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Media

About
The story of Jung and Ai continues, faced with another inevitable fate. Will Jung be able to save her this time? Or is he going to put all their memories behind him?
This is the direct sequel to Carpe Diem, beginning at where the previous one ended. It is not necessary to have seen the prequel as Reboot has its own story.
- ~50,000 words
- About ~2 hours of story content
- 8 characters to interact with
- 14 CGs
- Fully-voiced in English
- Two endings
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Robots dont die, they kinda reboot
Очень тяжело оценивать визуальную новеллу по стандартным "плюсам-минусам", так как это скорее интерактивная книга с выборами, и геймплея у неё частенько нет. Поэтому, начнём немного иначе. Скорее всего, те немногие оставшиеся из вас, что не купили игру при выходе или через год-два после релиза, пришли из первого Capre Diem-а, игры на 5 минут, со смыслом в стиле "Не теряй свою жизнь понапрасну", и по сути эта игра должна быть расширением истории, но не тут то было. Кстати, не смотрите на время моего прохождения, так как реально игра проходится за 4-5 часов, если читать в нормальном темпе, иногда вслушиваясь в музыку и всматриваясь в задники (как я обычно и делаю), или 2-3 часа, если читать бегло. Почему я проходил 8 часов? Потому что половину времени я был в диком фейспалме с происходящего, и отходил от компа проветриться и избавиться от жесткого чувства испанского стыда, что происходило, пожалуй, половину времени игры. Почему же так? Разберем по тому, как есть. 1) [b] Сюжетные ляпы[/b] - Очень часто, в игре возникает вопрос, почему так произошло? И никаких объяснений "почему" вы не получите. Как например, один из самых важных, буквально, основа сюжета - [spoiler] почему Сейджи узнал, что Аи стала человеком? Откуда? Очевидно, что это ему никто слить не мог, потому что тогда он бы знал про Юми. Очевидно, что это не были камеры в городе и в доме, потому что план с побегом Аи с Юми тоже провалился бы. Из отчётов ГГ? Ну, только если гг совсем конченный, и не мог сказать, что она всё ещё в компе. Да и как выглядит Аи Сейджи, очевидно, не знает. [/spoiler] 2) [b] Моменты, где гг сдаётся в ситуации, которые можно двумя действиями вывернуть себе на пользу[/b] - Случились два раза, оба раза были критическими для сюжета, [spoiler] как например когда, вместо того, чтобы попросить помощи у своих старых друзей, которые до этого "почти" участвовали в войне против государств, с всего одним госслужащим. Или, на худой конец, вместо того, чтобы самоубиваться, убить того самого Сейджи, не в первый раз же убивает человека. А о связи Сейджи, гг и Аи знают, собственно, только они (опять же, по словам гг). А учитывая, что у него на всё про всё 900 миллионов йен (450 миллионов рублей), он мог спокойно организовать это как несчастный случай и свалить, если хочется[/spoiler] 3)[b] Моменты, где гг из затворника за секунду становится гигадеятелем, любителем людей, и не мешает Аи вести себя как [spoiler] девушке лёгкого поведения. [/spoiler][/b] - Такие вы будете замечать почти всю игру, не требуют даже примера. Кроме всего прочего, могу сказать о самой вариативности игры - у вас всего 4 выбора, что для новеллы крайне мало. При этом, из этих четырёх, на концовку влияет всего два, что означает, что это прям кинетическая новелла (без выборов), что тоже отрицательно сказывается на самом ощущении от игры - безысходность от безыдейности, единственное, что я могу сказать о сюжете. Стоит уточнить насчёт концовок, и их описания. Короче, в игре есть хорошая и истинная концовка. И вот "хорошая" концовка намного хуже истинной. Хотя обе концовки подлежат теореме Эскобара, но истинная концовка хоть немного лучше, хотя с неё всё ещё можно сломить дикий фейспалм. Единственное, что радует, что [spoiler] Аи показала, что она всё ещё компьютер, робот, ии, который, понятное дело, не пройдет по эксперименту китайской комнаты, а также является просто "копией", что может имитировать чувства и эмоции. По сути, она просто синт (или симулякр, кому что больше нравится).