
Bloomtown: A Different Story is a narrative JRPG mixing turn-based combat, monster taming and social RPG set in a seemingly pleasant 1960s Americana world. Join Emily and her group of friends to save their cozy town from the demonic creatures that live in the hearts of its residents!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
About
Bloomtown: A Different Story is a narrative JRPG mixing turn-based combat, monster taming and social RPG set in a seemingly pleasant 1960s Americana world.
Play as Emily and her younger brother Chester sent on their summer holiday to their grandpa’s cozy and quiet town. May be too quiet… Children starting to disappear, nightmares getting more real… Something’s not right, especially for a 12-year-old girl with an adventurous mind!
It is up to you to solve this mystery and free Bloomtown and its inhabitants from a glooming fate! 
Bloomtown is a quiet and cozy American town with its cinema, grocery shops, library, parks…
But this is only a façade! A demon world is growing on the underside, children are disappearing, and it is up to you to save the town!

Embark on mysterious adventure to save the townspeople from their own demons: Fear and vices have taken monstrous life form in the Underside.
Follow Emily and her group of friends, figure out the mysteries of the mystical disappearances and save Bloomtown’s inhabitants souls!

In the turn-based tactical battles against giant demons and dungeon bosses from the Underside, Emily is not alone! Use each character abilities and strengths to come out victorious. Summon your own inner demons as well as the captured ones to set up devastating combos.

During combat, catch weaken creatures to add them. With loads of creatures, level-ups, unique skills and a fuse system, create hundreds of synergies and your own demon-hunting squad.

Explore the town’s secret areas, strengthen your physical abilities at the gym, gain pocket money working at the grocery store, make resourceful friends or do some relaxing gardening. You decide what is the most useful for your adventure.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−60% | 1.6Kreviews | 85% | — | $825.6K |
| $24.99 | 610ratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 103 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hugooooo <3
This is the PERFECT summer game! It captures the chill, laid-back, and sense of young-kid adventure that summers always brought (at least for me :P) perfectly! It also seems that every single action has its own sound effect. In most 2D games, even pixel-styled (where story-telling and charm are the key parts), in-game_engine cutscenes often abbreviate the set of sounds by not having any sound for different actions in those cutscenes. In Bloomtown: A Different Story, for example, you get taught by your grandfather how to bake bread. There's a in-game_engine cutscene that unfolds and when the character opens the oven door, there's the sound of that, when the character closes the oven door, there's the sound of that. Like I said, it seems like EVERY action has its own sound. And that's the sense of incredible detail put into every aspect of this game. The color tones and particular style of pixel art compliment my previous sentiment. Animations feel polished, smooth, and overall enjoyable (everything from idle animations to combat animations). The music when exploring the "Otherworld" / "Underworld", has almost a "Zombies Ate My Neighbors" (from Super Nintendo) vibe to it -- the sort of playful, slightly silly, but NOT immersion-breaking over / under tones. The music in combat is also rather impressive. It's catchy and up-beat. Interestingly enough, a couple of the tracks have vocals, but for some strange reason it doesn't seem to get old like you think it actually would. I'm not sure how they pulled that off but somehow they did. Ordinarily, I'd be leery of, especially, combat music having vocals, because in a JRPG you're in combat all the time (many times even deliberately, trying to grind levels of your party members). In this game, somehow the tracks of the combat music that contain vocals, don't necessarily feel fresh every time, but they certainly don't make you feel like you're tired of hearing them. The combat and cast of characters in your party are kind of a motley crew of members but all feel perfectly fitting especially given the story and all the strange things seeping into the game's real world from the underworld. Things are definitely afoot! The combat is your typical JRPG, attack, guard / defend, items, etc. However, it's slightly more expanded than that. Each party member can have both melee and ranged weapons equipped so they can switch, on the fly (i.e. during their task selection in their combat round) so that they can perform either a melee attack or a ranged attack. This differs