
This is a text-based adventure with multiple endings that combines office simulation with multi-female relationship management. Whether it's your work at the office or a relationship you've carefully nurtured, each choice determines how this story unfolds—and perhaps the direction of your career!
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Languages: Simplified Chinese, English, Japanese*, Korean, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
配音给力,没动画垃完了,赚钱费劲。不是不能买,但买了玩完就删除了那种。
순애파트도 충실하게 채워져 있고, 다른 분야로 즐기실 분들도 위해 다른 것도 있고 심지어 미니게임으로 있는 슈팅게임은 제가 500시간 한 타르코프보다 더 재밌었습니다. 총평 점수로 매기자면 95/100 입니다. 간만에 재밌고 야해서 좋았습니다
30 Days of Work is a narrative-driven office-life simulation that combines workplace decision-making, relationship development, and branching storytelling into a surprisingly engaging interactive experience. Developed by ケバブレヴェリー and published by Mango Party and Mango Party News, the game places players in the middle of a busy professional environment where every day matters. Built around a thirty-day structure, the experience revolves around balancing career ambitions, social interactions, and personal choices while navigating the opportunities and complications that arise in a modern workplace. Although mature themes play an important role in the game's identity, its strongest qualities come from its emphasis on player agency and character-focused storytelling. The central concept is simple yet effective. Players are given thirty days to shape their future through a series of daily decisions that influence both their professional success and personal relationships. Every choice carries potential consequences, making even seemingly minor actions feel important. This limited timeframe creates a constant sense of urgency and encourages players to think carefully about how they spend their time. Rather than allowing endless progression, the game forces players to prioritize specific goals, creating a more focused and meaningful experience. One of the game's greatest strengths is its workplace setting. Many visual novels rely on fantasy worlds, supernatural elements, or exaggerated scenarios to create drama. 30 Days of Work instead chooses a more grounded environment where office politics, deadlines, workplace relationships, and career advancement form the foundation of the narrative. This approach makes the situations feel more relatable and gives the story a unique identity within its genre. The professional setting also provides numerous opportunities for conflict, growth, and personal development. The relationship system serves as one of the primary driving forces behind the experience. Players encounter several distinct characters throughout the thirty-day period, each with their own personalities, goals, and narrative paths. Building meaningful connections requires attention, effort, and thoughtful decision-making. Relationships evolve gradually over time, allowing players to learn more about individual characters and develop a stronger emotional investment in their stories. This slower progression helps interactions