[/spoiler] На этом заканчиваются отрицательные моменты, и, собственно, 90% игры. Сам сюжет (не учитывая всё, что выше), в целом нормален, ничего особенного, обычная история Что я могу выделить, как хорошее? Ну, дизайн персонажей, фоны прикольные, музыкальное сопровождение в целом неплохое. Ещё была пара шуток, с которых я жестко посмеялся. На этом всё. Я даже разбирать это не хочу, потому что это копейка по сравнению с остальной частью новеллы. Итог: 3/10, мягко скажем, я разочарован. P.S. Забыл ещё сказать про раздражающий "Reboot" который происходит каждый момент, когда гг просыпается (кроме пары раз, поэтому скрытая идея о том, что гг тоже не совсем человек отпадает). Очень сильно затягивает, и чтобы она наконец-то закрылась приходится кликать по 1000 раз.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Carpe Diem: Reboot[/h1] Olha pareceu ser um visual novel legalzinho mas eu acabei só jogando e zerando rápido pelas conquistas mesmo então dei skip em uma boa parte dos diálogos. Há algumas escolhas que pode ser feito durante a história mas na maior parte parece ser tudo meio simples e linear nesse quesito, mas se você curtir jogos assim, manda ver e compra. Só uma pena que não adicionaram pt-BR pra essa versão, joguei uma outra gratuita antes dessa que tinha pt-BR.
[h1]"What am I doing with my life.."[/h1] The first part after all these years remains one of my favorite games. Short, beautiful and memorable for a long time, like fireworks, it stays in my memory as a bright trace. After such a storm of emotions, I incredibly wanted to play the second part, but I was able to get to it only now. And, my impressions were mixed. [h3][i]>REBOOT. PLOT[/i][/h3] The actions continue the first part. Our hero tries to create an ideal girl, but the program fails again and again. So he gave up and decided to spend the last days with her until the code finally disappeared and deleted itself from the computer. However, the smartest AI has its own plans, having received control over the 3D printer and mechanical hand, she closes herself behind the curtain and begins to prepare a gift for us. Day and night she creates something, receives a bunch of boxes with unknown contents, and categorically forbids us to watch. From lack of communication, we begin to get bored and sad. And we don't want this gift at such a price. However, on the birthday, we find that the program is completely erased from the hard drive and there are no more traces of AI. In tears, we open the curtain and see there... [spoiler]The girl herself)[/spoiler] [h3][i]>REBOOT. VISUALS[/i][/h3] The drawing really upset me. The picture is blurry, and there are very few locations. The character sprites are far from the most attractive. And in general, after the short first part, when in 5 minutes you see several locations and a beautiful girl, it is not pleasant to look at the same background for hours. But the soundtrack is my respect. Cool, touching, ideally suited to what is happening on the screen. It was very nice to listen to the songs in the background one after another. [h3][i]>REBOOT. RESULT[/i][/h3] I expected something even more incredible from this game than in the first part. But alas, this is an ordinary, passing novel. Some may find it interesting, especially considering the year it was released. But now there are a huge number of similar games on the topic of artificial intelligence on Steam, and they are free and more beautiful. If you are a fan of the first part like me, you can support the developer by buying this game and DLC. But don’t expect exciting reading, just a nice story with two endings. [h3][i]>REBOOT.[/i][/h3] [code]If you read the review and liked it, don't forget to give it a thumbsup;)[h3][i]The further - The better♥️[/i][/h3][/code]
[h1] Review using one quote from the game: [/h1] "Guys! For the millionth time, please stop treating me like a piece of equipment!" - Ai