from traditional JRPGs where party members are natively one weapon type or another. Most characters get spell (I don't recall if your character can get spells or not). Some (one?) party member(s) are naturally more inclined to get healing and buffing (support) type of spells, and the others are more attack / offense based. On top of the combat design I explained, there's a rather large combat mechanic present called demon fusion. When fighting demons in the underworld, if you get them low enough health without killing them, you have an option to either perform a heavy attack on them, or subdue them. Subduing demons is chance-based in that it can either succeed or fail. If you succeed, you become the demon's master (sort of like capturing a Pokemon), it becomes sort of like your pet that you use in combat. Demon fusing comes when you are the master of more than one demon and use one demon to fuse into another demon to make them stronger. Demons that you've subdued, whether they've been fused with other demons or not, all have levels, and strength as well. The story's premise is wonderful and really starts things off by setting the vibe and pace of the feel of the game. You (the sister) start out with a cutscene riding a train with your brother (both of you are kids). Your mother has sent you both to live with your grandfather (I think it's the mother's father) for the summer. While you're both kids riding a train, throughout the game, I somehow get the impression that you tend to look after your brother almost in a parental kind of way -- or at least your character feels that way). And that's the beauty of this game's storytelling ability and nuanced character-building. Each character just FEELS organic and that they are their own person with their own story. In addition to the main story, there are tons of things to do around town and lots of little details throughout. The game carries the concept of time of day and day of week. ([i]Side note: As far as I can recall, the devs said there's no time limit on the number of days that can pass, so breath a sigh of relief :) [/i] The various things you can do around time all provide some sort of benefit but take different amounts of time to complete. There's a gym and you can exercise there (you can also do it in your character's bedroom) to raise your strength. In your bedroom, you can read that raise different character traits like Charm, Guts, and intellect. There's also a job that you get where you can make money that can then be used for buying items or weapons / armor. There's quests / sub-quests that you can do for people and earn rewards. There's also fishing. though, I haven't done any of that yet. You can even craft at the workbench in your character's bedroom, buy seeds and grow ingredients to, as mentioned before, bake various food. I think that about covers everything. Some things I could have explained possibly further but there's so much to the game that the review would just be too long lol I enjoyed playing it on PC so much that I recently just picked it up on Switch and somehow despite being the same game, it feels even more enjoyable on that. No matter the platform though, I really don't think you can go wrong with it if you're into a JRPG that channels that young-kid summer adventure vibes!
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.89/day in the week to Aug 4 → 1.14/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Russian, Simplified Chinese, Portuguese - Brazil, Spanish - Spain, Korean
| $9.99−60% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 103 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
entediante
瑕不掩瑜,让我回想起了看怪诞小镇的日子,地图设计有待提升,恶魔玩法没有深挖有点可惜。
Muy buen juego el mazmorreo esta interesante, combates por turnos clasicos sin cambiar la formula una historia interesante. No obstante no esperes nada que te cambie la vida no es un juego de Persona pero por su precio sin duda merece la pena.
Bloomtown: A Different Story was an amazing experience from beginning to end. The beautiful pixel art, memorable characters, and engaging story kept me invested throughout the entire game. What starts as a charming small-town adventure gradually reveals a deeper and more emotional narrative that kept me wanting to see what would happen next. The turn-based combat is fun and rewarding, and the blend of exploration, social interactions, and supernatural elements gives the game its own unique identity. The atmosphere is fantastic, helped by a great soundtrack and a world that feels alive and full of secrets. You can really feel the passion that went into this game. It's one of those rare titles that manages to be both cozy and mysterious at the same time. I had a great time playing and would absolutely recommend it to anyone who enjoys story-driven RPGs with heart, charm, and personality.
