
“喂喂,求求你啦!救救我!” ——你接到这样一个电话 发出这样的求救,给你打电话的人,是一名被监禁的少女
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: Simplified Chinese*, Japanese**languages with full audio support
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Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
玩了一点玩不下去了 UI设计比较简单 推理部分主要是靠我们这边,听她描述情况,使用(Hey!)按钮呼唤,引导她探索可能有线索的地方,然后分析线索 如果能接受一直听语音的话可能还不错,免费的所以可以试试
第7关有bug 无法触发折叠椅对话 和视频攻略操作一模一样无法解决
声之寄托一款一点都不恐怖,就是嗯,那种也是很独特的一种小游戏。一款解谜动脑的益智小游戏,通过他的话术去理解让他该怎么做?怎么进入下一关?
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Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
KOEWOTAYORINI / 声之寄托 is an unusual mystery and puzzle adventure that turns something as ordinary as a telephone conversation into the foundation of an entire suspenseful experience. Developed by あみそ組 and published by Pujia8 Studio and Gamera Game, it approaches the escape-room concept from a different perspective. Instead of personally exploring a locked building, examining objects, and searching rooms, the player must help another person escape from captivity while communicating with her remotely. This deliberate separation between the player and the person in danger gives the game much of its tension and personality. The story begins when the player receives a desperate call from a young woman who has apparently been abducted and confined somewhere unfamiliar. She does not fully understand where she is or how to escape, leaving the player responsible for helping her investigate the surroundings. Since you cannot directly see everything she sees, progress depends on carefully interpreting her descriptions and determining which details are important. The concept immediately creates a sense of responsibility because the player is effectively the captive's only source of outside assistance. Communication consequently becomes the central gameplay mechanic. Conversations provide clues about objects, locations, numbers, names, and other information that may contribute to a solution. Paying attention is essential, as a seemingly insignificant comment can become relevant when confronting another puzzle. This creates an interesting form of indirect exploration. Traditional adventure games allow players to inspect environments themselves, whereas KOEWOTAYORINI requires players to construct a mental picture based on information communicated by someone else. The simulated search feature adds another layer to the puzzle design. Certain information discovered during conversations can be researched, requiring players to recognize which words or concepts are worth investigating. This makes knowledge gathering feel like an active part of the investigation rather than merely background storytelling. Figuring out what to search can occasionally be as important as understanding the information returned afterward. Combined with telephone communication, this gives the game a distinctive investigative rhythm. The adventure contains 13 stages and is designed as a relatively short experience. A complete run can take approximately a couple of hours, although puzzle-solving speed and decisions can affect the overall duration. The limited length actually suits the concept well. Stretching the telephone-based mechanic across a much larger campaign could have made the interactions repetitive, while the compact structure maintains urgency and allows the mystery to move forward consistently. Players who struggle with particular puzzles are not necessarily left without assistance because a hint system is available. This is a sensible inclusion for a game in which misunderstanding one piece of information could otherwise halt progress completely. Hints make the experience more approachable without eliminating the need to observe clues and think about their relationships. More experienced puzzle enthusiasts can naturally attempt to solve everything independently. Audio is especially important because the entire premise depends upon communication. The game contains more than 600 voiced lines, giving the trapped character a stronger presence than static text alone could provide. Hearing fear, uncertainty, and urgency through a voice helps sell the illusion that someone is genuinely depending on the player's instructions. Headphones are particularly appropriate for this type of experience because they strengthen the private, isolated feeling of receiving an important call. Player decisions can also influence how events unfold, and multiple outcomes encourage some experimentation after reaching the conclusion. Knowing that choices can matter adds additional weight to conversations. Rather than automatically selecting dialogue without consideration, players have a reason to think about how their responses might affect the situation. Replay value remains relatively modest because many puzzles will already be familiar after the first completion, but alternative outcomes and achievements provide reasons for another attempt. Visually, this is a modest production rather than a technically ambitious adventure. The game relies much more heavily on its concept, dialogue, atmosphere, and puzzle construction than elaborate animation or detailed three-dimensional environments. Players expecting conventional exploration, combat, extensive cinematics, or large environments may find the presentation sparse. Those comfortable with visual novels and