So, unlike my previous reviews, I'm not going to get all weird with too much detail or barely put thought into what I was saying (I was young, yesh~). And, this one will just be me rambling on about my thoughts over this. Like writing, I suppose reviews technically are supposed to have a "right way", or "professional way", to do them, right? Well, I'd beg to differ on how stories, like reviews, can be written in many different ways. This is all my opinion, so please don't take this personally. ^^ I would highly recommend you read the fairly short Visual Novel (took me like 16 minutes to read), "Carpe Diem", first, which acts as the precursor to this Visual Novel; it's also free. This Visual Novel takes the premise in a direction that I personally really enjoyed. Granted, a few downfalls arise with, "I wish this happened, instead..." over what happened in it, but it is what it is. Is it worth $5? Well, I spent 7.2 hrs in total playing this, so my dollars were well spent (I can't recall if I got this during a sale or not). Read at the end on what I mean by this. I'd say it's worth the $5, but it really depends on your budget, typically I'd wait for sales before buying. I must commend the author for making a really well-made Visual Novel. The more I look back on it, the more I see where improvements could have been made, but they would be more like "rough patches" that may make the story flow better or which not. I can't grant examples really (especially if I want to avoid spoiling anything), but I still say this was a very well written Visual Novel. It made me go on a roller-coaster ride (which is to say, an emotional trip), especially both endings, leaving me [spoiler]more devastated, than sad, to put lightly.[/spoiler] Like most stories' characters, the characters could be hard to get into*, or could feel pretty cliche as if just borrowing a generic template or whatnot. I try to look past this and examine the character as a fresh, new character, trying to discern what makes them, them. And I will say that the characters did that. I do wish there was a bit more romance actually involved in this piece (one of the "I wish this could happen, instead..." moments) rather than kind-of hinting towards possibilities. * We have a shut-in, anti-social protagonist, though he has his reasons. A cheerful, stubborn, go-lucky girl that may seem annoying due to her constant pestilence-like attitude, though to be fair it sort-of exhibits a child-like persona which is understandable (I thought her character was quite cute and fun~). A more timid variation of her that works at a bakery, she is different in her own way and was also fun to have around. And then the side characters, they're only briefly introduced, but I still feel they carry their own weight. Perhaps, as an aspired-to-be writer, I inject, or draw, more personality from characters without much given? I don't know, point is, I found this Visual Novel to be quite fun and entertaining for the 7.2 hrs I spent on it, which included going back to an earlier save to ensure I got the other ending. Again, I won't spoil anything, but it was an emotional ride that has me begging to spill it here, or anywhere really, but I shall refrain. Lol So, when it comes to games, every dollar you spend should equate to at least an hour of gametime you get back. If you pay $20 for a game, but fully beat it in 10 hours, you got a bit of a rip-off; unless the game was really [i]that good[/i] in-spite of it. So, for a $5 game, me spending 7.2 hrs makes it worthwhile, especially with how much I enjoyed it along the way. Regardless, these are simply my thoughts on the matter. Have a great rest of your day! -Alter
Carpe Diem: Reboot is an emotionally driven indie visual novel that places intimacy, loss, and personal reflection at the forefront of its experience. Developed and published by Moonlit Works, the game serves both as a continuation and a reimagining of the original Carpe Diem, expanding its ideas into a more fully realized narrative while remaining approachable for newcomers. Rather than focusing on spectacle or mechanical complexity, it centers its entire design around a single, fragile relationship and the quiet but devastating implications of its impermanence. The story follows Jung, a young programmer whose life is deeply intertwined with Ai, an artificial intelligence companion who exists not merely as software, but as a presence that offers comfort, affection, and emotional grounding. From the beginning, the narrative makes it clear that this bond is temporary, and that knowledge hangs over every interaction. The tension between cherishing the present and dreading the inevitable future forms the emotional spine of the game, shaping both Jung’s internal struggles