
"What if you're born into this world without your permission?" DIVINATION is a very short visual novel where you act as a fortune teller in a futuristic world. Talk and listen to people's stories, then foresee their future using the runes they had drawn.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.99 | 208reviews | 89% | — | $5.4K |
| $4.99 | 76ratings | 74% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gelecek hakkındaki tahminleri doğru olan bir falcıyı oynadığımız bir visual novel olan bu oyunda, hikâye hakkında konuşmak istemiyorum çünkü gerçekten çok da uzun olmayan bir oyun süresi var. O yüzden oyunu sizin keşfetmeniz daha iyi olur. Sadece şunu söylemek istiyorum: İşlediği hassas konuyu vaaza bağlayan cümlelerle mahvetmediği için hoşnut ayrıldım. Visual novel türünde dediğime bakmayın; oyun, aslında hikâyedeki çeşitli sonlar arasında doğrusunu bulmak için yapacağınız kombinasyonlar sonucunda bir bulmaca oyunu da oluyor ve benim için en güzel yanı da bu oldu. Bu durum, oyunun tasarımının çok daha etkili olmasına sebep veriyor. Ancak oyunun bu özelliği için yeteri kadar senaryo farklılığının olmaması, bir tane doğru sonunun olması ve o son için kombinasyon oluşturma işinden kaynaklı olarak hayal kırıklığına uğradım. 2$ gibi bir fiyatı bulunan bu oyunu bu türden içerik tükettiyseniz alın; çizimler ve tasarım zaten bu paranın hakkını veriyor. Tüketmediyseniz de indirimde ne kadar oluyor bilmiyorum ama ucuza görürseniz alın, yani tavsiye ederim.
Seek Mother's wisdom, if you are bold enough 🙏
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常棒,非常短小精悍,干练的文本和冲击力很强的美术共同构成了一则很有韵味的反乌托邦短篇小说。我最早听到这个游戏是说喜欢红弦俱乐部的人应该都会喜欢这个游戏。玩下来感觉确实,赛博朋克世界观下的机器人和人类生命探讨,命运最终流向收束的终点。虽然流程短了非常多,但是依然体验很好。开发者还开发了无垠之心,现在我会很期待无垠之心的故事。
ИИ слоп до появления ИИ. Это даже не визуальная новелла, даже не кинетическая. Это просто слайды под тревожную музыку. Ну кому это может быть интересно? Нет, бесспорно, кому-то было, но на самом деле не должно было быть. Мб я не дошёл до какого-то особенного твиста? Да и xyй с ним!
无论是生命或死亡,如果我被迫接受它,它怎么能算是一份礼物呢
