
"When there's nobody there to see you, you disappear." In Girls Made Pudding, two girls tour a series of towns that people have disappeared from.
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): 0.86/day in the week to Aug 14 → 3.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
"When there's nobody there to see you, you disappear."
In Girls Made Pudding, two girls tour a series of towns that people have disappeared from. Follow them on the road as they find out the mysteries of this world.
Come for a Ride
In most games, you're always trying to reach a destination. In Girls Made Pudding, everything happens during the journey.
Nothing will happen if you stay where you are, and the more you travel, the more dialogue you'll get.
Keep the bike moving and the girls chatting and eventually you'll unfold this story's mysteries.
Gathering and Cooking
While you're traveling, you'll find ingredients that you can cook with.
Eating those dishes will lead to new dialogue branches for the two girls.
Try cooking whatever fits the mood of the story in that moment.
Hunger and Sleeping
As they travel, the girls slowly get hungrier. Make sure to keep them fed. However, you can turn off the hunger mechanic in the difficulty settings.
Also, after a while, night will fall, ending your journey for they day. You'll need to find an empty home to sleep until morning.
"When there's nobody there to see you, you disappear."
It's weird, but it's been like this for a while now. Almost half a year.
The journey started with Sumibi's wish—"I want to eat that pudding again."
She and Nikomi go on a bike trip, traveling from town to town while looking for ingredients and meeting new people. Little by little, they start understanding what happened to the world.
They keep traveling and they keep looking at each other... lest they disappear.
Sumibi
A bike-riding girl on a journey. She was a regular at the café where Sumibi use to work.
Nikomi
A girl traveling along with Sumibi. She used to work at a café but she's not very good at baking and cooking.
Production: KAMITSUBAKI STUDIO
Scenario and development: Kazuhide Oka
Character design and concept art: Zumochi
Art and character models: Zumochi
Soundtrack: Daijiro Nakagawa
Logo art: JEFF99
English Translation: Marco Godano
Simplified/Traditional Chinese Translation: flankoi
