
Stagger through the First Lassallian War and find love amongst doomed youth. Because We're Here is an otome visual novel in an unforgiving WW1-inspired setting. Nothing to worry about - it'll all be over by Christmas.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Because We’re Here ~Mohnblume und Blauerose~ is a bittersweet otome dating sim in an unforgiving First World War-inspired setting. It's an episodic visual novel, released in four acts.

1915, Wesslinger National Calendar. The Great War rages on.
As neurotic Postal Corps volunteer Elfriede Rauss, you walk the trenches with the men of a lost generation. And amidst the chaos and brutality of the front lines, you encounter an obstacle that you are absolutely and categorically not prepared for: love.
However. Love can be a difficult thing to hold on to at the best of times. And these are not the best of times...

A Horror-Tinged Anti-War Epic - Act I sets in motion a twisting trench-opera of conflicted loyalties and life-changing decisions. This first act features 20 pieces of original CG art.
Romance a Diverse Array of Bachelors - A large and varied cast, spanning childhood friends, aristocrats, corporals and cowards. Act I introduces 11 main characters; Act II introduces an additional 8. (A total of 16 are available as love interests.)
Discover a Rich WW1-Inspired Setting - Investigate a grave turning point in the continent’s history as you journey across the towns and battlefronts of the First Lassallian War.
Master the Battle of Wits System - Argumentative boss battles that pit your emotional literacy and persuasive power against enemies and allies alike.
Estimated playthrough time for Act I (Never Such Innocence) is roughly 3 hours. (55k words.)
Act I is a significantly-updated version of the early WIP demos from 2015 and 2016.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ten outta Ten, would cry over fictional men again.
Fun graphic novel game. Very slow development, but a fun graphic novel w/romantic focuses with a focus on the great war. Its fun, and not terribly expensive. It also holds countless endings, though the final story is yet to be finished. Give love to the developer, and the commissioned artist. Development wise don't expect anything, its been quiet for a long time from what I can tell development wise. Also like, don't flirt with POWs, thats just weird man :<
Anyone know if we are getting act 3 and if so when?> It's been a few years since a update :(
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great visual novel, i haven't played act 2 yet but i plan to. The world war 1 inspired setting is well made and original; in a short time you get invested hard into the characters.
Very interesting story, and the minigame is fun. some characters can be hit or miss but after playing both acts I can say it’s intentional because the characters are human; they’re not perfect people. Gerhardt is my bbg… I mean he’s my favourite character. For fun I have made a list of characters who remind me of characters from other media and it’s interesting who reminded me of who. If you’re into romance visual novels I think you’ll like it but i personally could take it or leave it. You might ask why I’m recommending it then; and it’s because while I’m only caring about one route, I think others would really like this game.
Because We’re Here - Act I is a deeply emotional otome visual novel developed and published by Studio Elfriede that combines romance, war drama, and psychological storytelling into an experience far more serious and mature than its presentation initially suggests. Set during a fictional conflict heavily inspired by World War I, the game follows Elfriede Rauss, a timid Postal Corps volunteer who becomes entangled in the lives of soldiers and civilians struggling to survive amid fear, violence, and emotional exhaustion. What begins as a character-focused romance story gradually transforms into a haunting exploration of human vulnerability during wartime, creating a narrative that feels tragic, intimate, and emotionally honest. The game’s strongest achievement is its writing. Rather than romanticizing war or using the setting as a simple backdrop for attractive characters, the story constantly emphasizes the psychological and emotional consequences of conflict. Every conversation carries a sense of uncertainty because the characters are fully aware that their futures may disappear at any moment. This atmosphere gives even small interactions remarkable emotional weight. Moments of warmth and affection feel precious precisely because they exist in a world consumed by fear and loss. The game understands that romance during wartime is fragile and painful, and it uses that tension to create a far more memorable emotional experience than many visual novels in the genre. Elfriede herself is an especially compelling protagonist because she feels vulnerable without becoming passive. She struggles with anxiety, self-doubt, and emotional pressure, yet continues trying to support the people around her despite the overwhelming situation she faces. Through her perspective, players witness the exhaustion of soldiers, the fear of civilians, and the emotional damage caused by prolonged