feel more authentic and rewarding. Character writing is another area where the game performs well. The various individuals players meet are given enough personality and background to feel like more than simple objectives. Conversations often reveal personal struggles, ambitions, and perspectives that add depth to the overall experience. As players spend more time with specific characters, new dialogue options, events, and story developments become available, creating a satisfying sense of progression and discovery. The branching narrative structure significantly enhances replay value. Because many choices influence future events, different playthroughs can lead to entirely different outcomes. Players may choose to focus heavily on career advancement during one run, while prioritizing personal relationships during another. These differing approaches create unique experiences and encourage experimentation. The game consistently rewards curiosity by providing multiple routes and endings that reflect the player's decisions. Career progression is integrated effectively into the broader narrative. Professional success is not simply a separate system running alongside the story. Instead, workplace performance influences relationships, opportunities, and future events. Players must decide how much energy to dedicate to advancing their careers versus pursuing personal interests. This balancing act creates interesting dilemmas and reinforces the game's central theme of managing limited time and competing priorities. The pacing benefits greatly from the thirty-day structure. Every day feels significant because there are only so many opportunities available before the story reaches its conclusion. This framework prevents the narrative from feeling aimless and ensures that progression remains focused. The countdown naturally creates tension, as players become increasingly aware that every decision may affect the final outcome. Visually, the game embraces a polished anime-inspired presentation style. Character illustrations are expressive and attractive, helping conversations feel more engaging. Each major character possesses a distinctive appearance that reflects their personality and role within the story. The artwork consistently supports the narrative and contributes to the emotional impact of important scenes. Event illustrations further enhance key moments and help create memorable story developments. The text-heavy nature of the experience places considerable emphasis on writing quality. Much of the gameplay revolves around reading dialogue, making choices, and observing how the story responds. Fortunately, the branching structure helps maintain engagement by ensuring that decisions have visible consequences. Players are not simply moving through a predetermined narrative but actively shaping its direction through their actions. Another positive aspect is the game's ability to connect its various systems. Relationship development, workplace responsibilities, and personal ambitions are all intertwined. Success in one area can create opportunities in