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 | $9.99 | 926reviews | 95% | — | $131.8K |
| $9.99 | — | — | — | 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 110 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
治愈、氛围、短篇公路小品 感谢富婆的礼物,很适合放空大脑或者临睡前读一段的氛围小品。最近正好在忙着搬家,收拾东西累了就读一段,应该是刚刚好的节奏。末世、车旅、与两位others相遇相知相别,结构上确实有少终的味道。不过文本稍微欠缺了些火候,燔芽有大段对世界观的科幻设定属于画蛇添足,毬音些许老套的情节与表达反而极易令人共情。gameplay聊胜于无、难度也形同虚设,基本上开局了解机制后就可以完全不动脑地游玩,本质是增加了一点微乎其微操作性的视觉小说。 始于布丁、终于布丁,漫无目的的旅行、随性惬意的交谈,配上舒缓的音乐、清新的画风,很适合任何想读一本治愈短篇小品的人。即便有一些对于社会性与关系性的哲思,但着墨点更多在于少女们的心态变化与平淡而浪漫的日常,其实本作仍然是感受大于思考的氛围作,就像毬音说的『我很喜欢你们的这种感觉』,以轻松的心态放空大脑阅读即可。 7.5/10
[h1]二人の少女がバイクに乗りながら他愛もない会話をするADV[/h1] はじめに言うと、筆者は発売当初(恐らく)に購入はしていたものの、最近まで積んでいました。 そして、それは少し勿体なかったかもしれないと思いつつ、本作の良さを伝えるべくレビューを書くことにしました。 [h2]ゲームの概要・登場人物[/h2] 本作の主人公となるキャラは「スミビ」「ニコミ」の二人となり、バイクで旅をしつつガールズトークで話が進行していきます。 その他にはストーリーにも深くかかわってくるNPCが数人います。 本作の登場人物の名前は料理の名前や、料理に関する言葉からとられています。 また、その料理こそが本作の主軸になっていると言えるでしょう。 (料理自体は調理器具を入手した後、使う食材を選択するだけ) 主に料理をすることでストーリーを解放し、バイクで走ることで読み進める。基本はこれの繰り返しです。 [h2]実績・ゲームの難易度について[/h2] 実績は全18個で、エンディングに到達するだけで大半は解除可能ですが、数個はクリア後のやりこみ要素と言えます。 後述の難易度設定も含めれば、全実績解除まではそう難しくはありません。 本作には満腹度・体力・正気といったパラメータがあり、これはサバイバル要素を連想させるものです。 女の子がそうした状況下に置かれるところをあまり見たくないという方もいるかもしれませんが、 [u]難易度「STORY」を選択すれば事実上その要素をなくすことができる[/u]ので、これで純粋にキャラクターやストーリーを楽しむことができるでしょう。 [h2]その他要素など[/h2] 本作のキャラクターには声優がついていることは明記されていませんし、実際会話には声は充てられていませんが、 カセットテープを拾い集めることで、いくつかのボイスやボーカル楽曲を楽しむことができます。 また、エンディングテーマもMV付きで収録されており、本作をクリアした方へのご褒美要素となるでしょう。 レシピを拾い集めることが全ての料理を作る実績解除の足掛かりになりますが、 実際にどれを作った・まだ作っていないかはゲーム内で表示されず、記憶に頼るしかなかったのはやや難点とも言えます。 [h2]まとめ[/h2] エンディングまでは2時間弱、全実績解除まではレビュー時点でのプレイ時間の通りでした。 本作のストアタグには「ウォーキングシミュレーター」がありますが、移動は常にバイクであり、 また、何十時間、何百時間と遊べるゲームではなかったということにはなりますが、 ストーリーは短めながらもほどよくまとまっており、二人の主人公のキャラには惹かれるものがありました。 いや、ホントに良いキャラしていて、二人をもっと深く楽しめたら嬉しかったなあ、とも思います。 [strike]サマーセールが終わってからこのレビューを上げることになって申し訳ない。[/strike]
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 110 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
카미츠바키 스튜디오에서 만든 비주얼노벨느낌의 게임 아포칼립스 세계에서 ;니코미'와 '스미비'가 그날 먹었던 푸딩을 다시 먹기위해 오토바이를 타고 여행을 떠난다는 내용의 게임이다. 위에서 말했듯이 비주얼노벨 느낌이 강한데, 오토바이를 타고 다니면서 여러 dialogue를 볼 수 있기 때문. 그 과정에서 여러 재료들이 해금되면서 점차 여러 종류의 음식을 만들 수도 있다. 기본 bgm은 lo-fi 곡들이라 편안하게 게임을 플레이할 수 있다. 도전과제 난이도는 어렵지 않은 편이고, 한글미지원에 영어 텍스트량이 많아서 부담이 될 수도 있는데, 인터넷 검색하면 한글패치 방법도 있으니, (어렵지 않음) 플레이를 해볼 사람들은 인터넷에서 해당 내용을 검색해서 적용하면 될 것 같다.
