers, ultimately creating the game The Secret of Dank Mountain. After completing it, he found navigation and route planning to be interesting design mechanics, and stated he could create a game incorporating such elements.[10] The stamina bar featured in The Secret of Dank Mountain is also similar to those of A Short Hike.[9]

He initially thought the gameplay of A Short Hike would be boring and not attract players, saying that similar games already existed, especially those with a strong narrative.[9] After obtaining money for the game from Humble Bundle, he committed to releasing the game in the next three months. He divided the game's development cycle into three parts: alpha, beta, and release candidate. He created two sets of goals during development, the first being core gameplay aspects, such as movement mechanisms, dialogue, save system, and cutscenes, and the second being stretch goals, such as volleyball, parkour, fishing, and wildlife. He argued that "the game would still be fun even though the stretch goals were not made". Some of the stretch goals would not be featured upon the game's release on Humble Bundle. He tracked his progress using a simplified version of a scrum framework.[7]: 9:06 

Robinson-Yu found the writing to be the hardest.[11] The Yarn Spinner tool was used for creating dialogue;[10] he previously used the tool in his role-playing game. He also used the plug-in InControl, which allowed him to introduce controller support, and Cinemachine, which allowed him to setup a dynamic camera system. He re-used scripts and assets for various in-game tools from his previous projects.[7]: 11:00  He also created several of his own tools during development.[7]: 12:55  In conversations, he opted to use short and informal messaging, such as the texting language.[7]: 26:20  When creating NPCs, he intended to portray different types of anxiety and self-doubt.[10] Robinson-Yu chose not to add voice acting, instead preferring to add sounds that simulate speech.[2]

Art style

The "crunchy" pixel art style showcased on Claire

The game features a pixelated art style,[3] with voxel and isometric graphics.[2] The game does not use anti-aliasing.[11] Anti-aliasing (or antialiasing) is defined as "a procedure used in digital graphics processing for smoothing lines and removing visual distortions", according to Merriam-Webster.[12] One of the first things Robinson-Yu did when starting development of A Short Hike was working on its art style. Considering that he had more experience in visual effects, he decided to experiment with a "crunchy" pixel art style. This style helped him create models much faster and expand the scope of the game in spite of his limited art skills.[7]: 4:38  Robinson-Yu wanted to create a world with as few pixels as possible, while still trying to make it look beautiful.[11] To create this effect in Unity, the world is rendered with a point filter mode. The colour palette was sampled directly from photographs of the Canadian Shield during the autumn. He also created a custom shader that allowed him to control shadows on all objects, while also trying to make them look flat and consistent. The flat style also allowed him to create UVs much faster. Robinson-Yu used post-processing effects in the game. He noted that, without any effects, the map in the distance would contain a lot of noise. He added a fog effect (to keep the player concentrated), edge detection, and colour correction.[7]: 4:38 

Map design

The Algonquin Provincial Park inspired the design of the game's park

Robinson-Yu used Unity's terrain editor to create the map.[10] He attempted to recreate an open world, encouraging players to explore the world in whatever way they saw fit. This direction inspired him to create mini-games that can be played after taking a break from hiking.[11] Robinson-Yu intentionally wanted players to get lost while exploring the map, even adding various landmarks to "pique people's curiosity" and collectable items,[10] such as coins, as well as paths and signs.[7]: 18:58  He used a triplanar shader to texture the terrain; according to Robinson-Yu, "this shader effect uses the normal of the mesh to decide which texture to show".[7]: 12:16  When working on A Short Hike, his main inspiration was The Legend of Zelda: Breath of the Wild (2017), primarily due to its open world design.[10] He was also inspired by the Animal Crossing series.[9] He tried making places on the map as distinctive as possible. For example, the game's fire tower was inspired by his hiking trip at Mount Pilchuck, while the park itself was inspired by Algonquin Provincial Park.[10]

In the starting area, there is a single dirt path that leads the player towards the town.[7]: 15:08  During playtesting, Robinson-Yu noticed that some players ended up going in the ocean to nearby islands or to the back side of the mountain. To solve the problem, he created a cave at the back side of the mountain, which ultimately leads the player back to the starting town.[7]: 16:52  He also used natural obstacles, such as high walls, to prevent the player from travelling up the mountain before they gain a certain number of Golden Feathers.[7]: 19:45  In the early playtesting, Golden Feathers were harder to find; this changed later during development.[7]: 25:10 

