
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 →
About
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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 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
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Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
넌 그냥 추천받아라 명작이네
작가님 만수무강 하세요
감정이 없는 INTP입니다. 슬픈 게임을 추천 받아서 알게 되었는데 에이~ 얼마나 슬프겠어~ 했다가 큰 코 다쳤습니다. 네 엄청 슬픕니다. 삶의 감수성을 잃었다면 이 게임을 하면서 되찾아보는 것이 어떤가요. 플레이타임도 짧아서 가볍게 하기 좋았던 것 같습니다.
예상했지만 예상치 못한 것 떄문에 좀 하다가 힘들었는데 좋은 게임이다.
걍 나랑 평생 살자고. 내가 어려운 부탁 하는거 아니잖아. 그냥 그렇게만 해달라고.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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