
Flashback is a strategy game oriented to your choices. You will play the role of a deliveryman and live in a turbulent city for a month. You will meet various characters and experience events, and those characters' fates will cross and they will usher in their own futures based on your choices.
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/day in the week to Aug 10 → 0.29/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; 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 | $0.99 | 470reviews | 86% | — | $9.8K |
| $1.99−80% | 717ratings | 88% | — | 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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
非常不错的游戏,很有年轻朝气的感觉!
Interesting game for less than a dollar. Very grindy.
とりあえずエンディングは全種見た。世界観が繋がっている(?)前作のサンセットルートもプレイ済。こちらも全種エンディングは見ている。 その前提の上で、正直なところゲームとしてあまりオススメできる物ではない。 運ゲーの部分は各イベントでのパラメータの増減を覚えて、バランスとりつつ放棄とロードで何とかなる。問題はストーリー面。 魅力的なグラフィックで奥深そうな世界観を見せてはくれるものの、その提示の仕方が断片的すぎるので、端的に言って何が何やら分からないまま、何が何やら分からないイベントが起き、ゲーム内でだけ解決してしまう。これはどのエンディングでも基本的に同じ。 全エンディングを見た感想が「結局どういう話だったんだ?」なのはどうかと思う。こういう話にアレコレと背景を考えるタイプの人にはいいかもしれないが、自分には合わなかった。
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, Japanese, Simplified Chinese, Traditional Chinese, Korean
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
まずこのゲームの魅力は3つあります。まず一つ目はこのゲームの世界観、世界観というのはゲームで最も大事な核になると思います。この世界のルール、常識、生物や自然、非日常なものから日常の中で嫌なほど体験するものが舞台になっているゲームも、ゲームというのは無限大と言っていいほど世界観というのはあるが、このゲームの世界観はゲームをすればするほど人を引きこみます全体的に少し暗いような空気、どのキャラクターも笑顔がなく唯一笑っている聖職者も捨てられた子猫を見ているような顔をしている、この希望がほとんどないような世界で生きるのがとても素晴らしい。2つ目がゲーム性である。難しい操作がなくクリックのみで楽しめるため世界観に集中できる。よくあるビジュアルノベルじゃなく、ちゃんと考える要素もあるので、ゲーム性もしっかりある。バランスもしっかりしていた。3つ目はBGMです。基本的にBGMはプレイ中に聞くもので他はエンディングやOPは別になっている(ほぼ流れてはいない)このプレイ中に聞くBGMがすごくこのゲームに合っている。ゲームプレイを邪魔しない独特で奇妙なBGMだった、語彙力がなさ過ぎて表現できないがこのゲームにこれ以上なくらいマッチしている。このゲームが120¥は正直安すぎるくらいです。
nice
自分で色々気づけると結構楽しい! こんな文章読むよりプレイしたほうが良い作品。
Flashback, developed and published by Renka, is a compact and thoughtful indie game that blends decision-based storytelling with light strategy elements, all wrapped in an atmospheric narrative about survival, responsibility, and consequence. The game places you in the role of a deliveryman living in a chaotic city where every day presents new challenges, moral choices, and unpredictable encounters. The premise seems simple at first glance, but its execution is layered and deliberately paced, inviting players to reflect on their decisions rather than rush through them. Each of your actions, from how you handle customers to how you balance your resources and emotions, shapes not only your personal journey but the lives of those around you. It’s a small-scale experience with big emotional weight, using minimal mechanics to explore themes of perseverance, identity, and the quiet struggles of daily existence. Structurally, Flashback unfolds over a fixed timeline of thirty in-game days. Every day introduces a new event or encounter that forces you to make a decision—sometimes practical, sometimes moral, and often ambiguous. Each choice affects a set of underlying attributes that represent aspects of your character’s psyche and wellbeing. Letting any of these values drop too low or rise too high can trigger various endings, both tragic and unexpected. This constant balancing act forms the heart of the gameplay. The system rewards restraint and foresight; impulsive decisions may feel right in the moment but can have long-term consequences that only reveal themselves later. This design keeps the experience tense and meaningful, despite its simplicity. The game’s brilliance lies in how it makes every small action feel significant, creating a sense of realism in its portrayal of decision-making under pressure. A distinctive mechanic allows the player to “give up” during certain events, effectively letting another personality take over. Doing so causes your attributes to decrease but can sometimes unlock unique outcomes that wouldn’t otherwise be accessible. This feature introduces an intriguing psychological