another, while neglecting certain aspects of life may lead to missed opportunities or unexpected consequences. This interconnected design helps the experience feel cohesive and gives greater weight to the player's choices. The game is not without limitations. Players seeking action-oriented gameplay or complex simulation mechanics may find the experience too focused on dialogue and decision-making. Much of the entertainment comes from reading and character interaction, which means enjoyment depends heavily on a player's interest in narrative-driven experiences. Certain routes may also require multiple playthroughs to fully appreciate, making patience an important factor for completionists. Additionally, the game's appeal remains tied to its specific themes. Those who do not enjoy relationship-focused storytelling or visual novel structures may struggle to connect with its design. The pacing can occasionally feel slow, particularly during sections focused heavily on conversation and character development rather than major plot developments. Despite these limitations, 30 Days of Work succeeds because it remains committed to its central premise. It presents a world where career choices, personal relationships, and everyday decisions all contribute to a larger story about ambition and human connection. The thirty-day framework creates meaningful pressure, while the branching narrative ensures that players remain invested in the outcomes of their choices. 30 Days of Work is a well-crafted interactive narrative that successfully combines office-life simulation, character-driven storytelling, and meaningful decision-making. Its engaging cast, multiple endings, strong replay value, and thoughtful integration of professional and personal progression help it stand out within its niche. While its text-heavy design and specialized themes will not appeal to everyone, players who enjoy choice-driven visual novels will find an immersive and rewarding experience filled with interesting decisions and memorable character interactions. Rating: 7/10
感觉自己被诈骗了 立绘和hsense不像一个人 小游戏还烦
[h1]职场的30天[/h1] [h2] 夫人,您也不想XX被知道吧 [/h2] [quote] 欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url] [/quote] [h3]基本信息[/h3] [table] [tr] [td]游戏类型[/td] [td]SLG模拟游戏[/td] [/tr] [tr] [td]总体评价[/td] [td]冲就完事[/td] [/tr] [tr] [td]CG数量[/td] [td]有32个场景[/td] [/tr] [tr] [td]游戏配音[/td] [td]无配音[/td] [/tr] [tr] [td]回想方式[/td] [td]通关任意结局之后,去女厕所找猫(记得留一个存档)[/td] [/tr] [tr] [td]是否需要[/td] [td]不需要[/td] [/tr] [tr] [td]是否有码[/td] [td]无码[/td] [/tr] [/table] [hr][/hr] [h2]游戏总结[/h2] RJ01312342 建议玩的时候一定要保留一个还没触发黑猫的存档,黑猫可以帮助你直接解锁游戏内的所有CG,但是接触之后就会消失,再过一次前置剧情非常非常麻烦。 但是这个游戏的妹子是真的戳我啊,可可爱爱的画风~欸~ 顺带一提,游戏的纯爱路线(除了社长)我一个都没解锁,我就喜欢调教。 [h3]游戏剧情[/h3] 男主作为社长的助理,再这个地方工作已经有好多年了,而他也在这里维持着良好的人际关系。 平时要给美月送礼讨好,有个新来的小社员需要照顾,听说还有自己的曾经的恋人即将空降。 看来最近的日子不会太平啊。 [h3]游戏玩法[/h3] 游戏是SLG游戏,在接近一周的新手教程之后,玩家就可以开始自己的攻略之路了。 玩家每天都可以一位女性同事共同度过,并且推进她的好感度/调教度。 其中,社长的好感度本身就是满的,只需要和她玩6次H小游戏就可以进入社长的结局,不过,她的进度会被姬宫(白毛)的纯爱线卡死,缺少一瓶媚药导致推进不下去。 而姬宫作为竞对的间谍就指望着你去窃取关键信息了,而你选择是否帮助她就决定了你是进入纯爱还是调教路线。 水濑(紫发)是一位被渣男玩弄的女人,却又被男主舔着,但是同样为情所困,男主借钱时的条件就决定了她的结局。 在玩家的整个流程中,玩家需要做的就是在打僵尸的小游戏中收集更多的金币,并且使用这些钱来购买更多用于H事件的道具。 打僵尸小游戏非常简单,若是玩过幸存者小游戏的玩家就会非常熟悉,游戏内提供了四种不同的枪械,不过还是建议解锁到霰弹枪时就停止,着重升级霰弹枪,毕竟伤害范围又广,又有穿透,这样的武器可谓之神器啊。 [h3]色情内容[/h3] 不过打枪不是重点,毕竟是小黄油吗,打枪才是重点。我来就是来看妹子的。 社长作为自己曾经的恋人,如今虽说是身居高位,但是仍旧喜欢和玩家往一点小情趣,尽管说还是在公司,但是她也会帮你口交足交,整点丝袜,甚至玩点女仆play,自带女仆装的老板哦。开会时也可以整的小玩具什么的,你懂的吧。 而作为一个被抓到把柄的小后辈,要被做什么可就不是她能说了算了,喜欢口塞口罩嘛,来点憋尿play吧,欺负一个软软的会喊你前辈的萌妹纸,欸~ 而至于水濑,作为一个被渣男始乱终弃的渣女只能说是罪有应得,纯爱?不要想了,调教才是重点,这种妹子养到最后,根本不知道什么是恋人,只会叫你主人主人(原文)。
