
One wish to shape a game forever. Wait 2 hours in darkness, make your request, and watch it become real for those who comes after.
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 Jul 21 → 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
The experiment has come to an end.
After working day and night to fulfill players' wishes as quickly as possible, some of them eventually began to wear down the development team's motivation.
For example:
"I'd like a ninja boss fight whose defeat brings the game's sound design and music to life: wind, echoes, and ambient sounds."
It was an original and creative request. However, during the first hour of gameplay, it almost feels as if the game has no sound at all. Then, after defeating the boss, everything comes to life: the music begins, the wind starts blowing, echoes appear, and the world suddenly feels alive. Unfortunately, very few players ever make it that far.
Then came this wish:
"Please implement skill trees that surpasses PoE's in both quality and quantity."
At first, we genuinely thought it was a joke. After all, Granite Noir has no levels, no experience points, and no character skills to upgrade. And Path of Exile has arguably the greatest skill tree ever created, refined over the course of more than twenty years.
But it wasn't a joke.
We spent an entire week designing a true roguelike skill tree capable of displaying up to 80,000 nodes, one that could evolve and be reset as the game received updates. It was a completely new type of progression system, and we were genuinely excited to see where it could lead.
Unfortunately, all that effort resulted in a negative review because we hadn't added character levels or a way to earn experience. (Another player could have wished for that if they wanted to, but it wasn't what had been requested.)
Players don't ask for what they already see in every other game. They imagine surprising, original mechanics, often inspired by completely different genres. That's exactly what makes their ideas exciting... but also incredibly time-consuming and difficult to develop.
Every single wish eventually represents several days—or even several weeks—of work, with the constant risk that only a handful of players will enjoy it, or worse, that it will simply receive a negative review.
Because of that single negative review, Steam no longer promotes the game, and we simply cannot afford advertising campaigns for a project that was never designed to be a money-making machine.
We're sorry to the last players whose wishes will never be fulfilled, but today we have to admit defeat.
Thank you for all your wishes, and thank you to the many streamers who supported us.
If you had one chance to add ANYTHING to a game ? Anything you've ever dreamed of, would you take it? Would you wait 2 hours for that power?
Welcome to Granite Noir: The Social Experiment.
You enter a dark room. A timer begins: 02:00:00.
Before you stands a massive black granite monolith, covered in inscriptions - the wishes of those who came before you.
Maybe the room has already changed because of their wishes. Maybe you're the first to arrive. Maybe there's nothing here but darkness and time... unless someone before you wished otherwise.
If you wait until 00:00:00, a button appears.
Press it. Make your wish. ONE addition. ONE permanent change to the game. What will it be ?
✓ One wish per player.
✓ Every wish is implemented. No refusals. No exceptions.
✓ Every wish is engraved on the monolith forever.
✓ Implementation time varies: hours to weeks, depending on complexity.
✓ You shape the game for thousands of players who follow.
This isn't Early Access. This is a finished game that will never stop evolving.
Will you:
Align with the community and build something collaborative?
Go against the grain and subvert expectations?
Walk your own path and leave your unique mark?
If someone's wish "ruins" the experience, will another player use their wish to fix it? For the greater good? Or will chaos reign?
Every decision is permanent. Every wish matters.
The game evolves with every wish. If you join early, you will experience the monolith in its rawest, most silent state. You aren't just buying a game, you're buying the power to seed this world for everyone who follows. The more players join, the more complex and rich the environment becomes.
Granite Noir will remain a single-player experience. Wishes requesting multiplayer features will be creatively adapted to fit the solo experience. Adding real-time multiplayer would turn it into a different game entirely, one we'd need to build from scratch with completely different architecture. So if you wish for "let me play with friends," we'll find a way to honor that spirit within the solo framework.
Come back to experience:
✓ Your wish engraved in stone forever
✓ Your feature implemented and alive in the game
✓ The cumulative result of hundreds of wishes
✓ A game that has become something no one (not even the developers) could have predicted
Q: What if my wish is "impossible" to implement?
A: We will interpret and implement it in the most faithful way possible. No wish is refused.
Q: Can I see the queue of pending wishes?
A: This may be added as a feature in the future, depending on scale and community wishes.
Q: How long until my wish is implemented?
A: From a few hours to several weeks/months, depending on complexity.
Q: What if someone wishes for something offensive?
A: The wish will still be granted just not necessarily in the way they expected.
Q: Can I make another wish later?
A: No. One wish per player. Ever. Choose wisely.
Q: Is this multiplayer?
A: No, but you share the same evolving world with all players. Your wish affects everyone.
Q: Can I wish for multiplayer?
A: The game remains single-player. This isn't out of stubbornness; it's a fundamental element of its design. The entire experience hinges on solitude and the awareness of your choices, which affect people you'll never meet. A real-time multiplayer mode would require a complete overhaul and fundamentally alter the very essence of the game. As it's a single-player game only, multiplayer features won't be applicable and will be adapted to suit a solo experience.
Reviews
Rien qu'en l'etat l'expérience explorative/comptemplative est au rendez-vous. J'ai hate de voir mon voeux implémentée, c'est un feature que je recherche dans le jeux video depuis des années ! Merci pour cette initative !
A truly interesting premise, which had promise. However, the concept immediately raised red flags. Developers promised to implement anything that players wished for if they spent a minimum of two hours in game. This is, coincidentally, the time in which a player may play a game before being unable to request a refund. Nevertheless, several of us believed the concept was legitimate, especially with developers insisting they would take the time to implement every single wish, that some would require hours whilst others would require months, and that the only changes to these wishes would be to make them IP legal and safe for a general audience. Some wishes were implemented. Some were ludicrous ("put a hot girl here and have her do ABC") in terms of game play. Others had merit ("add a fight with a dragon at X location.") But only a handful were implemented. By April, updates slowed to a crawl and then... nothing. Now, developers claim that a single negative review ruined the game for the algorithm (this is not actually the case, so far as anybody can tell), and that the wishes "required too much work" and were "too complex." which is odd, given that they'd promised to implement -any- wish, no matter how long it would take, no matter how complex. It certainly seems like a cash grab to me. I'm not the only one. I really, really wanted to see this game succeed. I thought my wish was a lot of fun. And I thought what they'd done had serious promise. TLDR: Game abandoned without warning, but we should have seen the flags.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Simplified Chinese
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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