One of the first items Robinson-Yu added to the game was a shovel, saying that "it was a simple way to add secrets to the game".[10] In the beginning, the player would stumble upon a toy shovel, which the player can trade in for a larger shovel. Robinson-Yu initially added a single toy shovel at a crossroad. However, he ended up noticing that players would avoid the shovel. To fix the problem, he placed five toy shovels around the starting area; once the player collects one, the other four would disappear. He said that "players would feel like they discovered it on their own, even though it's practically guaranteed at this point".[7]: 20:45  He later added a bucket, which allows the player to water plants.[10]

Music

Mark Sparling was inspired by Joe Hisaishi (pictured) while composing the game

The soundtrack was composed by Mark Sparling.[3] Its soundtrack is adaptive, meaning that it changes based on world events and player actions.[2] Sparling used a guitar, mandolin, and banjo to record live music, as well as a piano and drums. He was heavily inspired by The Binding of Isaac (2011), composed by Danny Baranowsky, when starting out his career.[13] However, when composing A Short Hike, he was mainly inspired by Studio Ghibli and Joe Hisaishi; Sparling tried imitating his style.[14]: 1:05  "Somewhere in the Woods" song from A Short Hike combined inspirations from the musician Sufjan Stevens,[13] particularly his album Carrie & Lowell,[14]: 1:55  and Software:Animal Crossing: New Leaf (2012). Sparling said that "the cute, minimal percussion" was influenced by New Leaf while the guitar parts were influenced by Stevens. The main song, "Beach Buds", was inspired by the music of Studio Ghibli movies; the song contains strings as well as elements of Afro-Cuban jazz. New Leaf was used as an inspiration for other songs that use bass and percussions.[13] Firewatch (2016) also inspired him while creating "more ambient, moody sound".[14]: 2:13  While the player flies, the song playing contains elements of Steve Reich's tracks.[14]: 4:05 

The adaptive soundtrack has several layers. The first layer, the percussion, is present in the starting area (bay), town, and camps, while the second layer, featured in the bay, has a "more memorable and active melody". The third layer, composed of chords, is also featured in the bay, as well as in the camps, which feature a "slightly less active melody" (layer four). The town and camps have alternative chords (layer five). The mountain works differently (the layers are stacked on each another); Sparling said that the music "hopefully gets more exciting as you climb".[14]: 3:26 

Release

A Short Hike was a Humble Monthly exclusive in April 2019.[15][1] After its release on Humble, Robinson-Yu worked on adding several more features that he did not have time for, such as fishing, parkour races,[10] and volleyball. He used Twitter as a promotion service.[7]: 28:00  A Short Hike was released on Windows, Linux, and macOS[16] on July 30, 2019, for the Itch.io and Steam digital distribution services.[17] With this release also came the "Extra Mile Update" which introduced new characters, fishing, and map changes.[18] The Nintendo Switch version was released on August 18, 2020.[17] An update introducing a motorboat was included; the update was also added to other platforms.[19] The PlayStation 4 and Xbox One versions were released on November 16, 2021.[20] In March 2020, the game was made free for a week on the Epic Games Store.[21] In July 2023, the game was promoted in a Whimsy and Wonder bundle at Humble Bundle.[22]

On April Fools' Day 2022, Robinson-Yu released a modification of the game with a battle royale mode,[23] allowing up to 99 players to play on a single island.[24] He stated that it would not become an official game mode.[25]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic(PC) 82/100[26]
(PS4) 83/100[26]
(Switch) 88/100[26]
Review scores
PublicationScore
Adventure Gamers4.5/5[2]
Destructoid7.5/10[1]
EurogamerEssential[30]
Famitsu8/10, 9/10, 7/10, 9/10[28][29]
GameSpot9/10[19]
IGN8.8/10[32]
Jeuxvideo.com18/20[34]
Nintendo Life10/10[6]
Nintendo World Report9.5/10[8]
Push Square8/10[31]
Shacknews9/10[3]

