
Relax in the world of Kemono Teatime, where animal ears are a normal part of everyday life. Here in Melodius, you can whip up whatever blends of tea you desire in your favorite cafe as you play through an adorable story. Come now and live out your bestest and cutest life—down to the last drop.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About
Relax in the world of Kemono Teatime, where animal ears are a normal part of everyday life. Here in Melodius, you can whip up whatever blends of tea you desire in your favorite cafe as you play through an adorable story. Come now and live out your bestest and cutest life—down to the last drop. Though, you do know that once it's run out, that's it, right? It'd do you best to learn that all good things come to an end.
Meet all the Kemomimis that come through the cafe and help them wind down, spend a cute and adorable time sipping on some tea, and come to terms with their ultimate fates.
ฅ^•ﻌ•^ฅ Meow!
Come on in! Here, we strive to make the remainder of our customers' lives as enjoyable as possible, so we've curated a cute space for everyone to relax and find peace in. We also have a great range of tea blends and delicious desserts on offer, so please make yourself at home.
Now, to get things started, how about a nice cup of tea blended just for you?

Create your own unique teas with our stock of 9 black teas, 15 herbs, and secret ingredients. Get to know the customers and make them something that they'll love while you immerse yourself in the wonderful sounds of the tea-making process.
De-stress with the cafe's ASMR, with all its sounds and effects recorded in binaural audio. The background music also changes with each customer, giving you unique experiences that come and go with each new soul you meet.
All the cafe staff and customers (except me) have animal ears! Please savor each encounter and goodbye while you can—I'm sure you'll have a very special and unforgettable time here with all the people you meet.
-Tarte
The cafe's trusty manager and elder of two sisters. She's the resident tea-blending expert.
-Macaron
Tarte's adorable little sister who is a patissiere and the face of the cafe.
-Quiche
A traveler who lodges at the cafe in exchange for some handy gifts.

-The Kemomimi customers
Meet a host of these cute and colorful characters at the cafe!

You caught that, right? The shop's only running for a maximum of 21 days. What kind of people and stories will you get to know during this time? And is the cafe really shutting down after that? Why open up a limited-time cafe to begin with, anyway? The truth is up to you to uncover!
If you like what you see, please wishlist Kemono Teatime and we will deliver the latest updates to you. Until then, please sit back with a nice cup of tea and relax.
₍ ᐢ › ̫ ‹ ᐢ₎ 🎶
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 | $8.70−33% | 1.7Kreviews | 95% | — | $738.5K |
| $8.70−33% | — | — | — | 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 166 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this is a game for manly men who are very manly btw