無聊
6/10 詳細は省くが、とにかくいろいろ薄っぺらい。 ゲーム面においても、エロ面においても、ストーリー面においても。
[h1] 职场的30天 简评 [/h1] [h2]游戏背景[/h2] 本作是一款结合了办公室日常模拟×多女角关系经营×多结局剧情的文字冒险游戏。玩家将化身职场新人,开启为期三十天的职场生活。 从日常工作、角色之间的关系培养与路线选择,每一步都将影响你和女主角们的发展,也可能影响你在职场上的走向。 [h2]游戏体验[/h2] 游戏采用经典的像素画风,整体视觉风格简约耐看。玩法上以视觉小说推进为主,上班时还可以玩小游戏摸鱼。在繁忙无趣的职场日子里,攻略上司、同事和后辈吧! 玩家可以透过和女主角们培养感情,得知她们的小秘密,并进一步成为她们深入交流的对象... 游戏拥有3位女主角,浅仓星凛、水濑美月、姬宫日向。每一位女主都有对应的故事线,玩家每天可以选择跟一位女主对话,推动剧情。 游戏CG质量很高,有32个H事件,XP也非常丰富,有双飞、放尿、口交、腿交、肛交等,LSP们应该会很喜欢。 [h2]总结一下[/h2] 一款质量还算不错的小黄油,游戏整体体验感觉很不错,玩法轻松休闲,剧情内容很丰富,价格也不贵,有兴趣的玩家可以试一试这款游戏! [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45753062/] 凡游皆如乐,步履扣心弦。轻拢复慢捻,共度忘华年。 “一键组乐队”[/url][/td][/table]
『辦公室戀情』這個算是相當常見的事 大家是否有幻想過跟職場上的女神們談戀愛呢? 這款就是給你機會體驗一下 如果工作職場上有三位單身美女,你是否有勇氣去追求她們 ────────── [h1] 劇情大綱 [/h1] 玩家扮演的男主角是一間大公司的社畜 有一位可愛的女同事─水瀨美月就在他的座位隔壁 不過對方似乎對他沒有興趣,所以對話總是快速句號收場 這天總公司派來一位新的社長─淺倉星凜 與此同時,還有一位新來的同事─姬宮日向 男主角勤勤懇懇地工作了兩年,在這天也被升職成了主任 沒想到升職後這短短一個月的時間 桃花運就悄悄降落在他身上了 ────────── [h1] 遊戲玩法 [/h1] 遊戲的核心玩法其實就是視覺小說那一套 在辦公室裡可以看到三位女主角頭上會有紅色驚嘆號 選擇對話的那位就可以推進那位女主角的劇情 每位角色的劇情推進到一定程度都會有分歧選項要選 通常這些都是選擇幫助對方,或者選擇無視 不過主線劇情比較麻煩的點在於有些角色間的劇情是有關聯的 比如淺倉跟姬宮的劇情有所關聯 所以要拿到全結局的話,勢必會需要反覆測試路線 分歧選項+角色劇情交錯,路線複雜程度會偏高 遊戲裡其實還有一個...我個人覺得蠻單調的生存小遊戲 說是Survivor也不算是 玩法概念就是周圍會出現各種殭屍 角色手上會有手槍、衝鋒槍、霰彈槍、狙擊槍可以使用 目標就是在時限內活下來並盡可能多打一點殭屍 每次升級都可以強化武器 重複性有點高,可能玩個兩、三局就會開始覺得枯燥 ────────── [h1] CG事件 [/h1] CG事件的觸發方式就只有推進劇情 每位女主角的個人劇情推進到一定程度就會自動觸發 至於什麼時機點會觸發,規律很難抓 採用全靜態差分的展演方式 但是我不得不說,CG的畫風給我一種半成品的感覺 會不會影響體驗比較看個人 只是作為這類型遊戲的主要賣點之一 可能會成為一個硬傷 ────────── [h1] 心得分享 [/h1] 我覺得遊戲的弱項相當明顯 視覺小說本身就比較難期待遊戲性 並且以視覺小說來說,劇情太短,人物行為細節的鋪墊偏少 至於CG方面畫風有點尷尬,能不能用就看個人 另一方面就是音量大小的問題,語音真的太小聲了 把設定裡的語音拉滿,聲音也沒有多大的變化 有時候CG事件又會突然叫出一聲比較大的 這種音量落差一定程度上也很影響體驗 ────────── [code] 歡迎大家關注:[url=store.steampowered.com/curator/46094556/] [b] 【遊戲蝶聲鑑賞家】 [/b] [/url] 還有Youtube頻道:[url=www.youtube.com/@AvelnaGaming] [b] 【阿蝶-遊戲蝶聲】 [/b] [/url] 了解更多遊戲的相關詳細介紹與資訊 [/code]
[h1]前言[/h1] 本以为只是普通的升职加薪,却没想到却是人生的巨大转机?《职场的30天》是一款像素风格的触发类视觉小说,在游戏中,升职加薪的男主成为了空降领导的秘书,而她曾与男主有过一段渊源,身边的同事和新来的实习生似乎也隐藏着秘密…… [h1]游戏玩法[/h1] 游戏玩法很简单,就是在职场的30天内去推进剧情攻略三位女主,在工作开始的早晨与他们对话就可以了,游戏有个隐藏设定,就是最多可以同时攻略两位女主,必须攻略一个社长,然后白毛和紫毛只能选一个,没被选择的另一个会进入恶堕线。 纯爱线顾名思义,就是偏向好的故事发展,恶堕线也不是NTR,就是被男主掌握了一些信息,于是威逼利诱使女主角们屈服的线,大家可以优先选择自己喜欢的角色和路线推进,在游戏进程第五天时提前存个档,因为女厕所的那只黑猫,可以在通关一次后互动来解锁全CG图。 [h1]涩涩评价[/h1] 游戏的涩涩方面还不错,纯爱线都是比较常见的XP和性爱动作,口交、腿交、常规位之类的,还有睡衣和女仆装play,恶堕线则是有厕所、室外小巷、公然漏尿、兔女郎等CG,种类挺丰富的,涵盖XP也不错,基本上都是静态CG,配音相当不错,CG质量也还过得去。 [h1]结语[/h1] 总体游玩下来,倒也还不错,价格也不贵,这个体量挺不错了,社长和白毛的人设还不错,紫毛一开始以为不是好女人,后来发现是笨女人,几个同事也都比较有意思,我每推进一天剧情,都会去和他们对话看看是否有更新,看她们吐槽挺好玩的。 [quote] 圣火昭昭,圣火耀耀,凡我大橘,喵喵喵喵~ [url=https://steamcommunity.com/groups/bigoc]欢迎加入 『大橘为众』[/url] [u][b]我们一起学喵叫,喵喵喵喵喵~大橘~喵起来~ Q群596464232 [/b][/u][/quote]
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