
Seiji Maruyama is a middle-aged yakuza recently released from prison. Known as "Gozuki" (one of the demon generals from Buddhist mythology) he is the power that his oyabun counts on. But there is one thing his aniki is not taking into account: Maruyama is getting old.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Aug 24 → 0.57/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

Genres
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 | $19.99 | 1Kreviews | 81% | — | $380.6K |
| $19.99 | — | — | — | 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 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have to say this game is like River City Ransom mix with Yakuza and Majora's Mask. It's cool that you play as a Guy that is slowly dying and you only have short time to do anything to get a decent ending. It's odd that triple a games are not creative than indie games.
Oyunda çok fazla bug var, birini döverken ışınlanabiliyorsunuz, kavganın ortasında anlamsızca harita dışına sürüklenebiliyorsunuz ve istediğiniz event dizelerini kaçırıyorsunuz. Bazı haritalarda hayatta kalmak imkansız oğlu imkansız keza kafanıza şişe atıp sizi 5 saniyede indiriyorlar. Hikayesi gayet güzel bir oyun altı da dolu bir oyun ama karaktere bir hastalık konup oyunun sonunu her türlü karakterin vefatı ile bitirmek oyuncuyu kısıtlıyor.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Japanese, Spanish - Latin America, Portuguese - Brazil, Korean, French, Traditional Chinese
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺好玩的游戏 就是按键有点乱
画风和剧情比较喜欢,就是走路也太慢了,还有前期我把衣服拿在手里不知道按了一个什么键掉下来了,这件衣服再也捡不起来了……
Really wanted to like this game, it could have easily been a 10 for me with great style and fighting, but the lack of in game guidance and sense of direction made it feel kind of pointless each time I played.
Fading Afternoon is an unconventional action RPG that combines side-scrolling beat 'em up combat with life simulation and narrative-driven decision-making to create a thoughtful and emotionally engaging experience. Developed by yeo and published by yeo in collaboration with IndieArk, the game takes a refreshing approach to the crime genre by focusing on a veteran yakuza nearing the end of his career instead of an ambitious newcomer seeking power. Rather than glorifying violence, it tells a reflective story about aging, redemption, and finding purpose after years spent living in a dangerous underworld. This mature perspective gives the game a distinctive identity that sets it apart from traditional action titles. Players step into the shoes of Seiji Maruyama, an experienced enforcer who has recently completed a prison sentence and returns to a world that has changed without him. His reputation still commands respect, but time has taken its toll, forcing him to confront physical limitations and uncertain relationships. The narrative unfolds through conversations, exploration, and player choices, allowing the story to progress naturally instead of relying heavily on cinematic sequences. Every decision influences Maruyama's journey, encouraging players to shape his future while reflecting on the consequences of his past. The writing successfully balances moments of quiet introspection with dramatic confrontations, creating a story that remains engaging throughout. Combat is grounded and satisfying, emphasizing skill and patience over flashy spectacle. Players must carefully manage positioning, timing, and defensive maneuvers while adapting to different enemy types. Maruyama is powerful but no longer invincible, making every fight feel meaningful rather than effortless. The game's mechanics reward players who learn enemy attack patterns and master the protagonist's abilities, resulting in battles that remain tense and rewarding. While the challenge can be demanding, especially during larger encounters, it complements the overall themes by reinforcing the idea that experience alone cannot overcome every obstacle. Outside of combat, Fading Afternoon offers a surprising amount of freedom. The city functions as more than just a collection of combat arenas, inviting players to explore neighborhoods, interact with residents, and spend time on various side activities. These quieter moments are essential to the overall experience, allowing players to see Maruyama as more than simply a fighter. Everyday activities help build the game's atmosphere while providing opportunities to strengthen relationships and discover additional story content. This blend of action and slice-of-life gameplay creates a satisfying rhythm that keeps the world feeling authentic and lived-in. Replayability is another major strength thanks to its branching narrative and multiple endings. The choices players make throughout the adventure influence both character relationships and Maruyama's ultimate fate. Rather than presenting simple good-or-evil decisions, the game offers meaningful choices that reflect different philosophies about loyalty, forgiveness, and personal fulfillment. This encourages multiple playthroughs, as each path reveals new perspectives on both the protagonist and the world around him. The different endings feel earned because they grow naturally from the player's decisions rather than existing as arbitrary rewards. The pixel art presentation is consistently impressive, using detailed environments and expressive character animations to bring the game's urban setting to life. Every district possesses its own personality, from quiet residential streets to bustling entertainment areas, while subtle environmental details reinforce the melancholic atmosphere. The soundtrack further enhances the experience with music that shifts seamlessly between reflective melodies during exploration and energetic tracks during combat. Combined with strong sound design, the audiovisual presentation creates a memorable atmosphere that supports both the emotional and action-oriented aspects of the game. Fading Afternoon also deserves credit for treating its mature themes with sincerity. Violence, alcohol, smoking, and other adult subjects are presented as natural parts of the protagonist's harsh lifestyle instead of being included merely for shock value. The story consistently emphasizes the emotional and personal costs of living within organized crime, making its dramatic moments more impactful. This grounded approach allows the narrative to explore complex themes without losing sight of its central message about change, regret, and the search for meaning later in life. The game is not without shortcomings. Its deliberately slow pacing may not appeal to players seeking constant action, and certain progression systems can occasionally feel vague, requiring exploration or experimentation to determine the next objective. The combat's difficulty may also prove intimidating for those unfamiliar with classic beat 'em up mechanics. However, these elements largely stem from the game's commitment to immersion and thoughtful pacing rather than poor design, and players willing to embrace its unique style will likely find the experience rewarding. Overall, Fading Afternoon is a remarkable blend of storytelling, exploration, and action that successfully transforms a familiar crime drama into a deeply personal journey about growing older and facing the consequences of one's choices. Its memorable protagonist, meaningful player decisions, engaging combat, and richly detailed world combine to create an experience that remains emotionally resonant long after the credits roll. It stands as one of the more distinctive indie action RPGs available on Steam. Rating: 8/10
nice game
유치원 초롱반 시절 1짱이었던 제 모습이 떠오르네요
Yeo makes some of the greatest games of all time, if you could call them games. I love the scenery and environmental story telling, and the somewhat brutalist method of communication shown by the protagonists in Yeo's games.
[h1]Às vezes o jogo tende a ser repetitivo, mas ainda assim é divertido.[/h1] A repetição vem quando é preciso curar o personagem a cada instante para entrar em combate para dominar territórios, pois a cada dia que passa ele está a beira da morte, devido a doença que tem. Fica nisso: Curar o personagem e ganhar territórios e não perder territórios. A morte dentro do jogo é permanente, o dia do jogo passa bem rápido é bom saber o que você quer fazer em cada save. O guia é necessário para não ficar perdido no jogo, pois o jogo não dá dicas e contém vários finais para fazer. Você pode simplesmente não se preocupar com isso e ficar andando por aí, contemplando as paisagens. [h1]Roleplay[/h1] Quando comecei no jogo eu estava andando pela cidade, fui em bares, karaokês entre outros lugares. Um dia estava andando de trem e de repente um cara atirou no meu personagem; tive que começar o jogo desde o início.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 3.2K | 89% | $14.99 | |
| $1.8K | 16 | 100% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $380.7K | 393 | 64% | $24.99 | |
| $380.8K | 957 | 96% | $14.99 | |
| $380.8K | 808 | 90% | $19.99 | |
| $380.9K | 2.5K | 87% | $7.99 | |
| $380.9K | 1K | 80% | $14.99 | |
| $380.9K | 302 | 65% | $39.99 |