[h1]品味当下,笑一笑吧。 待到启程之日,幸福将为你领航。[/h1] 关于玩法体验: 丑话说在前头。 相比于通常的模拟经营类型,可选择性几乎没有。且材料获取是随机的,一周目玩的时候没想到这一点,所以没有像其他玩家通过sl大法不断重开来获取对应食材。 [spoiler] 但就算如此最后也只有雪酥小姐的好感没刷满,游戏本身的好感值宽容度还是挺高的。 [/spoiler] 总之如果你是奔着模拟经营来的,看到这里就可以先退了,毕竟这游戏的经营大概率不会让你称心如意。 关于游玩感受: 以下有剧透。 整体更偏向于视觉小说。是一个讲述了爱、死亡和学会告别的小故事。 节奏比较慢,对话跳过也比较慢,如果是想二周目刷成就建议看攻略。 不过估计也有人是本着asmr来的。对我而言这里的asmr重复度太高且时间太短,刚开始听听还有新鲜感,后来就感觉一般般了,只想跳过。 出于尊重玛卡珑选择的想法,在19天那里没选择给玛卡珑喂汽水糖。结果最后直接进be了,只是一句轻飘飘的话,连个后日谈都没有。个人对此真的不是很满意。 只是,后来想想,我这里稍微有点越俎代庖了。如果是塔儿,她一定会选择给玛卡珑喂下汽水糖的吧,毕竟这就是她自己拿回来的。[spoiler] 就算这样做会把她驱逐出这里。 [/spoiler] 玩这个游戏时并没有哭,之前因为某些事情已经哭过了。到这里,只是想看别人会如何从这份哀伤之中走出来。 兽耳本身是一种绝症,长出了尾巴的人们活不过一个月。这一设定的确惊艳到了我,之前看到的大部分兽耳都只是作为可爱或者动物元素的装饰物。这种设定,看多了总会有些腻人。 有关于整体基调: 游戏的整体基调很哀伤。 从一开始的对话就会莫名地体会到相关的感受。而且,只要你有心翻阅下记录,也会发现这家好评如潮的咖啡馆,实际上的营业时间也只有21天。 里面的顾客大多都很友善,就算一开始不友善的顾客,之后也会变得友善。或许,人之将死,其言也善...吧。 有的评价说,整体的感受很压抑。的确如此,无论是突如其来的死亡,还是永不再见的告别...无法被改变的终局依旧在那里等你。人很难改变这些事物,最终遗留下来的,也唯有一种无力与惆怅感。 我很喜欢这家红茶馆的氛围。无论是接待熟客,听各位聊家常...又或许是为他们端上一杯自己调制的茶饮。这一切的一切,都令我感到很安宁。 当幻梦终结之际,内心里不断积蓄着的哀伤也会化为泪水,满溢出来。 怎么可能,会一直是表面上那副开心、平静的样子呢。 只是为了不让周围人担心,又或者是听到那些毫无意义的安慰...所以才硬撑着,装出一副幸福的样子而已。 没人喜欢看到他人哭泣的样子,大家都很忙。所以,还是不要给周围人添麻烦了。 以下的可以不用看...算是我为何会想买这款游戏的原因吧。比较私人化就是了。 关于那件事情: 在别人看来,这或许是一件...很小很小的事情吧。 只不过,是在某天发现了个无人回应的GM和他所创造的世界...于是自己索性参加进来,成为了那里的一员。 在此之前,自己也参与过几次跑团、或者是集体活动。不过它们最后的下场都不怎样,一个死了、一个闹掰了,还有更多更多的,被时间和现实本身给磨平了。 不知是不是因为这些不太美好的经历,那时的我有意地绕开了这些集体活动。长久的孤独早已麻痹了我的感知,就算一直这样下去倒也无所谓。我肯定已经习惯这些了。 但对面的GM是个很认真的人。 我或许是第一次见到有人会如此认真地来对待虚拟人物之间的互动...也是因此,当时的第一次回应给我吃了一个闭门羹。被GM笔下的人物给好好地骂了一通...真是令人意外。 本来想要放弃,但却又不甘心。毕竟那位GM笔力在线,同时我又为那篇文章整理了对应的wiki,又因为之前的烂回复内耗了一天...这样看,不回白不回嘛。 于是,不知何时,每晚等候那位GM的更新就成为了我的惯例。 就算一开始那边只有我一个人在编回复。但到后来,越来越多的人参与了进来。其中有争吵...也有欢笑。 不过,在那里的大家,都是和我一样,等着GM更新的人...所以,莫名地,还挺有共同话题可以聊。 中途GM因为一个烂了的回复想要就此完结这个故事,但大家都不愿意就此善罢甘休。于是各位群策群力,通过讨价还价的方式把GM给拉了回来... ...... 那段时间...对我而言,真的很充实。 整理那些散落的设定、为wiki排版和编那些回复花费了我不少的心力,甚至连一直坚持着的绘画热情都有所下降。 也是在那段时光中,我学到了很多编写故事和创作世界观的小技巧。尽管那位GM为了回复的自由度考量所以一开始没有专门规定那些东西,但后来还是在各位的请求下稍微写了点相关的感想。 我想,大概... 跟之前不同,我真的可以,见证到这个世界的终点。 至少,在经历了某些事情,此前决定销号的我是这样想的。 直到某天,那名GM,突然消失了。 明明断掉前的那一天,GM还在跟我们正常的聊天,思考后续剧情的走向...思考该怎么处理那些回复。 一开始,大家只是认为...那名GM只是因为现实有事忙去了。等到忙完以后,GM就会跟往常一样,在更新开头向大伙道歉,然后再开始今天的更新吧。 可是,并没有。 就算我,补上了灾难背后的原理,补完了我角色的背景档案,补完了我一直想写的if线... 但那名GM还是没有回来。 一切,就这样,戛然而止了。 最初陪着我一起编回复的各位,也各自来道了别。 有的,带头冲锋,被封号了;也有的,按下了按钮,销号了。 ...... 所以,最后。 我也实现了我一开始的诺言。 向那个世界道别后,我也亲自按下了销号的按钮,就此与那边别过。 虽说在这个群体,解散之后,我的绘画热情真的大幅下降了...现在,完全不想画画。 但我没有后悔做这些事情。因为,我真的,真的很开心。 我似乎是第一次这么顺利地加入了一个群体,没有被排挤,也没有被无视。大家齐聚一堂,吵吵闹闹的为明天,为后面的剧情作准备。就算设定不好也没关系,只要你愿意来问大家,大家也会帮助你思考该如何让这一切变得有趣起来。 在那段时光中,我真的很幸福。就如同,在这家虚拟的红茶馆待过的,短暂又令人难以忘怀的,21天一般。 ...... 幸福一旦褪去,哀伤便一览无余。 ......正因为,我不知道该如何与那段时光道别。所以,我才选择购入了这款游戏。 关于答案: 原本的我是不想打21天的那个真结局的。 当时...内心底的感情,更多是空虚吧。跟19天假结局的塔儿一样...当时的我,不知道该如何在脱离了那段时光之后,接着向前走下去。 但最后,我找了个无人的位置,跟人工智能聊了一段时间后...好好地哭了一场。 最后,才来打的真结局。 ‘姐姐。从今往后,就算你一直走不出哀伤,一直不幸福,也得活下去。’ ‘我会一直爱你的,会永永远远爱着你的!’ ‘所以,痛苦的时候,就想一想跟可爱的我的回忆......’ ‘擦擦眼泪,活下去吧。’ ...... ‘所以,无论那幸福是否真实、理智、安稳,请让我再多留恋一会这些不断远去的瞬间吧。’ ‘留恋那段许久以前开启的故事,留恋那些并肩度过的珍贵时光,留恋那些注定燃尽的爱恋、或是被距离阻隔的友情,留恋那些卧看云卷云舒的平凡日子,以及那些曾填满我们居所的欢声笑语。’ ‘至少,请允许我。哪怕只有一瞬间,为它们的终结而动容。’ [b] I Love the World and Everything In It. [/b] 是时候,启程了。