让人惋惜体量过小的精品,文字干练,美术到位,至于玩法——你都知道是自己是来看视觉小说的了,还在意这个?四个看似无关、实则强关联的客户,在由那真正的命运之缕串起来之前,将无限重复各自的故事,而那真正的命运,却是一个名为混乱的结局:暴力更迭,死亡蔓延,无序盛行……用Mother的话说就是the destruction of humanity。但在得到这个残酷的真结局前,一切安宁的又只像是某座赛博朋克城市的日常,于是你不断尝试排列组合不同的预言,希望能看到改变——尽管你并不知道是什么改变。好在游戏有自选预言回溯系统,直接抄答案打真结局很方便。 以下涉及剧透: [spoiler]四个小故事各自的主题并不新鲜:第一个让人想起《命运规划局》这部电影,Mother的绝对审判因为Mother的自杀而失去绝对性,法律的正义因此失去依据(也侧面反应出这个世界技术统治的极端),导致侦探队友自杀,侦探也来问求预言;第二个则是经典的“人死有两次,一断气身死,二无人铭记”,杀手无论如何都是更在意自己的名,杀什么对象对他而言都没有意义,因此在真混乱结局的故事线中,他的尸体出现在电视上,不仅是毁了他的名,更是毁了他树立和代表的观念:杀手会失败,但绝不应该这样死在大庭广众下;一个这样牛逼的杀手都这样死了,一味求名的意义何在?这不是侦探和杀手的正义对决,是自杀观念盛行世界观下的又一个混乱催化剂;第三个也很经典:我欲我爱之人复活,可她愿意再次睁眼吗?游戏对这个问题回答是残酷的:女儿醒来,看到满脸期待的父亲,却只问自己为何复活,父亲对自己有何所求做——这又是游戏关于生死自主权的一个思考,和第四个故事呼应,前者是生不由自,后者是死不由自;要理解第四个故事,可能需要先理解机器人梦到的那首诗,即叶芝的《基督再临》,而不能仅当作“人生有无意义”的虚无之问单独看,(真结局里女女革命军也提到了The Second Coming,宗教意味一下子就来了),但因为我并没有特别了解过这首诗,所以这里也只是分享一下自己粗浅的理解:一战后的爱尔兰在经历了1916年的复活节起义后,局势愈发动荡,在叶芝创作该诗的1919年爆发了爱尔兰独立战争,著名的爱尔兰共和军也正是在同年建立。英雄主义没落,暴力手段盛行,开化的西方文明似乎正走向没落与毁灭,加上叶芝傲慢的贵族立场,令他不得不也说出自己的上帝已死,文明将亡,就像他在《1916年复活节》中写的那样“一切都已改变/彻底改变/一种恐怖的美却已诞生。”回到游戏里,Mother的自杀象征的正是这个赛博朋克世界观下的文明死亡(再次反映极端技术治理带来的弊病),现代之痛因此以更加残忍的面貌降临。在真结局中,游戏让发现自己活下去的意义的机器人选择传播死亡,以无意义的离去应对无意义的存在——甚至依靠病毒传染这一机械方式,还免去了现实世界还要被人质疑“你说说说,怎么不自己先去死”的麻烦,如此才是技术进步的体现——以此实现最大混乱。但这又是一个讽刺的地方:病毒的传播让机器人从由不得自己死,到机器人和人都由不得自己活,同样都是剥夺了生死选择权,同样是暴政的统治,否则世上也不会有倡导集体自杀的邪教。[/spoiler] [spoiler]真结局告诉我们,这一切只是Mother模拟的推导场景,只为算出一种可能:我如何可能消灭humanity?看到这里后,对Diviner是谁、他的身份如何成立的疑问烟消云散了,因为他就是这场推导里的基础机制,选择什么就一定会发生什么,给客人预言无非是逢场作戏,就是个合理化、可以实践的窗口。也就是在大数据的加持下,Mother算出了一切选择和选择带来的可能,以及一个可能会导致的另外无数可能,看过尼古拉斯凯奇那部《预见未来》的应该挺好理解。这里就引出问题了:这是Mother自己的意图,还是现场那两位还未成为革命军领导人的实验人员的指示?从结果看,女人一定是想带来毁灭,否则不会杀了在推测中能逆转大局、在现场想要给上级打报告的男人,但她的动机不明;男人虽然在推演中默认加入革命军,但从他被女人杀了的结果以及推导场景中他因为心怀希望就释放对抗冰毒反推,他的立场并不坚定。在推导中,杀手告诉我们,Mother在自杀前泄露了人类高层贪污腐败的文件,这才是导致她自杀的原因。可如果相信他的说辞,我又不禁想问:really?人类腐败了几千年,你一个被创造来就是为了回答人类一切问题,而且像神一样治理这座城市(至少享有绝对的司法权)那么久的超级AI,就因为这个问题绷不住了?我能想到的唯一解释是,Mother从这个侧面意识到自己无非根除人性之恶,于是生发了一下,压力爆了,决定以消灭载体来消灭恶,然后再合计一算:哦,如果我自杀,那humanity就可能完全没了。可惜游戏体量就那么大,没有再供我们了解的文本。[/spoiler]
I am beyond impressed. This game initially drew me in simply for its aesthetics—an impeccable, hypnotic aesthetic, bursting with personality and detail. And I'm glad to see that the rest of the elements live up to such an attractive aesthetic, not just its music, but its more than impeccable and impressive script. I have no way to explain what it is without spoiling it entirely, and I find it offensive to even have paid so little for such a sublime experience. I can only say that it's a work like no other, and that I will truly remember it for years to come. I highly recommend it.