A Short Hike received "generally favorable" reviews from critics, according to review aggregator website Metacritic.[26] Fellow review aggregator OpenCritic assessed that the game received "mighty" approval, being recommended by 100% of critics.[27] Four Famitsu critics gave it a 32 out of 40 score.[28]

Critics favourably assessed the gameplay. Willem Hilhorst of Nintendo World Report and Matthew Reynolds of Eurogamer described it as a "collect-a-thon",[8][35] with Reynolds comparing it to the gameplay of Banjo-Kazooie.[35] Journalists Lauren Morton of PC Gamer and Mykel Bright of Hardcore Gamer have described A Short Hike as a cozy game.[36][37] Hilhorst summarized the game as that "A Short Hike delivers not just what the title promises", but that it also exceeds the player's expectations.[8] Cathlyn Vania of Adventure Gamers praised the fishing and climbing mechanics, as well as the option to find treasure,[2] while Kevin Mersereau of Destructoid positively commented on the flying mechanics.[1] Stuart Gipp of Nintendo Life described the various in-game activities as "refreshingly organic", noting that the game "[makes] you feel like you're pushing at its limits". He also praised the game's overall design.[6] Khee Hoo Chan of GameSpot particularly praised the in-game activity in which you give a frog a toy shovel, which she uses to successfully create a sand castle.[19]

Additionally, critics praised the design of the map and its characters. Christian Donlan of Eurogamer enjoyed exploring various locations on the island,[30] while Donovan Erskine of Shacknews praised the open world approach.[3] Sergio González of MeriStation praised the exploration abilities.[33] Chan said that the park is reminiscent of the nature in real life, especially hiking experiences.[19] Erskine said that its characters are memorable, describing them as funny and the dialogue as authentic, while also adding that the characters and stories "feel so distinct from one another".[3] Chan said that the interactions with Claire made him happy.[19] Moore described the characters as "quirky and clever",[38] while Mattia Pescitelli of Multiplayer.it commended the characters, describing them as well-developed.[39] The writing and dialogue has also been praised.[1][6][31][30]

The game's art style and soundtrack have also been commended by reviewers.[2][6][31][38] Chan praised the looks of the environment,[19] while Vania did the looks of the water, environment, wind, and its animations. She described the park as having "vibrant colors and nature-inspired details".[2] The game's presentation reminded Hilhorst of Nintendo DS games and the Animal Crossing series.[8] Erskine praised the game's colours and lighting, saying that the world looks lively, while also adding that the soundtrack is Animal Crossing-like.[3] Donlan commended the looks of the main island.[30] On the other hand, Christopher Byrd of The Washington Post was not satisfied with the pixel art style, describing it as having watercolor looks.[5] Gipp also commended the game's controls, having said that they are "smoother than butter".[6] Alexis Mariel Zema of Jeuxvideo.com and Lukas Schmid of PC Games complained about camera controls.[34][40]

Reviewers mostly complained about the short length of the game,[2][8][31] with Mersereau saying that it is "a bit of a blessing and a curse".[1] Mauro Ferrante of IGN Italy said that the game's short duration is its greatest strength.[32] On the other hand, Erskine only complained about the NPC quests and their locations, saying that the player could easily forget or mix quest orders up.[3]

Awards

Eurogamer named A Short Hike in 2024 as one of the best video games "to play right now".[41] Eurogamer and Rock Paper Shotgun also named A Short Hike as one of the best games of 2019,[35][42] while Digital Spy, PC World, and GameSpot named it as one of the best indie games of 2019.[43][44][45] The Verge listed it as one of "the best short games of 2019",[4] while PC Gamer listed it as one of the "hidden gems" of 2019.[46] Robert Purchese of Eurogamer wrote "Will there be a better game this year? [...] Unlikely."[47] In 2024, Rock Paper Shotgun listed it as one of the best open world video games for the PC.[48]

Template:Plain row headers

Award Date of ceremony Category Result Ref.
2019 Golden Joystick Awards November 16, 2019 Best Indie Game Nominated [49]
23rd Annual D.I.C.E. Awards February 13, 2020 Family Game of the Year Nominated [50]
Outstanding Achievement for an Independent Game Nominated
Outstanding Achievement in Game Direction Nominated
Independent Games Festival Awards March 18, 2020 Seumas McNally Grand Prize Won [51]
Excellence in Design Nominated
Audience Award Won