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 3: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 2.43/day in the week to Jul 30 → 1.43/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Hours played at review time, across 166 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kemono Teatime is a cozy teashop sim whose heavy emphasis on narrative places it adjacent to visual novels in terms of gameplay. The game takes place one year after a pandemic which reduced the human population by over 80% and mutated most of those who remained with animal-like features. Tarte and her younger sister, Macaron, have just arrived in La Bête, one of the last bastions of civilization. The sisters open Café K and promise each other they'll spend every day together with smiles and happiness. Kemono Teatime's primary narrative revolves around [spoiler]terminal care, featuring perspectives from both the caregivers and patients.[/spoiler] In something of a monkey's paw dilemma, the virus which turned nearly all of humanity into kawaii animal girls [spoiler]is also a terminal prognosis with an almost 100% mortality rate in under a year after infection.[/spoiler] The few humans and kemomimi remaining mostly live in self-governed communes. La Bête is one such commune, widely considered the safest due to its ample supply of food and civil governance. Tarte and Macaron are welcomed to La Bête, where they make fast friends with a small cast of regulars who stop by daily to share their stories and enjoy some warm tea. Across the course of the story, characters fight, make amends, grieve, and support each other as their friends prepare to depart on their journeys. Like a lemon meringue, Kemono Teatime's sweet and fluffy surface belies a bitter morbidity which follows the cast like a dark shadow. The writing comes together in a surprisingly bittersweet delivery which authentically elicited emotion from me. Kemono Teatime is not free from narrative critique, as I found it unnatural how there seemed to be a generally accepted view that "humans" and "kemomimi" are different, despite the start of the pandemic occurring less than a year ago. The supporting cast play an important role laying the narrative groundwork for an emotional conclusion to the game; however, I also felt that their individual arcs were a bit shallow. A strong highlight of the game is its pixel art and music, which are critically important to setting the tone from beginning to end. The game is very partially voice-acted—mostly just onomatopoeias—and it's apparent they used ASMR mics for those recordings. I was very slightly disappointed they didn't take full advantage of their ASMR mics, with the game feeling like it favored right audio input. Kemono Teatime's gameplay loop is generally similar to other tea sims, where the sisters spend their days greeting customers who visit each day to place an order. At the start of each morning, Macaron selects a dessert for the day, which gets paired with every cup of tea that Tarte brews. Regular customers have dessert preferences, so by memorizing their schedules, the player can anticipate which dessert will yield the most friendship points. Similarly, regulars have favorite blends of tea, though they will sometimes request modifications to the herbal blends. Superficially, it's an entertaining enough system; however, Kemono Teatime is absurdly easy to the point that you could mess up a customer's order every single time and still