
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.
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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.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
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 :<
Very solid visual novel with a heart-wrenching storyline and filled to the brim with engaging and likeable characters (and some not so likeable ones...) Because We're Here suckers the player in with its colourful art style and witty dialogue, but it's not afraid to explore the darkest aspects of warfare and throws some genuinely unexpected gut-punches along the way. Games like this live or die on the strength of their writing, and Because We're Here successfully pulls off wartime melodrama and wry humour with equal aplomb. Strong recommend. Also: towards the end of the first act, [spoiler] the player can make a series of terrible decisions and suffer a nasty death by machine-gun fire. The omnipotent narrator will give you the opportunity to undo your mistakes. Do yourself a favour and select "no". The game's reaction really made me chuckle. [/spoiler]
its was amazing game i love it very much, thanks for u hard work
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.
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
Anyone know if we are getting act 3 and if so when?> It's been a few years since a update :(
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.
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.
Great game. Story and setting very unique.
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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.
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