
A first-person choose-your-own adventure set in an anachronistic city.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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[h1]Before I played Chesnakisnak, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
☀️
Great concept, but the execution is more style than substance. The user interface of the game's central mechanic is horrendous. That may be intentional, but I just didn't want to interact with it after a while. The world building is fascinating, and honestly, that should have been the main focus. Besides the music it's the only interesting aspect of the game. This needed a bit more time in the oven, a few more playtesters and some bug fixes. Exiting out of the calculator for instance consistently crashes the game.
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Concurrent players on Steam, sampled daily since tracking started.
Chesnakisnak is strange case. Someone decided to set action in 1939, while it's all neons. Original, I guess. That visual part is okay. But gameplay is slow... and unclear, it says to read emails, I go everywhere around, pressing "E" whenever I can. Nothing. Maybe game glitched and doors did not open, I do not know. There is very little discussions (almost none) and no guide to check... except some Youtube let's plays. I checked - they directly could interact with computer... Ok, I try the same, but you cannot scroll text, when you open emails that do not completely get covered in 1080p screen? I can see more text on edge of screen... Indeed it looks like VN mixed with set of minigames. And it is often unclear whether something is bugged or is not supposed to work. What I disliked also is that sometimes exiting some screens resets your position to starting, while I still should be at PC. I know game is free, but there are better ways of spending your time. Please Dev, take it as a lesson - except visuals, gameplay elements are very important and those are the most complex parts of game dev.
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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.