probably max out their friendship meters by the end of the game. After the end of each day, Macaron and Tarte can pick a gift from their roommate. The gifts are generally things like additional flavors of tea or new herbs. While many tea and cozy sims feature randomized orders from customers, every request in Kemono Teatime is scripted. Knowing this, it was very odd to me that the end-of-day gift system was RNG from the pool of potential items. Players will get every item by the end of the game, so it seemed odd to put RNG here when the player can just save-scum until they get the tea blend they want or need for the following day anyway. At the start of the game, Macaron can only bake cookies, so unlocking new menu items requires purchasing ingredients from the local farmers. Kemono Teatime gives out a surplus of currency, such that it's guaranteed a player will be able to purchase all the ingredients by the end of the game. Thus, the only "strategy" would be timing when to buy certain ingredients if they're trying to make a new dessert every day. Overall, I think I would recommend Kemono Teatime, with a heavy preface at the outset that it's pretty limited both in terms of player choice and gameplay. I was disappointed when, at the end of the game, I was putting something in everybody's tea that I expected to trigger some reaction the next day, only for the story to steamroll onwards unfazed. Kemono Teatime is a wonderfully brewed story with tepid gameplay, so... for now, we smile and bear it. May that smile follow us on our journeys.
The emotional equivalent of having a birthday party in a cancer ward.
IT IS NOT CLEAR THAT THIS IS A EMOTIONAL GAME WITH HEAVY EMOTINAL THEMES UNTIL YOU BUY IT if you are okay with emotional themes and really REALLY don't want even the slightest spoilers, you might want to stop reading and get the game if you think it looks fun and feel able to handle the heavy themes, but if you want more information on what exactly is emotional, keep reading :) I looked at the game and thought it looked cute, played the demo and thought it was just a cute game where you brew custom tea blends to the requests of your customers, but then it took a did of a turn. see the people with cute cat ears? it's not just cute cat people, they are humans with a fatal disease, and you will witness the affects of that, and I think the developers should of made that more clear. the only thing that let's you know the game is emotional is the user-defined tag you could easily miss, and obviously that was not put there by the developers. other than that, it's a fun game! but also, when someone says something you have a limited time to read what they said, read the two replies, and then pick what you want to say, I don't think its a necessary feature and it made me feel rush, and I'm pretty sure I can read things quicker than most people. So, it is a cute and fun game, but I just wish it was more obvious that it's a super emotional game! I feel bad making this negative review because it a good game, I'm just upset they didn't make the theme clear and I feel like more people are going to buy this and then realise what they bought AFTER they bought it.
