
A call for help within a mysterious messaging app. Someone lost and wandering through a forest in a faraway place. And their destiny in your hands.
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About

A call for help within a mysterious messaging app. Someone lost and wandering through a forest in a faraway place. And their destiny in your hands.
Beek: How I Became a Familiar Spirit and Everything After That is a text-based narrative experience from the creators of Nekojishi. Featuring dozens of branching paths, multiple endings, and CG's to unlock!
Help Beek seek a way home, and face the darkness of this world with strength and courage.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
After getting all the achievements, I've to say that I found Beek quite disappointing. The story isn't bad, and the concept of the cell phone is interesting... but ultimately, the execution of the idea is quite poor. Being a game based 100% on reading cell phone texts (without being able to change the speed), everything becomes quite tedious and boring. You barely get to know or empathize with the three main characters, and above all, the dangerous situations end up being quite silly (who in their right mind is in the middle of a battle for their life paying more attention to their phone than anything else?). It would have been nice to have the concept of the cell phone, but at the same time, to have "real" dialogue situations with other characters, thus giving them more development and better integration. On the other hand, the game's illustrations are very good and the characters look quite good, but as I mentioned above... being a game based solely on cell phone texts, everything feels quite empty. It's worth highlighting the soundtrack composed by Rhett Lee that, despite containing few songs, it's quite beautiful and acceptable and contains some very good songs. I feel quite bad for it, because the game itself isn't bad, but I think it could have been much better in its final result. I think this is all a bit sad, especially coming from a company like Studio Klondike, already known for games like Nekojishi and Astatos, which are comparatively high-quality and successful. I wouldn't say it's a bad game (It fulfills its objective of keeping you entertained for a few hours), but I certainly wouldn't recommend buying it.
i'm gay.
算是补票了,看到发售后就迅速买了,然后无攻略打了全成就,需要9个多小时就能打完。 先说优点:音乐个人感觉还不错,重置后的美术也比较舒服。 而后就是小小吐槽了,当初见到这种形式的游戏觉得很新颖,然后CG不错给我留下了滤镜。现在重玩之后的感想是:太短了,毕竟看我9小时都能无攻略全成就,以及故事太平淡了,只能说能看,无功无过吧。游戏短短四天就推进完了整个故事流程,丝毫没感到什么感情上的发展也好,铺垫也罢,最后突然就开始转折,然后光速结束,不过最后的反转确确实实抓了我一下胃口。故事本身放在现在也不太够看,说难听点,如果你冲剧情来玩,我感觉都不如去玩FB沉浸。再加上其实这类转述故事本身,玩家的沉浸感不会很深,跟“亲历”还是不太一样的,对文笔与氛围营造要求很高,但是本作显然还没有达到这样的水准,我全程基本都是面无表情打过来的。 最后是系统方面的吐槽。首先本作的存档机制很……难评,即使是扩增到12条存档也是没法让人满意的。游戏的存档非常神奇,相当于你存了一条世界线,而不是一个点,你读取存档就是读取了那条时间线,推进那个世界线你的存档也不复存在了,他并不是像其他AVG一样存储一个点位,让你随时可以从那个点位重新出发。再加上游戏虽然出了快进模式,但是并不像传统AVG一样按住Ctrl就能疯狂的加速,即使这样还是会要一条条等待对方消息的发送,并且还有相当多的文本选项需要你点击,然后进行一个敲击键盘的操作,我不太理解二周目为什么还要进行这个敲键盘的操作,这并不会增加任何的沉浸感。以上两点导致我刷成就的路上体验不是很好。 总结:如果你能够接受以上我所感受到的缺点,并且喜欢它的美术或者CG(没有NSFW向内容注意~),那我推荐你入手,毕竟也不是很贵。 什么?你问我吐槽码这么多字还点好评?那我只能说,维普塞高!!!ヾ(≧▽≦*)o
I want a real life sized Veeph in my bed rn
跨“时空”与使魔Beek交流Be like: (几个小时后) *发生什么事了? (几个小时后) *发生什么事了? (几个小时后) *发生什么事了?你还好吗?
So, I played Beek when it first dropped on mobile devices some time back... and I hated it. I think my google play review was one star for a long while. The game had one absolutely GLARING issue that ruined it: If you missed two very specific texts, each with a VERY short window to respond, you just couldn't get the good ending. In fact, you were pretty well guaranteed the worst ending. It also wasn't clear which messages were the triggers; I only knew because I eventually found a walkthrough, and even then it was absurdly easy to miss one. I'm very thankful to say, though, that this issue has been entirely removed, at least in this version; there's now about a 12 hour window to reply to a message, to make up for Steam not having a system for push notifications like your phone would, and that's an absolute life changer for this game. If you're too busy to respond to Beek for a while, that's fine. Check in like twice a day or so, and you're set. Or, this version has a fast forward feature- if you know you'll be busy later, you can bang out an entire day's worth of content in about half an hour. Plus, the specific messages are now VERY blatant, appearing in a different colored text than your usual replies, immediately signaling that this choice has more weight to it. Other than that, Beek was- and is- a fine VN, one that plays very well with the formatting of a visual novel. It would probably feel more realistic if I was playing it on my phone, but through Steam is just as satisfying an experience.
挺简单的一款小游戏,推荐给游戏荒的你,3小时解锁一个结局
I've only played Akro's route & I am loving this game so much! this has already had an impact on me.
pat the Akro, Hold the Akro, cherish the Akro, forfeit all mortal possessions to Akro
游戏以短信的形式与一名叫Beek的角色进行一场从现实世界跨越到只有兽人的异世界的文字冒险,游戏玩法少见新颖,很有创意。 官方已修改优化,且新增了快进功能 [strike]可存档数量只有3个太少了,而且想要做到照片收集又不小心把前面的存档给删掉又要重新等那些谈话慢慢出来才能选,没有快进等谈话等半天。 游戏创意很好但是作为文字游戏,又有可选项会影响游戏内的剧情收集,存档数量这么少真的很影响游玩体验,而且没有快进要等谈话一个个出现真的太折磨人了,又恰好遗漏收集了一张照片,最近的存档点又超出了剧情的情况要重新开始游戏把存档和没收集的照片给补上[/strike]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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