Analysis

Chris Tapsell of Eurogamer described A Short Hike as Zen, saying that it goes "beyond just being about nature to being about what it is to experience nature".[52] For Nicole Carpenter of Polygon, the game denounces how most people are overly reliant on new technologies, as demonstrated in particular by the opening of the plot: while Claire is focused on using her cell phone, the gameplay and the island's design offer her numerous activities that distract her from her primary objective of climbing the mountain as quickly as possible. She also notes that "[A Short Hike] is a subversion of technology and of nothing, a nuanced critique of what it means to do nothing and everything".[53]

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Mersereau, Kevin (August 3, 2019). "Review: A Short Hike". Destructoid. https://www.destructoid.com/reviews/review-a-short-hike/. 
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 Vania, Cathlyn (January 17, 2020). "A Short Hike". Adventure Gamers. https://adventuregamers.com/articles/view/39290. 
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Erskine, Donovan (November 24, 2021). "A Short Hike Review: A Slice of Animal Life". Shacknews. https://www.shacknews.com/article/127854/a-short-hike-review-a-slice-of-animal-life. 
  4. 4.0 4.1 Moore, D. M. (December 18, 2019). "A Short List of the Best Short Games of 2019". The Verge. https://www.theverge.com/2019/12/18/21011442/best-video-games-2019-short-play-nintendo-switch-apple-arcade. 
  5. 5.0 5.1 5.2 5.3 Byrd, Christopher (January 21, 2020). "'A Short Hike': A Pleasant Break from the Winter Doldrums". The Washington Post. https://www.washingtonpost.com/video-games/reviews/short-hike-pleasant-break-winter-doldrums/. 
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Gipp, Stuart (August 29, 2020). "A Short Hike Review". Nintendo Life. https://www.nintendolife.com/reviews/switch-eshop/a_short_hike. 
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 Robinson-Yu, Adam (March 27, 2020). Crafting A Tiny Open World: A Short Hike Postmortem (Video). Game Developers Conference. Archived from the original on December 30, 2025. Retrieved January 14, 2026 – via YouTube.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Hilhorst, Willem (August 22, 2020). "A Short Hike (Switch) Review". Nintendo World Report. https://www.nintendoworldreport.com/review/54668/a-short-hike-switch-review. 
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Wallace, Chris (March 16, 2021). ""The First Time Somebody Was Reading the Dialogue, I Had To Leave The Room. I Was Too Embarrassed." – How Adamgryu Overcame Writer's Block And Creative Burnout in the Development of A Short Hike". MCV/Develop. https://mcvuk.com/business-news/the-first-time-somebody-was-reading-the-dialogue-i-had-to-leave-the-room-i-was-too-embarrassed-how-adamgryu-overcame-writers-block-and-creative-burnout-in-the-development-of-a-short/. 
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 Couture, Joel (February 21, 2020). "Road to the IGF: Adam Robinson-Yu's A Short Hike". Game Developer. https://www.gamedeveloper.com/business/road-to-the-igf-adam-robinson-yu-s-i-a-short-hike-i-. 
  11. 11.0 11.1 11.2 11.3 11.4 Robinson-Yu, Adam (August 5, 2021). "Crafting A Tiny Open World: A Look Behind the Scenes at the Creation of A Short Hike". PlayStation Blog. https://blog.playstation.com/2021/08/05/crafting-a-tiny-open-world-a-look-behind-the-scenes-at-the-creation-of-a-short-hike/. 
  12. "anti-aliasing". https://www.merriam-webster.com/dictionary/anti-aliasing. 