experimental puzzle games are more likely to appreciate what the developers are attempting. Language accessibility is one of its most substantial limitations. The Steam edition primarily supports Japanese and Simplified Chinese, and English is not officially available. This matters considerably more here than it would in an action-oriented game because understanding conversations and written clues is fundamental to solving the puzzles. Players who cannot comfortably understand the supported languages may therefore have considerable difficulty experiencing the game properly. Steam Deck compatibility is officially classified as Unsupported rather than Verified or Playable. Steam Deck owners should not expect a dependable out-of-the-box SteamOS experience. Unofficial experimentation with compatibility tools may produce different results depending on configuration, but the Unsupported classification means handheld users should consider Windows PC the safer platform for playing it. What ultimately makes KOEWOTAYORINI memorable is how effectively it creates suspense without requiring an enormous production. The inability to directly enter the captive's environment makes information precious, while telephone communication establishes an unusual relationship between player and character. The puzzles reinforce this premise instead of feeling completely detached from it, creating a cohesive experience where listening, deduction, research, and decision-making are closely connected. Its short duration, simple presentation, limited language support, and lack of official Steam Deck support prevent it from being universally accessible, but the underlying concept is inventive enough to compensate for many of those shortcomings. For players who understand one of its supported languages and enjoy escape-room mysteries, dialogue-heavy adventures, and experimental storytelling, it offers a focused and surprisingly tense experience. As a compact puzzle adventure built around the idea of saving someone entirely through communication, it demonstrates how a strong central mechanic can accomplish more than elaborate production values. Rating: 8/10
サクッと遊べて主観視点ゆえの没入感に浸れる良作ADV ただしとある謎解きにゲーム外の情報が必要になる場面があり、そこだけはゲームに没入していると自分≠主人公になってしまう点、終盤の場面はメインのUIがスマホ画面なのに対して問答無用でストーリーが進行しているので私はどんな体制で画面を見ているんだ?と我に返ってしまった点が少し気になった。 とはいえ、切迫した緊張感づくりは上手くできていて全体を通しては遊んで満足できる出来。 三部作らしいが三作目は現在AppStoreでしか配信されていない模様(過去にはGoogleplayストアでも配信していたようだが削除されたらしい) 是非最終作までの物語も楽しんでみたいが今の所Steam上では遊べないようなのでそこは注意。
Атмосферная визуальная новелла с элементами мистики и драмы. История сосредоточена на темах коммуникации, памяти и связи между людьми через необычные звуковые явления. Игрок принимает решения, влияющие на развитие отношений между персонажами и финал сюжета. Плюсы: Глубокая эмоциональная история — сюжет затрагивает тонкие психологические темы и вызывает сопереживание героям. Уникальный аудиодизайн — звуки и голосовые эффекты играют ключевую роль в повествовании, усиливая атмосферу. Художественный стиль — акварельная графика и мягкие цветовые переходы создают интимную, почти сновидческую обстановку. Минусы: Языковой барьер — оригинальный текст на японском, отсутствие официальной локализации затрудняет восприятие для неподготовленного игрока. Медленный темп — значительная часть игры состоит из диалогов и размышлений, что может показаться затянутым любителям динамичного геймплея. Ограниченная интерактивность — геймплей сводится к чтению и выбору реплик, без дополнительных механик или мини‑игр. Итог: KOEWOTAYORINI / 声之寄托 подойдёт поклонникам визуальных новелл с упором на нарратив и эмоциональную глубину. Игра предлагает проникновенное повествование с сильным акцентом на звук и эстетику, но может не заинтересовать тех, кто ищет активный геймплей, быстрый темп или локализованную версию.
Very nice and spooky little game. It has good atmosphere and story, use your brain to escape the deadly traps
Four achievements with only knowing some kanji and words. I don't know why, but I like the style of the game. Pro: - Simple, but pretty style - Female voice recordings (more immersive than only written dialogues for this kind of 'VN') - Even without understanding you will get what it is about (or you can imagine it.. maybe) - For free Con: - No english subtitles Please, Devs: English subtitles would be very nice!
---{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☐ Decent ☑ Gnome. ☐ Don‘t look too long at it ☐ Paint.exe ---{Gameplay}--- ☑ Gnome. ☐ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t ---{Audio}--- ☐ Eargasm ☐ Very good ☐ Good ☑ Gnome. ☐ Bad ☐ Earrape ---{Audience}--- ☐ Kids ☐ Teens ☐ Adults ☑ Gnome. ☐ Lizards ---{PC Requirements}--- ☐ Check if you can run paint ☐ Potato ☐ Decent ☐ Fast ☐ Rich boiiiiii ☑ Gnome. ---{Difficulity}--- ☑ Gnome. ☐ Easy ☐ Significant brain usage ☐ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Grind}--- ☐ Nothing to grind ☑ Gnome. ☐ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding ---{Story}--- ☑ Gnome. ☐ Text or Audio floating around ☐ Average ☐ Good ☐ Lovely ☐ It‘ll replace your life ---{Game Time}--- ☑ Gnome. ☐ Short ☐ Average ☐ Long ☐ To infinity and beyond ---{Price}--- ☑ Gnome. ☐ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☐ Never heard of ☐ Minor bugs ☐ Can get annoying ☑ Gnome. ☐ The game itself is a big terrarium for bugs
4/10
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