
Coming home after visiting your doctor for the last time, you are told that you only have three more days to live. A sequence of short memory fragments flashing through as you try to run away from what you have done.
Modeled estimate, not a reported figure. How we estimate →
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 24 → 0/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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gone in November, short little story for this price really good.
삶이 힘드신 분들은 플레이하지 마세요.
짦지만 많은 것을 생각해주는 게임. UI나 그래픽이 조악해도, 삶의 끝자락에서 자살할지, 아니면 계속 살아갈지 고뇌에 빠진 한 인간의 이야기다. 현재의 나 역시 정신과 약을 복용하고 있고, 집안에 가족이 병원에 입원한 상태인지라 비참함과 우울함 속에 빠져있었는데, 이 게임을 하고 많은 공감과 연민의 느낌으로 불안한 감정이 어느정도 녹아내린 느낌이다.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It crashes quite frequently with '3D hardware reset failure' errors. Aside from the technical issues, the game tries to take on heavy themes but fails spectacularly at delivering a message at the end. The story is too convoluted and it's frustrating to try to piece together nonsense.
Meaningless. Someone has written an explanation, so let's take a look. That way you don't have to buy it.
I love the story-it really helps me explain my anger issues.
鼓励性好评,不推荐。0.5内推荐加一掉卡党入库。202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体加1个dlc约3元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
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Gone In November, developed by Florastamine and published by Sometimes You, is a somber and deeply introspective narrative game that approaches grief, depression, and psychological deterioration with stark honesty rather than metaphorical abstraction or dramatic flourishes. It belongs to a particular strain of indie storytelling in which the primary conflict exists entirely within the protagonist’s mind, and the player’s role is not to conquer enemies or solve intricate puzzles, but to witness and participate in the slow erosion of emotional stability. From the opening moments, the game signals that it is not meant to entertain in a traditional sense—it seeks to evoke empathy, discomfort, recognition, and reflection. That creative intention shapes every artistic and mechanical choice, turning a seemingly ordinary apartment into a suffocating emotional landscape. Most of the experience unfolds through quiet routine. The player guides the protagonist through everyday actions—eating, showering, attempting sleep, taking medication, walking from one room to another—but those interactions gradually become heavier, slower, and more painful to complete. The monotony is deliberate, reinforcing how grief can turn even the simplest acts into overwhelming tasks. As days pass, the environment subtly transforms: walls lose color, objects appear misplaced, lighting becomes harsher or dimmer, and the apartment’s proportions sometimes shift in ways that feel off but not immediately noticeable. That creeping surrealism mirrors the protagonist’s internal unraveling, as though the world is rejecting structure just as their emotional resilience collapses. The player is placed in the uncomfortable position of recognizing these changes but remaining powerless to stop them. Mechanically, Gone In November remains intentionally sparse. Interaction is limited to movement, observation, and acknowledging internal thoughts, which allows emotional weight—not gameplay challenge—to drive progression. The lack of branching choices or alternate outcomes reinforces the feeling of inevitability, a key theme in stories about depression. The game pushes the player to continue even when they would rather stop, mimicking the exhausting repetition experienced by someone struggling to maintain functionality after a loss. Instead of directing emotions through dramatic cutscenes, it relies on pacing, silence, and enforced stillness, trusting the audience to understand the emotional implications behind each moment of hesitation or refusal. The visual presentation plays a crucial role in expressing what the protagonist cannot articulate. The apartment feels sterile, drained of warmth, and increasingly claustrophobic. The absence of unnecessary decoration emphasizes isolation and shrinking mental space. There is no outside world—no streets, parks, workplaces, or other people—only the lingering presence of whoever is now gone. The art direction resists sensationalism, grounding the experience in painful realism rather than stylized tragedy. Sound design follows the same philosophy: long stretches of silence, faint environmental hums, and occasional musical cues heighten emotional tension without dictating it. Silence becomes a narrative device, forcing players to sit alone with the protagonist’s thoughts. Storytelling unfolds in fragments rather than exposition. Players learn about the protagonist’s past not through flashbacks or lengthy dialogue, but through discarded notes, brief thoughts, unfinished tasks, and objects that once held sentimental meaning. Florastamine avoids defining the cause of grief too precisely, giving players enough emotional context while still leaving room for personal interpretation. This openness makes the experience relatable to a wider spectrum of loss, whether romantic, familial, or existential. The narrative’s power comes not from resolution or revelation, but from its commitment to authenticity—grief does not follow a clean arc or guarantee catharsis, and the game does not pretend otherwise. Because of that, Gone In November may feel uncomfortable or even unbearable for some players. Its pacing is slow, its tone is consistently heavy, and its refusal to offer comfort can be emotionally draining. It challenges the common expectation that games should reward the player, reassure them, or provide agency. Instead, it asks them to bear witness, to sit with someone else’s pain without fixing it. That approach will not appeal to those seeking escapism, mechanical engagement, or overt narrative structure. Yet it is precisely this restraint that makes the experience so impactful—few games portray depression as an internal stillness rather than a dramatic crisis. In the end, Gone In November is less a traditional game and more an emotional exercise—an invitation to inhabit a mental state most media tends to simplify or romanticize. It offers no easy lessons, no dramatic breakthroughs, no triumphant return to normalcy. Instead, it holds space for vulnerability, exhaustion, and unresolved grief. Its quiet bravery lies in acknowledging that survival itself can feel like an impossible goal. For players willing to embrace a subdued, introspective, and psychologically raw experience, Gone In November lingers long after the screen fades, not because of what happens, but because of how honestly it mirrors the moments when life stops moving and the world becomes unbearably small. Rating: 6/10
Только когда мы находимся на краю бездны, мы способны по настоящему любить и понимать другого.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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| $58.8M | 123.8K | 89% | $19.99 | |
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