本作に対する私の評価と、ゲームメーカーとしてのFuRyu株式会社について 正直なところ、私が本作に好評を付けた理由は、「本当に面白かったから」というわけではありません。 本作は物語の展開がかなりゆっくりで、私が期待していたゲームのテンポや雰囲気とは少し違っていました。 そのため、発売前にDEMOをプレイした際も、途中でプレイをやめてしまいました。 また、現在のゲーム市場にある同ジャンルの作品と比較すると、コストパフォーマンスの面でも、プレイヤーにはもっと良い選択肢があると思います。 それでも、Studio Lalalaとその開発メンバーがこの作品を通して、プレイヤーにどれだけ素晴らしい体験を届けられるのかを、誠実に示してくれたことは間違いありません。 本作のゲーム性はどちらかというと「キャラクターとの交流を楽しむノベルゲーム」に近く、扱っているテーマ自体も、日本では決して珍しいものではありません。 それでも、キャラクターデザインに対するこだわり、新聞やラジオを通して少しずつ知っていく世界の背景、心地よいドット絵のビジュアル、ASMRやBGM、そして何よりも素晴らしいローカライズ。 たとえ作品自体の知名度がまだ広く知られていなくても、プレイヤーから寄せられる高い評価は、彼らが受け取るに値する報酬だと思います。 そう、本当に単純なことなんです。 そして、それこそが、私が思うにFuRyuというメーカーが長年にわたって達成できていなかったことでもあります。 私はむしろ、FuRyuは日本のプレイヤーの気持ちをかなり軽視しているのではないかとすら感じています。 「神ゲーを作るための公式」とは、有名なイラストレーターを起用し、有名声優を集め、ボカロの有名作曲家をメインスタッフとして参加させれば、有る「P」から始まる人気シリーズと肩を並べられる――。まるで、そんな考え方をしているように感じてしまいます。 皆さん、良心に問いかけてみてください。 広く知られるようになった『Caligula』シリーズ、『CRYSTAR』、『Monark』、『VARLET』と比べてみて、クリエイターたちの努力そのものを評価対象から外した場合、一体どの作品が「ゲームとして面白かった」のでしょうか? もちろん、これらの作品に携わったクリエイターたちの努力を否定するつもりはありません。 しかし、それを考慮しなければ、正直なところ、1690円程度が妥当な上限だったのではないかと思います。 それなら私は、そのお金を国内の大学生が制作した卒業制作に使って、彼らを応援したほうがいいとすら思ってしまいます。 だからこそ私は、本作を購入することで応援することにしました。 そしてStudio Lalalaに対して、「あなたたちには大きな可能性を秘めた開発チームがある」ということを伝えたいです。 今後は、例えば「お茶を淹れる」という本作の魅力的な要素をさらに発展させたり、世界観をより深く掘り下げたりしながら、さらに素晴らしい物語と経営・シミュレーション要素を組み合わせた続編を作ってくれることを期待しています。 これほど素晴らしいIPを、あなたたちはすでに作り上げました。 あなたたちが生み出した、このカフェで過ごした思い出は、たとえその結末が少し切ないものだったとしても―― きっと、誰かがその思い出を受け継いでくれるはずです。 /// 以下為原文,由於中文圈受眾不多,故以日文翻譯後刊登評價 淺談我對本作評價以及FuRyu株式會社開發及發行的整體感想 事實上我給好評的原因並不是因為它真的好玩,這部作品敘事太慢並不符合我期待的調性,所以當初我DEMO玩到一半就放棄了 甚至以現今遊戲市場的同類型的遊戲相比,玩家絕對有性價比更好的選擇 但是Studio Lalala及他的開發成員,他們就是用這部作品誠懇地告訴你們,他們能為玩家做到的美好體驗有多少 即使本作遊戲的遊玩分類更偏向於角色互動式小說、探討的主題在日本不算新奇 但是他們對角色設計的用心、透過報紙及收音機認識完整的故事背景、舒適的點陣圖視覺跟ASMR與BGM,更重要的是優良的在地化翻譯 即使作品知名度不出圈,玩家們的好評都是他們應得的回報 沒錯,就是那麼簡單的事,正是他們廠商長年以來都做不到的目標 我甚至覺得他們相當輕視日本玩家感受,以為神作的公式就是只要找知名插畫家加上知名聲優、Vocaloid作曲家擔任主要製作,就可以跟某P開頭的神作系列打對台 大家摸著良心講,相較出圈的《Caligula》系列、《CRYSTAR》、《Monark》、《VARLET》,除了售價很貴之外,哪部是好玩的? 上述作品如果不列入那些創作者付出的努力,售價1690日圓就差不多是極限了,還不如花錢去支持國內的大學生畢業專題 所以我決定用購買支持本作,告訴FuRyu他們是很有發展潛力的工作室 很期待你們可以透過延伸泡茶玩法以及世界觀的方式,做出更好的敘事/經營遊戲續作 這麼棒的IP,你們打造出來的咖啡廳回憶,即便結局是傷感的,但是一定會有玩家幫你們把回憶繼承下去的
开局就遇到bug,保存配方命名时会卡住,然后什么都点不了
Came for tea, left with tears.