This game is... a little tough to review. There's plenty of good to say about the game, but there's also a fair amount of criticism I'd like to add as well. Brief overview is that you're a Sister and brother duo (playing as the former) that are going to your grandpa's for the summer. Set in seemingly the 1960's, you start noticing odd things about the town and the problems the townsfolk are dealing with and try to solve them, starting with a missing girl. Time works on a scale of a few real life seconds = 1 minute in game. You are free to roam from 9 A.M. (wake-up time) to 10 P.M. (the time you need to get home by), which then immediately turns into "Late" once it reaches 10 P.M. Positives: The Pixel Art (which is pretty much the entire game) is gorgeous. The Music is fantastic, especially the fights and boss fights. Balance for fights feels about right on normal difficulty at least. The game is feature-complete (no post game, but a story driven narrative). The town is nicely designed and feels great to move about. Hugo (best boi). The game doesn't need competitively high specs. Hanging out with your friends actually feels impactful and it's nice seeing the relationships between Emily and the others evolve. Everyone else's skills (aside from Emily) allot them to a role, but you don't necessarily have to follow that, especially with secondary roles that provide you with allowing stat points and skills to be allocated in a unique way. The game keeps a decent rating for violence, gore, and the like (though does somewhat censor really heavy topics to an "if you know" basis). Actual bugs in the game are kept to a minimum (maybe the name of 1 accessory was bad, two or more accessory effects amalgamate their text, and 1 main quest, Sam's plate, bugged in visuals only, while others were inconsequential, such as having extra items from previous game sections in the inventory). A lot of things feel in-place for what you would do back in the time period this is meant to take place in. Negatives: The "time limit" of summer doesn't really exist. There's no dates to go by nor are there any dates to check. This makes any sense of urgency fall flat. For a game that is skirting the line between whether or not it wants to actually implement harshness if you fail to do everything in the main quest line by the time actual summer is up. My first playthrough finished within 1 month's time so it's not difficult to have that stretch to 2 to 2.5 months for a "strict" deadline. You have more than enough time for any "urgent" matter without consequence. The rest of the critique involving any sort of time are, however, with in mind the timescale of each day and the annoyance of having to do everything and then sleep and do again. I find it to not feel interesting to watch it play out in a journey sense. Skill levels of Emily are a little weird. They help with dice rolls for speech checks, but they also work for certain battle mechanics and not really much else. It feels half-baked for the systems it's introduced with. Cooking/baking is one of them. I feel it is not worth the time investment for plenty of items. I feel like if some of the proficiency skill allowed for less time to be used per level or some way to make a batch of something for equal or less time, that would greatly help me actually want to use what I harvested whenever time mattered in the game. Reading books also feels like it should be affected by this as well, allowing for smarter characters to read in a little less time or something. This leans heavily into farming as well. It's a good way to earn proficiency, but it's often not useful unless you really stretch out your time to make licorice every day. You can earn $6 for a 5 hour shift though, which outweighs making licorice when you can buy it with the money with plenty leftover to save. Lockpicks also appear more toward the end, but even though I made a few extra, I was still left with locked chests because it feels like they were just placed around more than in previous sections. Fishing also takes up more time than I expected per cast, even on a failure, which was a bummer. Nadine isn't really utilized much. You see her introduced at the start and then talk to her a couple times. Beyond that, she feels very much underutilized, especially since the ending has your relationship to her feel stronger than it should be for someone you can literally talk to 3-4 times maximum during the summer and then just never see her again. I feel like she was initially given a bigger role and then dropped for some reason. Trying to save can sometimes be annoying early/mid game when there's a cutscene or a "must travel on foot" section every other time and you cannot save during such times (this is especially egregious during the introduction of the farm section). Equipment shops don't feel impactful beyond the initial shop introduced. This is relevant until very late end game, especially if you work every day for the additional $6 and maximize lottery earnings. Save scumming somewhat reveals that the % chances feels somewhat off, especially lower %'s feel a lot lower than they should, even at 40%, whereas higher % feel about right. There's some parts of the game feel more fleshed out than others, such as Norman's questline feels really involved compared to other side quests, even after resolution the next day, as an example. Overall: The game has gorgeous pixel art and music, but does suffer from a few problems in semi-major areas. I would say for the amount of time of 1 playthrough, it's about right on the cusp of what I would consider to be a decent deal, time-to-cash wise. In the current economic landscape, I also wouldn't fault anyone for waiting on a decent sale for the game. Otherwise, the game is really gorgeous and worth a play if you think you like what you see in the trailer.
<3
Amazing story
I got this game totally by random during the summer sale. I have been looking for a game to sink time in and I think I found it! I started this game early in the morning, and I got hooked! Next thing I know, I'm looking at the time and it's already almost 4 hours later! The pixel art is one of the best I have ever seen in my life, the animations are so pretty and detailed, that's insane. And the soundtrack is just Wow! Don't sleep on this, I'm telling you! Can't wait to see what next from this studio:)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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