conflict. The narrative focuses heavily on personal relationships and emotional survival rather than military spectacle, which helps the story remain grounded even during its most dramatic moments. The cast of characters is another major highlight. Each romantic interest feels shaped by the war in different ways, giving the relationships unusual emotional complexity. Some characters attempt to hide their fears behind humor or professionalism, while others openly struggle with grief, guilt, or emotional instability. Their personalities extend beyond standard romance archetypes because the writing constantly reminds players that these individuals are carrying emotional scars beneath their interactions. As relationships deepen, the game slowly reveals hidden vulnerabilities and internal conflicts that make the cast feel believable and human. The pacing is slower than many visual novels, but that deliberate structure allows the emotional tension to build naturally. Conversations often linger on small personal details, awkward silences, or ordinary moments that gradually become meaningful as players grow attached to the characters. The story balances tragedy with occasional humor and tenderness, preventing the atmosphere from becoming relentlessly bleak. These lighter scenes are important because they provide emotional relief while reinforcing the sense of companionship among the cast. One of the game’s more creative mechanics is the Battle of Wits system, where major confrontations are handled through dialogue-based encounters instead of traditional combat. These sequences require players to pay attention to character motivations, emotional states, and conversational choices in order to navigate tense situations successfully. The mechanic fits perfectly within the game’s themes because emotional understanding becomes more important than physical strength. It also helps break up the visual novel structure without undermining the narrative focus. Visually, the game delivers a strong presentation through detailed character art and atmospheric environments. The anime-inspired style initially appears familiar, but the emotional context behind the imagery gives it far greater impact. The battlefield towns, military camps, and war-torn locations are presented with enough detail to create a persistent sense of dread and exhaustion without relying heavily on graphic violence. Character expressions are especially effective during emotional scenes, helping moments of fear, grief, and vulnerability feel authentic. The soundtrack quietly strengthens the atmosphere throughout the experience. Melancholic piano melodies, subdued orchestral tracks, and softer emotional themes create a constant sense of sadness and uncertainty that mirrors the characters’ emotional states. The music rarely dominates scenes but instead supports them subtly, allowing the dialogue and writing to remain the focus. Combined with the visual presentation, the soundtrack helps create an immersive atmosphere that lingers long after individual scenes have ended. Despite its strengths, the game may not appeal to everyone. Players expecting fast-paced gameplay, constant branching action, or lighthearted romance may find the pacing too slow and emotionally heavy. As the first act of a larger story, the narrative spends significant time establishing relationships, political tensions, and emotional groundwork rather than providing complete resolutions. Some players may also struggle with the game’s darker themes, as it deals heavily with trauma, mortality, and psychological suffering. Even so, Because We’re Here - Act I stands out because of its emotional sincerity and willingness to treat its themes seriously. It avoids turning war into spectacle and instead focuses on how ordinary people attempt to preserve hope, affection, and humanity in the middle of overwhelming tragedy. The romance elements feel meaningful because they exist alongside fear and uncertainty rather than escaping from them. This combination of emotional realism, strong character writing, and atmospheric storytelling creates a visual novel that feels genuinely unforgettable. Because We’re Here - Act I is not simply a romance game set during wartime. It is a story about emotional endurance, fragile connections, and the painful reality of caring for people in a world where survival is never guaranteed. Its thoughtful writing, emotionally layered cast, and haunting atmosphere make it one of the more ambitious and emotionally impactful entries in the otome visual novel genre. Rating: 8/10
