
A Week는 단편 횡스크롤 어드벤처 게임입니다. 당신이 해야 할 건 딱 한 가지 밖에 없습니다. 당신의 반려견을 아낌없이 사랑해 주세요.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
걍 나랑 평생 살자고. 내가 어려운 부탁 하는거 아니잖아. 그냥 그렇게만 해달라고.
ㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠㅠ
A Week is a short narrative-driven adventure developed by KINYA and published by PsychoFlux Entertainment, crafted as a quiet and intimate interactive experience rather than a traditional gameplay-focused title. Built around a simple yet emotionally resonant premise, the game centers on the relationship between a person and their dog over the course of a single week. Instead of complex mechanics, branching systems, or demanding challenges, A Week places its emphasis squarely on mood, companionship, and the subtle storytelling that emerges from everyday moments. The structure is linear and intentionally minimalistic. Players guide the protagonist through a series of side-scrolling environments, progressing through daily routines and shared activities with their canine companion. There are no combat sequences, intricate puzzles, or demanding platforming segments. Movement and interaction are straightforward, allowing players to focus on absorbing the atmosphere rather than mastering mechanics. This simplicity reinforces the reflective tone of the game, creating space for emotional engagement rather than mechanical tension. Visually, A Week adopts a colorful 2D pixel art style that evokes nostalgia while maintaining a warm, inviting presentation. The environments range from outdoor walks to quieter interior spaces, each rendered with a gentle attention to detail that supports the contemplative pacing. The side-scrolling format keeps the experience grounded and easy to navigate, with transitions between scenes feeling natural and fluid. While the art style is modest, it effectively communicates mood through color palettes and environmental composition. The narrative unfolds without dramatic exposition or heavy dialogue. Instead, storytelling is conveyed through actions, subtle cues, and the passage of time. The bond between the protagonist and their dog is the emotional anchor of the experience. Moments of play, care, and companionship are allowed to breathe, encouraging players to reflect on the meaning behind these shared interactions. The game does not rely on overt sentimentality; rather, it builds emotional resonance through quiet familiarity and the universality of its theme. Sound design plays an important role in shaping the experience. Gentle background music and ambient audio enhance the reflective atmosphere, reinforcing the sense of calm and intimacy. The soundtrack complements the pacing without overwhelming it, allowing players to remain immersed in the subtle emotional arc. The overall tone remains consistent from beginning to end, maintaining a steady balance between warmth and introspection. Because of its brevity and straightforward progression, A Week does not offer extensive replay value or mechanical depth. Once the narrative journey concludes, there are limited alternative paths or hidden layers to uncover. However, this focused design appears intentional. The game functions more as an interactive vignette than a system-driven experience. Its impact lies not in challenge or complexity, but in the emotional imprint it leaves on the player. Ultimately, A Week succeeds by embracing restraint. It does not attempt to compete with larger narrative adventures or mechanically rich indie titles. Instead, it offers a concise, heartfelt experience centered on companionship and reflection. For players who appreciate story-focused games with minimal gameplay barriers, it provides a touching and accessible journey. Its strength lies in its sincerity and simplicity, delivering a brief but meaningful exploration of the quiet bond between human and animal. Rating: 7/10
Related
Related
Trends
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
플레이하는 동안 내 아기강아 돌려줘를 외치면서 플레이 했고 강아지 키워본적도 없는데 눈물이 고이더라구요. 플레이하다가 중간에 방문 닫았습니다....견주분들은 하지 마세요 정말로
넌 그냥 추천받아라 명작이네
예상했지만 예상치 못한 것 떄문에 좀 하다가 힘들었는데 좋은 게임이다.
이거보고 강아지 안키웠다
나도모르게울컥해서쳐울고있음... 후반에나오는 독백들과 스토리보면서 진짜눈물이줄줄나온다.. 쯔꾸르게임하면서운건처음이야..ㅠㅠㅠㅠ
2년전 강아지 한 마리를 보내고 유튜브에 a week라는 게임 알고리즘이 떠서 해봤습니다 해보니 모질게 굴었던거 밖에 생각이 안나더군요... 그래서 하면 할수록 미안한 감정과 고마운 감정이 들고 옆에 있다면 사랑한다고 전해주고 싶고 차라리 처음 만났던 때로 돌아가고 싶은 마음입니다
나 3대 500kg 김동근 여기서 울다.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Drive//Shaft | $1.4K | 70 | 70% | $0.99 |
| FIND KITTENS 8: Happy New Year 🎄🥂🎅 | $1.4K | 88 | 76% | $0.99 |
| Black Home | $1.4K | 78 | 64% | $0.79 |
| Ocean Rush | $1.4K | 107 | 92% | $0.99 |
| Raven's Hike | $1.4K | 67 | 93% | $1.24 |
| JUMPGRID | $1.4K | 85 | 95% | $0.89 |