  13. 13.0 13.1 13.2 Leone, Matt (August 11, 2024). "A Short Hike's Composer Might Never Have Gotten into Games If Not For The Binding of Isaac". Polygon. https://www.polygon.com/24214164/a-short-hike-composer-interview/. 
  14. 14.0 14.1 14.2 14.3 14.4 Sparling, Mark (March 5, 2021). Musical Maps in A Short Hike (feat. Mark Sparling) (Video). Scruffy. Archived from the original on August 18, 2025 – via YouTube.
  15. Castello, Jay (July 20, 2019). "A Short Hike Is Journeying Onto Steam and Itch Soon". Rock Paper Shotgun. https://www.rockpapershotgun.com/a-short-hike-is-journeying-onto-steam-and-itch-soon. 
  16. Moore, D. M. (August 18, 2019). "A Short Hike is One Part Animal Crossing and One Part Breath of the Wild". The Verge. https://www.theverge.com/2019/8/18/20804152/a-short-hike-review-animal-crossing-zelda-steam-itchio. 
  17. 17.0 17.1 Hawkins, Josh (August 18, 2020). "A Short Hike Hits the Trail on Nintendo Switch Later Today". Shacknews. https://www.shacknews.com/article/119850/a-short-hike-hits-the-trail-on-nintendo-switch-later-today. 
  18. Morton, Lauren (August 1, 2019). "A Short Hike is a Relaxing Game About Enjoying A Wee Trek". PC Gamer. https://www.pcgamer.com/a-short-hike-is-a-relaxing-game-about-enjoying-a-wee-trek/. 
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Chan, Khee Hoon (August 31, 2020). "A Short Hike Review". GameSpot. https://www.gamespot.com/reviews/a-short-hike-review/1900-6417553/. 
  20. Yin-Poole, Wesley (November 13, 2021). "The Wonderful A Short Hike Steps Forth Onto PlayStation and Xbox Next Week". Eurogamer. https://www.eurogamer.net/the-wonderful-a-short-hike-steps-forth-onto-playstation-and-xbox-next-week. 
  21. Chalk, Andy (March 12, 2020). "Anodyne 2, A Short Hike, And Mutazione Are Free on the Epic Games Store". PC Gamer. https://www.pcgamer.com/anodyne-2-a-short-hike-and-mutazione-are-free-on-the-epic-games-store/. 
  22. Hesse, Brendan (July 21, 2023). "New Humble Bundle Features 8 Relaxing Games For $13". GameSpot. https://www.gamespot.com/articles/new-humble-bundle-features-8-relaxing-games-for-13/1100-6516165/. 
  23. Clark, Nicole (April 1, 2022). "A Short Hike Developer Makes Goofy, Unofficial Online Multiplayer Mod". Polygon. https://www.polygon.com/23006497/a-short-hike-online-multiplayer-mod/. 
  24. Bolding, Jonathan (April 2, 2022). "Relaxing Walking Sim A Short Hike Has A 99 Person Multiplayer Mod Now". PC Gamer. https://www.pcgamer.com/relaxing-walking-game-a-short-hike-has-a-99-person-multiplayer-mod-now/. 
  25. Smith, Graham (April 2, 2022). "Play A Short Hike in Multiplayer With 99 Others in this April Fool's Gag". Rock Paper Shotgun. https://www.rockpapershotgun.com/play-a-short-hike-in-multiplayer-with-99-others-in-this-april-fools-gag. 
  26. 26.0 26.1 26.2 26.3 "A Short Hike". Metacritic. https://www.metacritic.com/game/a-short-hike/. 
  27. 27.0 27.1 "A Short Hike". OpenCritic. https://opencritic.com/game/8025/a-short-hike. 
  28. 28.0 28.1 Romano, Sal (October 21, 2020). "Famitsu Review Scores: Issue 1664". Gematsu. https://www.gematsu.com/2020/10/famitsu-review-scores-issue-1664. 
  29. "A Short Hike" (in ja). Famitsu. Archived from the original on October 6, 2025. https://web.archive.org/web/20251006144740/https://www.famitsu.com/game/title/41062/reviews. Retrieved January 24, 2026. 
  30. 30.0 30.1 30.2 30.3 Donlan, Christian (August 12, 2019). "A Short Hike Review – Dreamy Brilliance". Eurogamer. https://www.eurogamer.net/a-short-hike-review-dreamy-brilliance. 
  31. 31.0 31.1 31.2 31.3 Banas, Graham (November 17, 2021). "Mini Review: A Short Hike (PS4) – A Sweet, Simple, Animal Crossing-Lite Experience". Push Square. https://www.pushsquare.com/reviews/ps4/a-short-hike. 
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