[h1]'햇살이 떠나면 비가 오네요'[/h1] 게임의 모든 도전과제를 달성하면 주어지는 업적 'After sun, Comes rain'의 비공식 한글 번역입니다. 이 문장만 봐도 게임의 분위기를 어느 정도 유추할 수 있습니다. 전체적인 주제를 살펴보자면, 이별의 아픔을 어떻게 받아들이는지에 대한 게임입니다. 밝고 귀여운 도트와는 상반된 어두운 배경 설정, 가슴을 후벼파는 스토리가 특징입니다. 스토리를 중시하시는 분들이라면 강력히 추천드립니다. [h2]이 아래로 스포 주의[/h2] 게임의 배경은 사람이 점점 짐승이 되어가는 질병이 퍼진 세계입니다. 이 질병은 치사율 100%로, 인간은 짐승이 되어버리는 급격한 신체 변화를 버티지 못해 장기부전으로 사망하게 됩니다. 특히 꼬리가 자라났다는 것은 이내 사망한다는 강력한 시그널로, 작중에서는 꼬리가 자라나면 한 달 이내 반드시 사망한다고 여겨지고 있습니다. 게임에서는 마쉬, 클로티드, 블린츠 그리고 주인공(플레이어)의 여동생인 마카롱이 꼬리가 자라난 채로 1일차를 시작합니다. 또한, 각각의 꼬리가 자라난 '케모미미'는 가장 가까운 지인이 존재합니다. 이 케모미미들은 사망하며 각 지인들의 마음에 큰 구멍을 남기게 됩니다. 이 구멍을 어떻게 안고 살아갈 것인가. 이것이 게임의 대주제입니다. 사실, 이러한 이별의 아픔은 게임 안에서만 있는 것이 아닙니다. 우리가 사는 이 세계에도 질병으로 인한 죽음, 갑작스러운 사고, 돌이킬 수 없는 선택 등 수많은 영원한 이별이 존재합니다. 어디에서든 볼 수 있고, 인간이라면 누구든 경험하는 아픔입니다. 그래서 이 게임의 주제는 더욱 무겁게 다가옵니다. 누구나 알고 있지만, 애써 모른척 하는 그런 아픔이기에. 엔딩의 꽃밭에서 타르트가 마카롱에게 남긴 말은 여운을 더 짙게 만듭니다. 마카롱의 죽음은 분명 슬픈 일이지만, 그런 슬픔조차도 마음에 안고 살고, 살고, 살고, 살아간다는 그 대사는 게임의 주인공이라서 할 수 있는 말이 아니기 때문입니다. 우리 모두가 품었던 말, 품고 있는 말, 품을 말이기 때문입니다. 게임에서도 나왔듯, '애달프다'만큼 이 게임을 잘 설명하는 단어가 있을까요. 강력히 추천합니다.
아
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