
In this casual sim set in China, you step into the shoes of an average kid from birth towards the end of your high school. Study hard, have fun, make friends and face your ultimate challenge, the “Gaokao”. What will your life be after that? And when you have a child, will you be a Tiger Parent?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Aug 15 → 9.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About


Sums Steam only; Nintendo publishes 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 | 27Kreviews | 91% | — | $7.5M |
| $12.99 | — | — | — | 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.
Engagement
Reviews
Themes across 982 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
记得是小时候看别人玩,当时老想玩了,现在嘛,玩了也没当时那种感觉了,真的是欲买桂花同载酒啊
我果然很讨厌这种凡事以高考为最终目标的叙事啊。地球online是自由度极高的游戏,区区一个高考而已,考不好人生就废了?而且高中必须要谈恋爱?特立独行不行吗?合着不攻略高中同学,就必须落得个草草结婚的结局,人生岂是如此不便之物?
很好玩的游戏,玩了蛮多年,美中不足的是,玩了二三十代,其实已经没有什么新意,但是每每看到最终大考,看到有意思的文本,看到一模一样的经历,我都会再玩玩,再玩玩,每玩完一代,我都会觉得以后不会再玩了,没想到如今已经三十多代了。 或许制成我玩下去的,更是对游戏中主角的“羡慕”,几乎什么事都能做好,想去学的便能坚持,这着实是现实中的我做不到的,希望的。 不知不觉,这游戏竟也玩了三百多个小时了。 敬各位
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese
Hours played at review time, across 986 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
小时候是和爸爸妈妈一起玩的,我们三个人都有一个档,如今他们也在玩不同的游戏,可团聚的日子好像只浓缩在这里了,长得很大才知道原来很多人的爸爸是在家的,我们什么时候能再一起玩一次游戏呢...
回不去的又何止是时间呢 我买到了小时候想玩的游戏 却发现永远找不回小时候的感觉
小学的时候特别想玩,现在大学了总算玩上了,泪目
小时候天天刷到玩这个游戏的主播 在手机上的预约更是遥遥无期 也算完成自己童年的梦想吧
最终被现实里的中国式家长举报了下架国区真的很讽刺
长大后最恐怖的事情就是你意识到,自己慢慢拥有了和父母相同的缺点
几年前刚买那会儿,我连续肝了好几天,每天醒来就是玩,废寝忘食。后来上班了,偶尔才开一局,可不知不觉也玩到了27代。每代给孩子取名我都得想半天,有点魔怔了都,但我是真心喜欢这游戏。 这款游戏让我想起小时候和父母相处的点点滴滴,好笑又真实,也让我重新拥抱了学生时代的那份怀念,甚至补上了一点小遗憾。最让我沉迷其中的是,我在给里面的孩子排满课表、计算悟性的时候,感觉屏幕里面坐着的,是当年那个被安排得明明白白的我。我在替他规划,也在替曾经的自己。 以前总觉得父母这不对那不对,心里攒了好多不理解。直到我在这款游戏中代入了父母角色,给儿子女儿安排课表,怕哪科落下,怕特长不够在面子上打不过亲戚朋友,做着做着,我自己都笑了,又有点心酸,感觉自己是在复刻父母以前的样子。 第一次通关时,看着高考结束的画面,我发呆了好久,总觉得没玩够。BGM一响,画面一转,心里突然酸酸的,那种感觉就像真的身临其境,又一次体会了离别,眼泪都不自觉留下来。直到现在,那份记忆还是很深刻。 但就算如此,在长久的陪伴里,也藏着一些让我玩着有点不舒服的小细节: 1.好多人物立绘不怎么好看,比如一代父母,特别是父亲。要是能优化一些,并且每个角色可以多加一些立绘作选择就好了。 2.不管男生还是女生,在开启好感度攻略时候总是会有太多重复的对话台词,体验不太好。还有,男生的攻略难度相比女生难了很多,女生只需要花行动力应约就能提升同学的好感度,除此之外还有每回合稳定陪伴提升、偶尔对话事件提升。但男生只能用行动力发出邀请,并且需要选择正确回答才会增加好感度,选错还会扣除一些,其实这个我觉得没啥,因为现实我也觉得男的会更难些,但让我觉得烦的点是提供的对话太随机,很多时候提供的对话选项没一个能增加好感度,只能选择折中不扣不加,但这就白白用了行动力,每回合最多四五次的邀约,到高考之前攻略一个同学到100%好感都有点满头大汗,玩女生我最多可以攻略到4个100%。对男生而言,玩多代天赋高少一点行动力没啥压力,但是玩初代行动力捉襟见肘,太影响悟性及天赋收集,并且后期的科目学习也需要较多的悟性,简直是雪上加霜。 3.游戏中明明各学科都学到位了,成绩满分,还是会固定触发考砸了父母训斥的对话。其实此类没有实际情况联动的对话有挺多,但我还记得的就这一点。 4.宠物没啥存在感,互动太少,就是亲密度刷到一定程度会触发一些相关剧情对话,我把亲密度刷满,就不会管它了,直到高考结束它去喵星,也只是提一嘴。要是可以加一些宠物相关的职业挺好的,这样也能跟自己养的宠物联动起来。 5.这一代选的伴侣不管是谁,到下一代触发的所有对话都是一样的也只是换了个立绘,要是每个角色因为性格及职业说的话有所区别,并且再加一些专属对话,人物形象会更饱满些。这个跟前面我说的攻略时候重复对话太多应该算一样的意思。 6.竞选班干部、面子的流程有点磨叽,抢红包更是槽点,倒计时结束时候保证光标在红条里,还不如改成加一个进度条,光标控制在红条内进度条就持续提升,反则降,自动跳动幅度小点,进度条满就到手,归零就失败,这样的话,拿红包的持续参与感更强,有倒计时往往注意力集中在最后几秒上面。 7.安排学习时候要是能实时看到哪些学习项目的特长还没有学到就好了,不是解锁图鉴,有些特长传说级别的我解锁了图鉴,但是我这一代还要再次学习去做面子对抗,但是因为学习的项目太多我不记得有没有学到,每次得退一下打开特长去找。还有就是各种图鉴里能有搜索功能就好了。 说了这么多,总之,这款游戏在我心里是一部值得被记住的作品。它不完美,但它让我重新看见了自己的来处。那些快被遗忘的童年记忆、还有父母之间说不出口的微妙情感、学生时代的一点遗憾与庆幸,都在我一次次游玩中悄悄浮现。它好像一面镜子,不评判,只映照。对我来说,这就已经远远超过了这款游戏本该有的分量。
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
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $60.5K | 266 | 88% | $10.99 | |
| $26.2K | 449 | 86% | $1.99 | |
| $12.9K | 101 | 75% | $3.99 | |
| $36K | 467 | 80% | $2.99 | |
| $11.9K | 228 | 86% | $1.99 | |
| $2.7K | 85 | 68% | $0.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.5M | 8.7K | 79% | $34.99 | |
| $7.5M | 16K | 70% | $19.99 | |
| $7.5M | 12.2K | 98% | $19.99 | |
| $7.5M | 30.3K | 96% | $7.99 | |
| $7.5M | 13.7K | 82% | $29.99 | |
| $7.4M | 5K | 95% | $29.99 |