
Being able to control fate would be a blessing for many. To Miyon, it is her greatest curse.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 22 → 0/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.
About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cursed Sight, developed and published by InvertMouse, is a haunting and emotionally charged visual novel that blends elements of tragedy, fantasy, and moral introspection. Set in the divided land of Taria, the story revolves around a gifted yet tormented girl named Miyon and a young boy named Gai, whose fates intertwine in ways neither can control. Miyon is born with a cursed ability—her gaze can bring death within days—and as a result, she lives a life of seclusion, worshipped and feared as a divine oracle. Gai, a boy from a humble background, is sold into servitude and sent to the temple to care for her. What begins as a tale of duty and obedience gradually transforms into a meditation on destiny, choice, and the human need for connection in the face of isolation and fear. At its heart, Cursed Sight is a story about the struggle between fate and free will. The world it depicts is one steeped in superstition and political manipulation, where power is drawn not from morality but from control over those who claim to command the divine. The temple in which Miyon lives is less a sanctuary and more a prison, where she is used as a tool by those who seek to exploit her abilities. Gai, though initially just a caretaker, becomes both witness and participant in the moral decay surrounding her. Through their interactions, the story probes difficult questions: Is fate something we can change, or are we bound by the circumstances of our birth? Is it possible to love someone whose very existence brings destruction? These philosophical undercurrents give the narrative weight beyond its surface plot, allowing it to resonate on a personal and emotional level. The storytelling unfolds through Gai’s perspective, providing a human lens to the divine and tragic figure of Miyon. His narration reflects the tension between loyalty and empathy as he grows from a naive boy into someone who must confront the cruelty of the world around him. Their relationship forms the emotional backbone of the game, evolving from reluctant companionship into something deeper and more fragile. The writing captures this slow transformation with sincerity, weaving moments of warmth and humor into an otherwise bleak environment. Despite the harshness of the world, small gestures—shared meals, fleeting smiles, whispered promises—bring moments of reprieve that make the inevitable pain more profound when it arrives. Visually, Cursed Sight employs an art style that complements its tone perfectly. The character designs are soft yet expressive, capable of conveying subtle shifts in mood and emotion. Miyon’s design in particular embodies the duality of her existence—she appears ethereal and serene, yet the sorrow in her eyes hints at the torment beneath. The backgrounds, painted with subdued colors and careful detail, evoke a sense of sacred confinement, reinforcing the atmosphere of reverence and melancholy. The visual presentation is supported by an understated soundtrack that flows naturally with the pacing of the story. The music alternates between delicate piano melodies and somber strings, underscoring moments of intimacy and tension alike without overpowering the narrative. While the sound design is minimalistic, it succeeds in creating a contemplative atmosphere that immerses the player in the story’s emotional rhythm. Cursed Sight’s structure is relatively simple, containing a few branching points that lead to multiple endings, including one considered the “true” resolution. While the majority of the game follows a linear path, the choices that do exist carry emotional significance. They force the player to confront moral dilemmas—whether to protect, confront, or challenge the systems that govern the characters’ lives. The four endings offer different shades of closure, reflecting how even small decisions can alter the trajectory of fate. The true ending, unlocked after experiencing the others, provides a sense of catharsis while reaffirming the themes of inevitability and redemption that run through the narrative. Though the branching design is limited, it feels appropriate for a story that insists on the inescapability of fate. The writing itself is earnest and heartfelt, though not without rough edges. At times, transitions between scenes feel abrupt, and certain emotional beats could have benefitted from greater buildup. Some dialogue slips into modern phrasing that occasionally clashes with the otherwise ancient setting, momentarily breaking immersion. Nevertheless, the sincerity of the narrative more than compensates for these flaws. The emotional core of the story is strong enough to transcend its imperfections, and the sincerity of its themes lends authenticity to even its most melodramatic moments. Cursed Sight does not aim for complexity in prose but for emotional honesty, and it largely succeeds. What stands out most about Cursed Sight is how it manages to evoke empathy for its characters. Miyon, despite being portrayed as a cursed being, is never reduced to a tragic symbol. Her struggle for agency, her longing for human warmth, and her quiet acceptance of her role make her deeply relatable. Gai’s growth from servant to confidant mirrors the player’s own evolution in understanding her plight. The supporting cast—priests, guards, and courtiers—serve as extensions of the story’s central conflict, illustrating how fear and faith can intertwine to justify cruelty. These dynamics create a layered narrative that feels both intimate and expansive, painting a picture of a society where divinity and humanity are in constant tension. As a visual novel, Cursed Sight offers a concise experience, typically lasting around four hours for a full playthrough. Though short, it leaves a lingering impression thanks to its emotional weight and thematic depth. The pacing is deliberate, allowing the story to breathe even as it builds toward its more tragic moments. The replay value lies in exploring its alternate endings, each of which adds nuance to the overall narrative. While it may not have the scale or branching complexity of longer visual novels, it delivers a complete and satisfying experience that rewards emotional investment. Ultimately, Cursed Sight is a story that thrives on its sincerity and thematic conviction. It may not redefine the visual novel genre, but it excels in what it sets out to do—crafting an intimate tale about destiny, compassion, and the cost of hope. Its world feels small yet fully realized, its characters flawed but deeply human, and its message both sorrowful and uplifting. For players who value emotional storytelling over interactivity, Cursed Sight offers a poignant journey that lingers long after the screen fades to black. It reminds us that even within the confines of fate, love and choice still have the power to defy the inevitable. Rating: 8/10
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Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Short VN. Easy Achievements, 100% / 3min.