추천
[h2]A beautiful mix of Visual Novel and Resource Management, GIRLS MADE PUDDING tells a heartfelt post-apocalyptic story. It’s unique, well-written, and clearly made with a lot of passion, and I adored every minute of it.[/h2] [h3]Story and Setting[/h3] The world has all but ended. After humanity encountered a disease that spread via eyesight, they developed and launched a satellite to intercept the imperceptible waves of information that are transmitted via looking at the world; however, with horrendous consequences that only had become apparent once it was too late to stop them: Namely, people had started to disappear. Specifically, people disappeared when not looking at each other, though it is a bit more complex than just that. https://steamcommunity.com/sharedfiles/filedetails/?id=3762761804 GMP follows two surviving girls in a world that is almost entirely abandoned, approximately six months after these disappearances started. One of them, Nikomi, a catgirl cook at a local café, and the other, Sumibi, a regular high schooler who frequented it. This doesn’t mean that they are the only people around, and over the course of its roughly five-hour story, players get to encounter two more characters, which illuminate the mystery behind what is going on: Why everyone has disappeared, what these disappearances imply, and how to technically stop it—but none of this is too relevant for the two main characters, who are simply trying to find comfort in a dead world between each other. Traveling on a bike and trying to keep themselves focused with a goal just barely out of reach: Recreating the favorite pudding of Sumibi from when the café still existed. Structurally, GMP is split into three chapters, which are characterized by their meetings with the other aforementioned characters. Within each chapter, players can pick and choose stories to follow via cooking meals. For example, the pair may meet a character, and during their introduction, they may note various terms players can follow up on. They may tell you about their childhood, they may talk about the pandemic that started the disappearances, and maybe they'll talk about their own current plans. All of these three, as an example, could then represent stories players can follow up on, sort of like an RPG quest, by cooking the meal specified via the story tracker on your UI. “Stories”, here, refers to simply chatting between characters with very rare dialogue options. GMP is a short game and nevertheless manages to do quite a lot in those five hours. In particular, I just found the worldbuilding surprisingly compelling. And the game just really nails this melancholic atmosphere in an equally unique setup for an apocalyptic setting. It is something that has an actual subgenre term for in Japanese media as [i]Mono no aware[/i], an appreciation of the transient nature of life, and is an incredibly interesting way to represent a setting like this. [h3]Gameplay[/h3] The most important thing to note about GMP is that it is mainly a Visual Novel. The extreme majority of your playtime will be spent simply reading conversations as you follow the roads on your bike, and even this driving can be almost automated. Apart from your driving, players need to manage three stats: Hunger, Energy, and Sanity, which are used to solve encounters on the road, such as a wild animal blocking your way, or for scavenging supplies. This may sound like GMP is, in part, a survival game, but it is not and could not be further from one. None of these three bars are actually tied to fail states and will simply force the day to roll over if you manage to completely exhaust any of them. Similarly, the game tasks you to find shelter before nightfall but, likewise, does not tie this to any palpable punishments. Effectively, this means that managing these three bars is almost solely an immersive element for the story. This unimportance is further reinforced by the player being allowed to completely turn such things off via difficulty settings. A better way to look at these is not as a means of a genuine gameplay element but as a way to make the VN storytelling more engaging to the player over the course of its runtime. https://steamcommunity.com/sharedfiles/filedetails/?id=3762761625 Your inventory management and your cooking is a bit more involved. While you cannot strictly fail and die due to hunger or exhaustion, you still want to manage your gauges to keep going with your current day and finish out the available stories. All three bars can be restored by cooking food, which you will be constantly doing to advance the story, which also means that you are constantly scavenging buildings and picking up items on the road and from events to find the exact ingredients you want while simultaneously listening to the dialogue. The game actually also skews your pickups towards whatever you need for your currently available quests, meaning that you will never need to wait for lucky pick-ups for some obscure recipe to continue any of your stories. This is a surprisingly intuitive push-and-pull that works to keep you more engaged than if you were truly just reading the text on screen, as you are genuinely planning ahead on what supplies you will need next even without the threat of a game over looming over your head. Virtually all gameplay is kept to be very unintrusive and is designed in a way that you can effortlessly follow the text on screen first and foremost. [h3]Graphics and Sound[/h3] GMP isn’t exactly a game that I would call pretty. While I do really enjoy the character artwork, the environments and actual character models are quite lacking. I wouldn’t say that this would be too bad if at least the various towns you drive through looked at least a bit distinct, but overall each settlement you drive through looks the same: foggy, bland, and undetailed. A nice aspect that is somewhat rare but that I always appreciate is that GMP unlocks a gallery with some concept art, as well as additional character artworks for you to browse after finishing the game. https://steamcommunity.com/sharedfiles/filedetails/?id=3762881713 The soundtrack fares better than the visuals, and the game even includes collectible cassettes you can play during your travel; however, it will also default to environmental music whenever you are in a story segment (read: constantly). This means that during most gameplay, the music is pretty repetitive, but the tracks are nevertheless good to even great, as is especially the case with [i]A Story Just for Two (二人だけの物語)[/i]. While the game does not feature any voice acting during the story, there are optional cassettes to be found after the ending that actually do feature the intended character voices, which was a neat thing to find. [h3]Final Thoughts[/h3] GMP is a fantastic little game if you know what you are in for. The story, while not necessarily deep or overly complex, presents you with a unique take on the post-apocalyptic setting that is easy to understand and follow. The game excels in writing and developing the very small cast of characters well, though of course the two protagonists stand out in particular. It’s unique and tightly designed, even if that design relies on minimalist gameplay that people should be aware of before purchasing. That said, GMP offers a unique experience and an amazingly consistent atmosphere throughout its five hours of playtime along with a, to me, absolutely great ending.
