
Embark on a new narrative journey by the creators of Life is Strange. Film your summer of 1995 and create memories of a lifetime with your new friends. 27 years later, confront the dark secrets that made you all promise to never speak again after that fateful summer.
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.
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): 0.86/day in the week to Aug 10 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
Rewind back to the 90s and live the defining summer of four high school girls as they forge bonds through their growing friendship, their punk band, and an unexplained event that will forever change their lives.
Experience the story in two thrilling parts, both included!

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 6.4Kreviews | 86% | — | $4.6M |
| $39.99 | 19.9Kratings | 88% | — | not modelled | |
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 905 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
super jeux pour les personnes qui aime life is strange bien hate de voir si il y aura un suite de celui la
[b]"Lost Records: Bloom and Rage" left me with mixed feelings. Having played many of DON'T NOD’s previous games, I knew to expect limited interactivity and a story driven mostly through dialogue. But the lack of new ideas is starting to make this formula feel tired. Recording clips with your camera becomes a chore between cutscenes, and the few puzzles are childish. Most importantly, the writing — once one of DON'T NOD’s strongest qualities — is mediocre at best here. The characters feel stereotypical, the dialogue often comes across as cringe, several story elements make little sense, and the game leans heavily on forced, overdramatic moments. The pacing is also problematic, with many boring, stretched-out scenes and constant flashbacks that break continuity and fail to build any real crescendo. Technically, the game is mostly solid: beautiful visuals, good voice acting, great music, smooth animations, and a large number of choices that genuinely affect major events. But there are only two reasons I barely give it a positive review. First, it’s a good example of magical realism, blending imaginary and real events to create an eerie atmosphere. Second, it offers thoughtful commentary on social and political issues that many developers ignore. Manometer: 5/10[/b] The good - Beautiful visuals with strong graphics and exceptional atmospheric lighting. It’s not photorealistic, but it has its own distinct style and identity. - Smooth, realistic animations. Despite some stiffness, facial expressions successfully convey emotions and psychological states. - Good voice acting performances. Each voice fits the character and their personality well. - Despite pacing issues, the direction is decent, offering interesting framing, camera movement, and several gorgeous shots. - Great music with many original tracks that perfectly match the teenage vibe and enhance the atmosphere of each scene. Music is used wisely and doesn’t constantly play in the background. - Although the story has problems, it cleverly comments on social and political issues such as coming of age, sexism, toxic relationships, harassment, girlhood empowerment, and breaking social stereotypes. The game is pointed in its approach without becoming didactic. - A strong example of magical realism, blending fantasy and reality so effectively that you’re never sure what’s metaphorical and what’s literal. It creates an eerie atmosphere and maintains a good balance where fantasy never overwhelms reality. - Although you're never sure what will be the outcome of every choice, they feel logical and impactful. You never feel like you’re selecting answers randomly. - Many key story moments change depending on your choices, adding interest and a bit of replayability. It’s also nice that the game lets you review your choices at the end and compare them with players worldwide. - Although the camera-recording idea is underused and becomes tiring, watching your clips afterward is fun and gives a sense of directing your own little movie. - The second part of the game has much better pacing, fewer flashbacks, and more meaningful to the story scenes. The bad - Very bad pacing. I understand the intention to make you bond with the characters, but the first half is full of meaningless, stretched-out conversations that feel like filler. The constant back-and-forth in time makes the story feel fragmented and disconnected, failing to build continuity, tension, or crescendo. The mystery surrounding the protagonists fades quickly, and among all the small events and indifferent conversations, you even forget about the box and what it hides. I played the game in four sessions and never felt the urge to continue because I wanted to know what happens next. - The camera-recording mechanic has potential but is used unimaginatively. You must record a specific number of clips each time for the story to progress, turning it into a chore and reminding you that this is a game with