
Arise player, welcome to Diari! Explore the world of Ekrose with Aimacra, giving them insight as she traverses through platforming and puzzles to meet her friend Sirestias. Guided by intuition and emotion, you will shape Aimacra through her journey and how it all ends.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
OK, so I was able to play the game in Beta and goodness it has grown so much. I love this game a lot, a lot of different endings and whatnot and they all seem very fleshed out. I'd say what the game markets itself as is pretty much what you'd expect. Imo a top notch-game, I wouldn't say it's celeste 2 even with it's similarities. It takes those similarities and transforms and meshes them with such a cool gimmick, great game 9/10
the most underrated game on steam
Not far into it at all only a few minutes really but i've really enjoyed a small bit of the game i've been able to see. Looking forward to exploring it more :)
Rather a nice game, however it has it's problems main pros are music, pixelart and some gamedesign ideas cons include some bugs, savepoints are kinda rare considering the fact that this is a platformer game, I would prefer if game saved itself in every new room. Also dialoges are kinda cringy, ngl
It's truly charming visually, with a lovely style and great music to boot! But I wouldn't attach this project with a game- at least, not this kind of game. The gameplay feels way to experimental to be final. It's a fine story, but the game it's attached to holds it back. A lot of the mechanics feel very unpolished. The main jumps (I'll call it the ABA standard) occasionally get delayed when i press them, and the height varies in degrees that feel more up to chance than timing. I'll have times where my B jump doubles the height of my A and others when it doesn't even cover 1/3 the height. For a precision platformer, the acceleration feels totally out of wack - i can zoom to the other side of a corridor with a second of pressing left or right, which makes tight spaces with spikes nearly impossible with the micro-tapping i need to do on my keys. And the roll gives you invincibility, but I can't ever tell when I'll be able to move again or use it after cooldown. I'm gonna stay on spikes for a little bit. Why are their hitboxes square? And why have health canisters if they kill you instantly anyways? The projectiles that actually matter when it comes to health just feel like tiny gnats, where it doesn't matter if i get hit by them or not because i'll just run into a spike later and get all of my health back. For bosses, it's a little different. I'm writing this after defeating the testing bot and subsequently getting softlocked in the rush hour that follows. (Also, why do the crushers have such weird timing, or why do they kill you when you aren't moving? but anyways, about the boss...) Why are there spikes on the walls?? Why is there one specific bullet that the boss shoots that instakills you anyways? Why does it have instakill contact damage? Why are its patterns direction-specific, instead of facing the player? The UI looks really neat! ...but it takes so long to sift through. a lot of the inputs get delayed by a second whenever you want to move anywhere, and the accept key being the spacebar feels really off, especially since no keybinds are able to be set. Dialogue can feel in the way sometimes when you're trying to redo a section because of the second delay, and I've heard this is especially the case during earlier bosses. My thoughts may change later as i continue to play the game, but if it's this hard to get into, i still can't recommend it. Final note, why does microsoft 2005 visual c+ 3.5 need to install?
Quite fun couldn't tell ya a single thing that's going on but I'm enjoying still
this game is amazing and has an amazing art style ! :) you really should buy this game it is worth more than what you have to pay.
quite literally the most underrated game on steam
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下面是中英双译=bilingual translation (Chinese-English)。 Me:今天是2026年3月9日。是我玩Diari这么久以来的一次总结性锐评。我是从泰拉瑞亚模组到这里来的,也就支持一下作者,没想到这个游戏这么令人无语!(至今没有完美通关,也没有玩到最终结局{需要通过钥匙解锁的门}) 1.这个游戏的整体画风是相当不错的,建筑的布局也还行。但是越玩到后面你会感觉很烦。因为虽然游戏流程短,但是作者跟我说这个游戏有8个结局!!!我玩了36个小时-也就只解锁了4个(时钟,成长树,黑暗人,Aimacra的大头照)。为什么这么慢呢?答:就是这个结局的解锁方式是要求你在每一次对话中做出选择。每个选择会影响最后的结局。我服了,可能有人会问:哥们哥们,不是有存档点吗?OK看下一个锐评。 2.很烂的存档点:我是2024年7月30购买的Diari,这个游戏的保存是通过床来解决的。我们姑且举一个例子吧。。。 (世界A)OK!New game! 让我们踏上旅程吧!好的,玩到最后,你发现你只能通过重新开一把游戏来解决了。(存档的机制是就近原则) (世界B)OK!又是一个新存档。又要重打一边了(除去失误大约要3个小时) (世界C)OK!你发现你只要在每一个选项前保存游戏,并且复制粘贴了下来,保存到自己新创建的文件夹中保存下来! (世界D)怎么回事?这个存档文件夹怎么比游戏本体还要大?(我的老内存条有已经400MB了) 3,剧情,没什么大问题 4.(路痴与盲人)为什么我会只样子比喻玩家呢?因为在这个游戏中是没有小地图的,因为游戏引擎的原因,作者没办法。所以你只能到处闯来闯去,能有什么名堂来? 总结:我受够这个作者了,我给她发消息她有时候就冷暴力我,Diari现在一堆BUG不修去搞2.5D的东西 QWQ Here is the English translation for your review. I have tried to keep the tone passionate and critical, matching your original text, while making it sound natural in English. Bilingual Translation (Chinese-English) 1.》Me: Today is March 9, 2026. This is a summary and a sharp critique after playing Diari for so long. I came here from the Terraria mod just to support the author, but I didn't expect the game to be this speechless! (I haven't achieved a perfect通关, nor seen the final ending {the door requires a key to unlock}). The overall art style of this game is quite good, and the layout of the buildings is acceptable. But the more you play, the more annoyed you feel. Although the gameplay is short, the author told me there are 8 endings!!! I've played for 36 hours and only unlocked 4 of them (Clock, Growth Tree, Dark Man, Aimacra's close-up). Why is it so slow? Answer: The way to unlock these endings requires you to make choices in every dialogue. Each choice affects the final outcome. I'm speechless. Someone might ask: "Bro, bro, aren't there save points?" OK, move on to the next sharp critique. 2.》Terrible Save System: I purchased Diari on July 30, 2024. The game's saving is solved through beds. Let's give an example... (World A) OK! New game! Let's start the journey! Good, at the end, you realize you can only solve it by restarting the game. (The save mechanism is based on the nearest principle). (World B) OK! Another new save file. I have to replay it all over again (about 3 hours excluding mistakes). (World C) OK! You realize that as long as you save the game before every option, copy and paste it, and save it in a new folder you created! (World D) What's going on? Why is this save folder larger than the game itself? (My old memory stick is already 400MB). 3》Plot, no major problems. 4》(A Person with No Sense of Direction and a Blind Man): Why do I use this metaphor for players? Because there is no mini-map in this game. Due to the game engine, the author couldn't do anything about it. So you can only rush around everywhere. What can you achieve? Summary: I'm fed up with this author. Sometimes she gives me the cold shoulder when I message her. Diari has a bunch of bugs that aren't fixed, and she's off making 2.5D stuff instead.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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