
有的人活着他已经死了,有的人死了他还活着。还有的人……早就麻木,忘了自己到底是死是活——死亡直播间Plus!橘子班灰色短篇视觉小说合集,由《死亡直播间》《假期第三天》等作品组成。
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 10 → 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.
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Stats
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这款游戏很短,朴实的对话,鲜明的人物风格,超越现实的剧情中又带有让我们深思的人生哲学。有人想要死 有人想要活 有的人把死亡娱乐化 有的人却拼了命证明自己曾经存在过。就这样一部短篇也埋藏着伏笔——自动聊天,在游戏流程前半段就提到,最后发现那人已经腐烂不堪的时候,我跟男主角一样的震惊,只能说不愧是炒饭。相信看过后的朋友们或多或少都会对自己或这个社会有些反思,毕竟虽然这游戏在stm的发行日期是2019年,但事实上游戏在2013年(大概?)就已经在大好网上发行(有人说原版的小梦立绘比现在的好,但我觉得都很可爱hh)假期第三天里男主的状况不就是当今的现状吗?到这里还是得说一句不愧是炒饭!最后希望大家都能有所收获,找到属于自己的生活方式。(哦对了,游戏中还神奇的预言了薄冰哥几十万存款说自己底层的事,当然这是题外话了,不是炒饭粉丝群群友可能get不到hhhhhhh)
Death Live is a story-driven visual novel developed by 橘子班 and published by NVLMaker that explores mortality, emotional isolation, and the darker side of human curiosity through a collection of interconnected narratives. Rather than focusing on action or traditional gameplay mechanics, the title relies on atmosphere, character perspectives, and philosophical themes to create an experience that encourages reflection long after the credits roll. Its premise may initially appear supernatural, but beneath the surface lies a thoughtful examination of modern society and the way people interact with tragedy, fame, and personal fulfillment. The main storyline follows Chen Mo, an internet celebrity who possesses the extraordinary ability to enter the bodies of the deceased and witness their final moments. Instead of treating this gift as a burden, he transforms it into a source of popularity by sharing these experiences with an online audience. This unusual concept allows the narrative to explore the ethics of turning suffering into entertainment while also commenting on society's growing fascination with sensational content. As the story develops, Chen Mo is forced into situations that challenge his beliefs and gradually reveal the emotional consequences of viewing death as a spectacle rather than a deeply human experience. Another major chapter shifts attention to a different protagonist struggling with exhaustion and dissatisfaction in everyday life. Drawn toward a mysterious opportunity that promises happiness through a brief retreat, the character embarks on a journey that questions whether true fulfillment can be found through simple escapes from reality. This storyline serves as a strong contrast to the darker themes of the main narrative while still maintaining the game's overall focus on self-discovery and personal meaning. It examines the pressures of modern living and the emotional fatigue many people experience when trapped in repetitive routines. The writing is easily the game's greatest strength. Death Live presents mature themes through conversations and internal reflections that feel purposeful rather than overly dramatic. The stories often leave important questions unanswered, allowing players to interpret events and form their own conclusions. This approach creates a sense of ambiguity that fits the game's subject matter well. Instead of delivering straightforward moral lessons, it presents flawed individuals facing difficult circumstances and encourages players to think about their decisions and motivations. Visually, the game embraces a classic visual novel presentation with anime-inspired character artwork and detailed backgrounds. While the production values are modest compared to larger releases, the visuals successfully establish the emotional tone of each story. The soundtrack complements the experience with music that ranges from melancholic to unsettling, reinforcing the atmosphere during key moments. Together, the art and audio create a consistent mood that supports the narrative without distracting from it. One of the most impressive aspects of Death Live is its willingness to explore uncomfortable ideas. Themes such as death, loneliness, social media obsession, and the search for happiness are handled with surprising sincerity. The game is not afraid to challenge players with morally gray situations or emotional subject matter, making it more memorable than many visual novels that rely solely on romance or fantasy settings. Its stories are relatively short, but they manage to leave a lasting impression because of the weight of their themes and the thought-provoking scenarios they present. The game's structure may not appeal to everyone. Players seeking extensive branching paths, deep gameplay systems, or lengthy character arcs may find the experience somewhat limited. The anthology format means certain stories conclude just as they become particularly engaging, leaving some characters less developed than they could have been. However, for players who appreciate narrative experimentation and thematic depth, these shortcomings are unlikely to overshadow the overall experience. Death Live succeeds as a reflective and emotionally charged visual novel that combines supernatural concepts with social commentary and psychological introspection. Its strongest moments come from its examination of how people confront mortality and seek meaning in an increasingly disconnected world. While its niche subject matter and slower pace may not suit every audience, those interested in thoughtful storytelling will find a compelling collection of narratives that linger in the mind well after completion. Rating: 8/10
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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.
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
总体上还行,但第一个死亡直播间的故事略逊于讲孤独的假期第三天,前者很多地方有点牵强,后者男主的思考其实挺能道破真相,也是抖音这种短视频能成功的原因,因为一些东西想了也无趣所以不如麻痹自己了,不用多想了,但也有缺点,配音过于夹了,太不自然,但看价钱而言,给个3.5星
炒饭的所有游戏都有强烈的文青病,觉得玩家都是sb,我要教他们些东西,我实在不明白他是怎么想的。
还行
死亡不是终点,遗忘才是
短篇小说集 看个开心吧 剧情一般
sadece çince görsel hikaye oyunu anlamadığım bir şeye de olumsuz vermek istemedim
配音表現真的很不錯,角色的情緒詮釋也加分不少。 兩篇故事的設定都蠻有趣的,尤其《死亡直播間》一開始的切入點讓人有期待感。只是整體劇情收束得比較快,後段進入較直接的說理與反思橋段,情緒轉折也略顯缺乏過渡,會讓人覺得有點可惜。 《假期第3天》則比較偏重內心戲,節奏上可能不是每個人都能共鳴。 不過以這個價位來說,還是很適合喜歡視覺小說、想嘗試不同短篇作品的玩家體驗看看。劇情雖然稍嫌直白,但作為銅板價作品,其實已經算是有誠意的內容了。
【死亡直播间】 故事还挺有意思。 虽然后面有拔高立意,但好像总感觉支撑不起来,可能是因为前期文笔过于市井和低俗化,突然上价值怪怪的,衔接不是特别顺。 【假期第三天】 学会独处,充实自己。 ------ 整体还行吧。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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