Sometimes you don't need to save the world Sometimes you just need to keep going, find something to eat, sit beside someone you care about, and enjoy the fact that you're still here i love yuri btw
Kazuhide Oka and KAMITSUBAKI STUDIO made another charming game. Much like Moonless Moon, GIRLS MADE PUDDING (GMP) allowed me to wind down and relax. I enjoyed it enough to obtain all achievements, but don't expect too much based on its 'Overwhelmingly Positive' rating. [h2]Gameplay[/h2] Despite the screenshots, it's 95% visual novel, 4% resource management, and 1% driving. Whatever gameplay ideas they had, they weren't fully realized. I felt a dissonance between the story and the gameplay, and after roughly two hours, I felt I had seen most of the areas. While it kept me engaged, I recommend setting the difficulty to casual with automatic driving enabled. [h2]Story and Characters[/h2] What else can I say besides that I enjoyed the dynamic between Sumibi and Nikomi, despite some of their conversations are just about mundane stuff? I mean, the world, mystery behind people's disappearances, and other characters they meet along the way are interesting, but they aren't the main reason I like this game. However, the English translation could use improvement. There were a few typos and misused words that occasionally changed the intended meaning, though I usually could guess what it was trying to say. [h2]Visuals and Audio[/h2] The visuals aren't something as I consider as eye-catching or beautiful. I didn't find the environments atmospheric or detailed enough to convey a sense of a quiet, post-apocalyptic world. While the character designs are good, it's really odd that there aren't any story CGs. The soundtrack is great, but 8 tracks feel a bit skimpy for a story that lasts 7 to 10 hours. **I also wish the characters were voiced, it is THE single change that would massively improve the game's experience.** [h2]Comparison with Girls Last Tour[/h2] I agree with reviewers who compare GMP to Girls Last Tour (GLT), but don't expect high similarity. Personally, I think there are three main differences: * GLT uses 'show, don't tell' approach more frequently. * Characters in GMP travel almost all the time, whereas in GLT, there are more moments of exploring buildings and actual cooking process. * I'm only comparing the English translations; however, GLT feels more relaxing, partly because it uses simpler language. [h2]Other[/h2] It runs well on my Linux device. The game only offers options between windowed (1920x1080) and full-screen mode, with the latter appearing to use simple upscaling. [hr][/hr] GIRLS MADE PUDDING is clearly made with passion, but it's also clear that there's insufficient experience or budget to fully realize its potential. If you enjoyed their previous game, Moonless Moon, I easily recommend this. Otherwise, check more reviews to see if it is for you.
不错的百合小短篇,画风讨喜,音乐不赖,人设可爱,主旨或许有些陈词滥调但是就好这口。 不过几处情感爆发的点全给我黑屏没有cg很让我失望,打完后,画廊明明有美术资源好不好,你适当插入一下不挺好吗。 总之瑕不掩瑜,8分佳作,值得一个下午配着咖啡戴着耳机玩完。
A good narrative driven game about 2 girls travelling through a dead/doomed world with interesting world building and having the girls make most of it and influence (or being influenced by) other characters they meet along the way. Yuri is love.
Hey guys did you know that if you read the tutorial you'll know what to do (I am a buffoon)
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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