Good story.
This is a nice little visual novel. The story of a boy that works for a girls who eyes can kill and eventually I think they fall in love? I have to be honest it didn't feel that romantic between the characters, more of just a close platonic relationship. I think the art and character design is good and the writing is understandable and tells a good story.
It's not very enjoyable to read. Relies way too much on forced sarcasm that seems like a self-insert from the writer barely reacting to flatly written events instead of actually having a main character written like their own person.
挂卡
Great story, great characters. Must play if you love good tear jerk
[h3] [i]"Анимешная Медуза Горгона в обстановке древнего Китая - идея прекрасна, но есть нюанс."[/i][/h3] Меня очень заворожила идея данной визуальной новеллы. Тем, которых могло бы коснуться повествование, немало. Но в итоге за прочтением последней концовки меня постигло разочарование. Шутка ли - я пишу отрицательный обзор (что происходит крайне редко, я уважаю любой писательский и творческий труд). Хотелось бы разобрать по пунктам все, что понравилось и не понравилось. [h2][b]Плюсы:[/b][/h2] • Графика. Персонажи довольно симпатично нарисованы, но есть нюанс, о нем позже. Присутствует несколько CG, красивые фоны. • Музыка. Вполне атмосферная, но иногда прерывается слишком резко. [h2][b]Минусы:[/b][/h2] Отсутствует эффект заинтересованности и погружения в визуальную новеллу, а именно: • Нет прямой речи, просто куски текста Для меня это совершенно удивительно, так как прямая речь - важнейший инструмент для интерактивной книги. То, что разделяет книгу и VN. К тебе обращаются. Ты - протагонист. Здесь же просто текст нужно проматывать, где в кучу и прямая речь, и мысли протага, и описания действий. Ужасное решение. • Спрайты персонажей. У нас присутствует персонаж, у которого пол лица закрыты повязкой. И имеется на него у нас всего два спрайта - открытый рот и закрытый. Совершенно не постарались ребята. Везде один и тот же спрайт, во всей новелле абсолютно. Халтура или дедлайны? Мы этого уже не узнаем. Так же и с другими персонажами. У Сасы CG было чуть побольше. • Персонажи. Плоооские. Не раскрыты. Смерть кое-кого не была обоснована и раскрыта. Я ждала флешбека. Эмоционального наполнения. Я его не получила. в тру энде нууу просто все хорошо. Ок. Мне пофиг на персов. Пусть живут. • Таймскип. Нафига он был нужен? И так же есть у некоторых сцен резкие обрывы. В целом после получаса бросила все надежды на эту новеллу, так, как поняла, что дальше - только хуже. • Шуточки ГГ. Ну вы серьезно? Он себя ведет, как задрот-двачер. Это было бы к месту, если бы ему было 16-20 лет. Я не против шуток, но здесь они были странные и не в тему. Почему ГГ испытывал симпатию к кое-кому? Я хз. Мы должны по умолчанию, видимо, сопереживать. Но у меня он вызвал отвращение. Своими попытками делаться перед дамами. В общем и целом, из эпизодов понравился эпизод Сасы, Миён и ГГ, где они были вместе и держались за руки. Персонаж Сасы раскрыт более других, у нее есть чувства хоть какие-то. Больше зацепиться не за что. Жалею потраченных денег. Надеюсь, Birdling лучше. Love and Peace.
If i could hide my face too i would
It was a short but great adventure playing this game, it's been like 7 years since I played my last VN, but I enjoyed this one a lot, it might be a bit sad and depressing for some people, but It's also pretty enjoyable, recommended to have a good story for a couple of hours.
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