
A mystery visual novel about six students forced to play a 12-hour long killing game.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
☀️
Die Story hat ein paar interessante Momente, aber gepackt hat mich das Spiel trotzdem nicht. Für die Errungenschaften kann man es mal mitnehmen.
Danganronpa inpired/knockoff, funny, it's okayish
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
12 Hours to Die is not a game, it's an e-book that's been dumped on Steam masquerading as a game. As a visual/interactive novel, this doesn't feature any notable gameplay, it's just a lot of clicking through badly written dialogue that would never have been accepted or published in print, which poses the question, "How did something this badly written end up on Steam?". When someone hoping to become an author is unable to get published in print, they spend $100 and dump their high school fan-fiction onto Steam, under the guise of a game. This godawfully badly written Choose-Your-Own-Adventure cringefest from a high school anime club dropout fan-fiction writer who saw too many bad horror films is accompanied with some of the most laughably terrible "art" I've ever seen, to the extent I'm pretty sure Wacom is considering legal action. Visual novels/e-books are tedious at best... imagine the best novel you ever read, be that Hitchhikers Guide to the Galaxy or 2001: A Space Odyssey or Twilight (if you have terrible taste in literature), but then translate that to a format where the words dribble out and you have to click your mouse every time you wanted to read the next sentence, instead of just turning the pages. You'd think it was garbage. Now imagine that experience, but with much worse writing (because if these guys could write professionally, they'd be published authors and this would be on shelves in bookstores, and they wouldn't have to pay Valve $100 to self-publish this on Steam), and you have your average Steam e-book. One of the chief problems with failed authors polluting Steam with non-game E-books is that E-books can easily just be presented in a web browser... there's no justification for charging money on Steam for what might as well be a webpage. We don't spend thousands on buying a gaming rig to spend money on Steam for something Chrome or Firefox could do. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the e-book peaked at just a dozen or so concurrent readers, and now there's basically nobody reading it. Even though it's free. This is a dismal public reception, but it's easy to see why gamers rejected it. While this E-book is "free", you can get better quality, professionally written books and comics for free online (from places like Project Gutenberg) or from public libraries. Steam isn't a comic book store, neither is it Netflix, it's for games. Your gaming rig is not a Kindle. It's impossible for me to recommend things to PC gamers that aren't really games.
I really enjoyed the story. Some of the puzzles and deductions were frustrating to get to but with trial and error you can get there. For a free to play game it was well worth the time to put into it.
Жена сказала если на этом обзоре будет 50 лайков и 10 наград, она купит ящик пива, мужики выручайте! My wife said if this review gets 50 likes and 10 awards, she will buy a case of beer, guys help me out!
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норм
its a fun and very plot twisted game do recomend trying
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.