First off, I definitely recommend this game. I just finished Act 1 and immediately bought Act 2. I think that Studio Elfriede has really created something worth playing here. [h1]GENERAL THOUGHTS[/h1] [list] [*] This was surprisingly humorous so far. Don't get me wrong, there's plenty of serious, tragic, and downright awful stuff. But throughout it all the dialogue and Elfriede's inner monologue often made me chuckle or at least smile. [*] Speaking of Elfriede's inner monologue, her little interjections, clarifications, and ramblings are a delight. It really gives a feeling for her thoughts and personality and makes it clear that she's not just a blank slate. Even when I had barely gotten into the game I already loved her character and that has persisted. [*] I both really really love and really really hate the fact that Elfriede’s choice of route will not change anyone’s fate. (I also appreciate how upfront the game is about that.) I love it because it’s realistic, it’s a fantastic story device to drive in the fact that anyone could die and Elfriede can’t make that much of a difference, and it creates a genuine emotional reaction in the player, not just the character. (Anxiety. That reaction is anxiety.) I hate it because of the aforementioned anxiety it’s giving me. [*] On that note, this game is a lot more stressful than I anticipated. I anticipated tragedy, and horror, and bad things, but I did not guess that it would genuinely stress me out this much. Definitely would not recommend as a relaxing, wind yourself down kind of game. [*] I don't like all of the characters, but I do feel that they're all realistic. A lot of the reason I feel that way is [i]because[/i] I kind of dislike some of them. Don't get confused, this is definitely a pro, not a con, here. I really appreciate how clearly different they all are from one another. [*] There's also quite a lot of love interests just in Act 1 and apparently there will be more introduced in later acts. Based on [i]certain events[/i] in Act 1 I fully believe it's because [spoiler] the game will brutally kill off a whole bunch more of them [/spoiler] but it does give a whole lot of options. [*] I think the battle of wits system is really neat and clever, but I definitely recommend saving at the beginning of each. The coup de grace means that you can make it through the whole battle of wits perfectly and then screw it all up with one wrong answer on the last question. I consider that to be a good feature, but others might not. [/list] [h1]UI[/h1] [list] [*] Overall, the UI hasn't caught my attention much, but I consider that a good thing. The text was all readable, the colors fit well, and the battle of wits screen especially seems well designed. [*] I like the way it grays out to show when Elfriede is thinking, not speaking. I think I prefer that to the standard italics that I normally see used. [/list] [h1]Art[/h1] [list] [*] The art style of all of the sprites does generally make them look very young, which may or may not actually be a deliberate choice given the themes of the work. Regardless, it seems like an artistic choice about style and overall I very much like the sprites. [*] The CGs... Look I feel mean for saying it, but there’s something off about a lot of them, especially in the face and head proportions, that makes the characters look like children and it seems amateurish rather than a deliberate choice of style. Some of them are better or worse than others, but overall, that’s been my gut reaction to the majority. [*] Don't take this too much to heart though, everything else about the game has such quality that honestly a few less than perfect CGs can easily be looked past. [/list] [h1]Sound Design[/h1] [list] [*] Amazing! I was not expecting the music and sound design to be this great, but from the very beginning of the game they blew me away. [*] I especially want to mention the train noises. The train sounds just made me take out my earbuds because the click-clack sounded like it was coming from a distance about 4 feet back and to my right. It was actually a little uncanny. [/list] In summary, buy the game! It's six bucks and [i]well[/i] worth it. (I really like the choice to release later acts as DLC for the same price, allowing you to try Act 1 for cheap and then decide if you want to keep going. It means the price you pay directly scales with the amount of content you're getting.)
its was amazing game i love it very much, thanks for u hard work
Because We're Here is an absolutely beautiful visual novel. The plot and character development are amazing. The dialogue is very diverse in terms of individual war philosophy, every character has their own philosophy and perspective regarding the war effort, and the protagonist, Elfriede Rauss, is written amazingly. I really appreciate the diverse characters and even the war terminology is really well written, including using old terms specific to World War I. The emotional impact of the plot is emphasized through knowing and talking to the characters for so long; and I can honestly say I felt a sense of loss and introspection as the war effort progressed in the novel. Overall, this visual novel is so unique and well done. I highly recommend the novel to anyone interested in a war inspired visual novel.
This is such a good VN... like maybe the best I've played. 100% worth the money, just be prepared for the irreparable emotional damage you'll get from playing this. Like seriously, don't play this if you aren't in a good place emotionally.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $5.6K | 30 | 100% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $0 | 0 | — | Free | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8K | 104 | 96% | $2.99 | |
| $8.8K | 183 | 81% | $4.99 | |
| $8.8K | 417 | 77% | $0.99 | |
| $8.8K | 101 | 92% | $2.99 | |
| $8.8K | 60 | 67% | $8.99 | |
| $8.8K | 66 | 98% | $9.99 |