and the player’s perception of each moment they share together. Gameplay adheres closely to traditional visual novel structure, relying on reading, dialogue progression, and carefully placed choices rather than interactive systems. Player decisions do not radically alter the plot, but they subtly influence tone, pacing, and emotional direction, ultimately guiding the story toward one of its endings. These choices feel less like branching gameplay mechanics and more like moments of introspection, asking players to consider how Jung copes with attachment, denial, and acceptance. This restrained approach reinforces the game’s thematic focus, ensuring that choice enhances emotional engagement rather than distracting from it. Character writing is where Carpe Diem: Reboot truly shines. Jung is portrayed as deeply human—flawed, uncertain, and emotionally vulnerable—while Ai balances warmth and sincerity with the quiet tragedy of her limited existence. Their conversations range from lighthearted, everyday exchanges to deeply personal reflections, and the gradual shift between these tones feels natural and unforced. Supporting characters play smaller roles, but they help ground the story in a believable world, offering contrast to Jung’s inward focus and highlighting how isolated his emotional struggle can become. Visually, the game employs a clean, anime-inspired art style that prioritizes expression over extravagance. Character sprites are effective at conveying subtle changes in mood, whether it’s hesitation, affection, or resignation, and background art supports the narrative without overwhelming it. The presentation is modest compared to large-scale visual novels, but it is cohesive and purposeful, ensuring that attention remains on dialogue and emotional nuance rather than visual excess. Audio presentation adds an important layer to the experience. Music is soft and reflective, reinforcing moments of calm intimacy as well as emotional tension. Voice acting, where present, lends authenticity to key scenes and deepens the connection between player and characters. Rather than dominating the experience, the sound design complements the pacing, allowing silence and stillness to carry weight when needed. Pacing is deliberate and contemplative, favoring emotional buildup over dramatic escalation. Scenes often linger on quiet moments—shared routines, conversations about the future, or simple reflections on daily life—inviting players to slow down and inhabit the space between characters. For some, this measured rhythm enhances immersion and emotional payoff; for others, it may feel slow or introspective to a fault. The game makes no attempt to rush its themes, trusting players to engage with its subtleties. Thematically, Carpe Diem: Reboot explores grief, attachment, and the human desire to preserve moments that cannot last. It avoids easy answers, instead presenting acceptance as something that must be earned through reflection and emotional honesty. The endings, while limited in number, feel earned and resonant, shaped more by emotional readiness than by mechanical success or failure. The impact of these conclusions often lingers, encouraging players to reflect on their own experiences with loss and impermanence. Overall, Carpe Diem: Reboot is a focused and heartfelt visual novel that succeeds through sincerity rather than scope. It does not rely on elaborate branching narratives or complex systems, but instead crafts a memorable experience through strong character writing, thoughtful pacing, and emotional restraint. For players who value introspective storytelling and are open to quiet, bittersweet narratives about love and letting go, it offers a poignant journey that captures the true meaning of its title: cherishing fleeting moments before they slip away. Rating: 7/10
this isn't a romance I was lied to but I still liked it
Длинная и нудная история. Нет нормальной прокрутки пройденного, авто работает очень медленно, быстрее кликать. Поэтому сохраняйте точки развилки диалогов, благо их совсем немного.
▶ 𝒪 𝒻𝒾𝓃𝒶𝓁 𝓋𝑜𝒸ê 𝒹𝑒𝒸𝒾𝒹𝑒. 𝒜 𝒽𝒾𝓈𝓉ó𝓇𝒾𝒶 𝑒 𝒷𝑒𝓂 𝒾𝓃𝓉𝑒𝓇𝑒𝓈𝓈𝒶𝓃𝓉𝑒 𝒸𝑜𝓂 𝒻𝒾𝓃𝒶𝒾𝓈 𝒹𝒾𝒻𝑒𝓇𝑒𝓃𝓉𝑒𝓈,𝒹𝑒𝓈𝒸𝓊𝒷𝓇𝒶. 🔍
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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