layer, suggesting a fragmented self or a desperate survival instinct that emerges under duress. It also adds replay value, encouraging experimentation with different mindsets and behaviors. This interplay between control and surrender fits thematically with the game’s story of human vulnerability in a turbulent world. It’s a small but elegant system that deepens the emotional complexity of what might otherwise be a straightforward narrative simulation. Visually, Flashback keeps things modest but effective. The presentation is minimalist, with clean interfaces and understated artwork that serve the story rather than distract from it. Text-driven events, simple character portraits, and carefully chosen background colors establish mood without requiring elaborate animation. This restraint fits the game’s meditative tone and makes it accessible to players regardless of hardware. The sound design mirrors this philosophy: soft ambient tracks and subtle sound cues create a reflective atmosphere that complements the story’s melancholy pacing. Renka clearly understands the value of atmosphere, using it not to overwhelm but to immerse. Every element—from the sparse dialogue to the subdued visual style—feels intentionally designed to highlight the weight of your decisions. Flashback’s structure makes it naturally replayable. The short in-game calendar and branching outcomes encourage multiple playthroughs to uncover hidden scenes, alternative fates, and secret endings. The narrative doesn’t overstay its welcome; instead, it invites players to revisit it with a different mindset or moral compass. Each run feels like a new perspective on the same city and the same struggles, offering just enough variation to stay engaging without feeling repetitive. However, its simplicity can also be its limitation. Players seeking complex systems, deep character customization, or extensive dialogue trees may find its mechanics too light and its story too fleeting. It’s not a game that thrives on grand spectacle but rather on small, intimate moments and quiet revelations. What makes Flashback stand out among other indie narrative titles is its focus on emotional realism rather than dramatic flair. It’s a game about the ordinary person caught in extraordinary circumstances, about how choice and chance intertwine to shape a life. The setting—a crumbling, turbulent city—feels less like a backdrop and more like a mirror for the protagonist’s internal struggle. Through simple interactions and understated storytelling, it captures a universal sense of human endurance in the face of uncertainty. It’s the kind of game that rewards contemplation rather than mastery, a story that stays with you because of how personal your experience feels rather than how grand its narrative becomes. In the end, Flashback is a quiet triumph of minimalism and meaning. It distills the complexity of life into a series of small, consequential moments and challenges players to find balance where none seems possible. Its short runtime, accessible design, and replayable structure make it approachable, but its emotional core gives it depth that lingers long after the screen fades to black. Renka’s work is a testament to the power of simplicity done well—a reminder that games don’t need massive worlds or elaborate mechanics to make us reflect on who we are and the choices we make. Flashback doesn’t just tell a story; it lets you live one, fleeting yet profound, in a world that feels all too human. Rating: 8/10
一杯奶茶钱,能玩到还不错的游戏。
플탐은 도전과제 올클 기준으로 길어야 3시간, 가격 대비 괜찮은데 3000 달성 노가다는 좀 지겨움 +엔딩 1,2,3은 각각 초록머리 아인 구하기, 갈색머리 아인이 버린 상자 하류에서 찾기, 파란머리 소녀한테 말 걸기가 트리거 엔딩 4는 향주머니 사고 4렙(후반이면 6렙) 찍고 조류 해치우면 1일차로 돌아갈 수 있음, 이거 이용해서 30렙 이상 찍고 30일차로 넘어가면 됨
단순히 뇌 비우기 좋긴 하지만 무작위가 진실쪽 가기가 너무 힘들게 해놓았다. 특히 100 초과시10 초기화 기능이 너무 어렵게 만들었다 추가 5시간만에 완료 스트리머에게도 할만하다. [spoiler] 초기화 기능을 피하고 싶다면 초기화 단계에서 강제 종료후 다시 키면 포기 선택지가 나온다.[spoiler]
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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