
The miserable journey of a broken man...
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.14/day in the week to Sep 16 → 1.25/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 872 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the best RPG's ever made, and one of my own personal favourites. Heartbreaking, life ruining, hilarious, life affirming. I could simply say words all day long about what this means to me, and the impact it's had on me and my life, but it would simply be word salad. A true work of art, and a must play for anyone who loves the medium.
an elaborate troll disguised as an rpg
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.13/day in the week to Aug 3 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Spanish - Latin America, Japanese, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 875 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
如果你是老m你应该选最难的模式,8块买的cdk,队伍里的角色回血太难了,残血打不过卡关了坏档了,又不爱看攻略懒得重玩,高难度只适合看主播玩,果然看别人受苦比自己受好多了
WOWEE I love this game so much. Genuinely the best ludo-narrative in any game I think I've ever played. The choices are actually meaningful story-wise and gameplay-wise in a way that very few games seem to ever accomplish. Like being a good person in this game is actually so genuinely hard and morally. It actually means something when you try to be a good person. And to extent, that's even kinda impossible. Also nothing to do with the review really but it's so insane that this was made in RPG maker. I have no idea how Dingaling did it. Lowk probably would have even been easier without it.
Puta obra de arte, es la segunda venida de cristo, si le podrian poner verga a los juegos pa mamarsela a este
The road to hell really is paved with good intentions (+ a touch of joy)
llore
YAOIGEM
非常操蛋的游戏,对我这种想要走每一条路到处探索的玩家来说,这一路上恶意满满,沟槽的被迫养成时刻存档的习惯。犹记得第一次猜拳就衰到全队死光光,以及各种跳崖,长途往返,反复存/读档,真真是唱着三百六十五里路在玩。 说实话很难在玩的时候就懂剧情在讲什么(作者搞抽象的),而且一旦退出再打开是要做点心理准备的,很可能不会再想打开它。 我不会想向任何非受虐癖者推荐这款游戏。 不过目前我也给不出差评。可能的确是我犯贱了要玩这游戏。不好解释,不过这游戏还是有点意思的。选择游戏时第一眼喜不喜欢真的太关键了。
Lisa comforts the disturbed and disturbs the comfortable. The deranged tone and traumatic topics covered in this game are enough to filter most players. Meanwhile, on the mechanical side of things, it commits THEE cardinal sin of RPGs: ransacking player resources. This aspect of the game almost filtered me as well. However, if you're able to endure, it quickly becomes apparent that being subjected to that aforementioned sin is the only meaningful way to immerse yourself in any post-apocalyptic wasteland. Therefore, I embraced it and for me it became Lisa: The Logistical. Everything was an asset to acquire and spend to achieve Brad's ultimate goal— items, the stats attached to his well-being, other people... That is when the genius of Lisa hit me. This game has BRIDGED narrative and combat. A condensed review truly cannot articulate how astonishing this is. Though narrative and combat are universal to the genre, they are typically fenced off from one another rather than FUSED. The majority of RPGs do not attempt such a feat, and the ones that do dare not commit to it down to the root but rather keep it superficial. Traditional examples would be: perhaps something or someone of value is lost, but it is either something (logistically) minor in value and was lost due to plot, or the loss is towards the end of the game and therefore you are exempt from the (logistical) burden of having to operate despite said consequences. Essentially, theses "losses" are entirely for narrative impact/emotional damage. In Lisa loss haunts your every dropkick or backbite and it expects you to playthrough these raw scenarios as they unfold. And yet, despite all my applause, the most painful thing about this key feature of the game is that it is just short of being perfect. This is because most of the choices thrust upon you are ultimatums. Do [THIS] or [THAT] happens. If choices had more variety of when and how to confront them this game would be flawless. Crack Ripper and his Road Scholars gang are an ideal example of what I mean. If you've played the game already, you understand. If you haven't then you should play and find out.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $4M | 21.8K | 90% | $6.99 | |
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