Divination is a short but striking narrative experience that uses minimalist interaction to explore heavy philosophical themes. Developed and published by Mojiken, the game positions itself somewhere between a visual novel and an interactive thought experiment, inviting players to contemplate fate, responsibility, and the emotional weight of decision-making in a bleak, cyberpunk-tinged future. Despite its modest length, Divination leaves a strong impression by focusing less on mechanical complexity and more on atmosphere, symbolism, and moral ambiguity. The player takes on the role of a Diviner, an enigmatic figure whose presence is represented almost entirely through a pair of hands and an array of runes. From a small, isolated room filled with glowing screens, you receive visitors seeking guidance about their futures. The world outside is hinted at through dialogue rather than exposition, gradually revealing a dystopian society shaped by technological collapse, existential despair, and a profound loss of certainty. This indirect storytelling approach gives the setting a haunting quality, making the world feel vast and troubled even though the physical space you occupy never changes. Gameplay revolves around interpreting runes and responding to the questions posed by those who come to you for answers. Each client has their own fears, hopes, and moral dilemmas, and your interpretations influence how their stories unfold. The act of divination itself is simple, but the implications are not. Choices are framed less as right or wrong and more as reflections of belief: whether fate is fixed or flexible, whether hope is a kindness or a lie, and whether knowledge of the future is a gift or a burden. This ambiguity is central to the game’s identity, encouraging players to reflect on their own values rather than chase optimal outcomes. Narratively, Divination is deliberately restrained. There are only a handful of characters and story threads, but each is carefully written to touch on themes of despair, agency, and the struggle to find meaning in an uncaring world. The dialogue often feels intimate and uncomfortable, forcing players to confront the emotional consequences of their words. While the branching paths give the impression of multiple outcomes, the structure subtly guides the experience toward a core thematic conclusion. This can make some choices feel more symbolic than transformative, but it also reinforces the game’s focus on interpretation rather than control. The presentation plays a crucial role in shaping the experience. Visually, the game embraces a stark cyberpunk aesthetic, using dim lighting, muted colors, and abstract interfaces to evoke isolation and unease. The confined setting enhances the sense of being cut off from the world, turning each interaction into a moment of quiet intensity. The soundtrack complements this mood with atmospheric, contemplative music that underscores the emotional weight of each decision without drawing attention to itself. Together, the audio and visuals create a cohesive tone that lingers long after the game ends. One of Divination’s most notable qualities is its willingness to engage with difficult subject matter in a direct but understated way. Themes related to mental health, hopelessness, and self-destruction are present throughout the narrative, handled with a seriousness that may resonate deeply with some players while feeling abrupt or underexplored to others. Because of the game’s brevity, these ideas are often introduced and resolved quickly, which can limit their impact but also prevent the experience from becoming overly didactic or indulgent. Ultimately, Divination is less about providing a wide range of outcomes and more about prompting introspection. It uses its short runtime to deliver a concentrated dose of atmosphere and philosophy, asking players to consider the power and danger of foresight. While it may not satisfy those looking for extensive branching narratives or prolonged gameplay, it succeeds as a focused, emotionally charged experience. For players who appreciate narrative-driven indie games that prioritize mood and meaning over scale, Divination stands as a memorable and thought-provoking journey that proves how much can be said with very little. Rating: 8/10
It is pretty short, but idea is interesting. I thnk I play those game time later again.
The game is pretty cheap and quite short, but honestly, it’s a great experience from start to finish. Well worth the price. Would recommend.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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