objectives. Side recording tasks add nothing and worsen the pacing. The mechanic doesn’t integrate organically with the story — you record five clips, and then a cutscene takes over. - The story is problematic and often illogical. It’s supposed to portray a group of girls with strong bonds, yet the protagonists have known each other for only a few days. During every melodramatic scene I kept thinking, “You met her yesterday — why do you care so much?” Scenes like the concert and the entire final act feel over the top, unjustified by the events leading up to them. Many dramatic moments feel forced, full of big words and oaths of eternal friendship, as if the creators wanted to dictate your emotions instead of being subtle. - Characters are very stereotypical: the funny one, the shy one, the mature one, the weirdo. I don’t know who boomer wrote them, but I constantly felt that 16-year-olds don’t act like this. Their actions and conversations, especially in the first half, feel more like those of six-year-olds. The sentimental dialogue often feels forced and cringe, making me think that real people don’t speak like that. - I have played many of their games, but DON'T NOD’s formula is starting to feel obsolete. I knew what to expect in terms of interactivity, but this approach lacks new ideas. Gameplay is extremely limited, and even the camera mechanic is just filler since the story progresses only through dialogue. The few puzzles are extremely straightforward, and the single stealth sequence is clunky and simplistic. Most scenes boil down to characters telling you “bring me that” or “bring me this.” This game feels even less interactive than "Life is Strange", and if you’ve played their previous titles, this recipe offers almost nothing new and becomes tiring. - Tons of elements and texture pop-in, especially on characters’ clothing.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Russian, Simplified Chinese, Portuguese - Brazil, Japanese, Korean, Spanish - Latin America*languages with full audio support
| $39.99 |
| 3.1Kratings |
| 84% |
| — |
| not modelled |
| $39.99 | 13ratings | 68% | — | not modelled |
| $39.99 | — | 95% | — | 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.
Hours played at review time, across 909 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Beach House started playing and I knew I was a goner. If you love: Gone Home, Life is Strange (any of them), MixTape, Tell Me Why, What Remains of Edith Finch, and the Riot Grrrl movement of the 90's - DIVA, PLAY THIS! Every single still of this entire game is breathtaking. It's a bit corny but the characters are kids so it's fitting. I saw so much of myself in Swan. She's shy, awkward, such a regular teenage girl with love for her people and a creative drive. These characters are so full, feel genuine, and they break your heart. The timeframe of the game is also set in the two weeks I was born - July '95 in Michigan - so maybe my love for it is a bit biased. My ONLY complaint as a Michigander: the total absence of the Yooper accent and not a ton of local easter eggs was a bit of a bummer. Also, if there isn't eventually a sequel to this game it will feel very empty. The game ends on a HUGE invite for a continuation and if we get left hanging I will be peeved. I love an ambiguous ending, but this one has to have more to it.
BEST GAME
Ambiance incroyable et cathartique! J'adore, on sent que ça vient du coeur.
el juego toma su tiempo y eso me gusta los personajes me resultan familiares ya que tenia amigos asi y se siente muy fluido tanto las conversaciones y toma de decisiones eso si es algo extraño el enemigo no podría decidir quien es quien o por que pero la musica y los escenarios son espectaculares realmente espero por saber si habrá un nuevo juego
I loved playing this game. Such a great story to follow, it makes you feel apart of the group and the choices was very good, so many endings. Also liked the music alot. I did all the achievements. I hope they can make tape 3 and 4. Graphics are very good and the bugs are very minor.
DON'T NOD have a, by now very, well refined model for producing narrative-based games built around coming-of-age themes and concepts. This is their latest offering. Given the genre, and developer, comparison with Life is Strange is begged for; Bloom & Rage falls a little short of Life is Strange, while succeeding in its own right and bringing its own character and identity. The contrast of the present/past sections hit me especially more than a game that focusses solely on teenage characters, given that I myself am not a teenager. The pacing is a little off, and the resolution of the story feels a little unsatisfying and not-quite-earned.. as if the game needed a third act, but also to be slightly condensed overall. There is a cliff-hanger as well, which may go unresolved given that I don't think Bloom & Rage was the rip roaring success it needed to be to get a follow up. But it's worth a play.
jogo bom
The music, the storyline, the character development... so good. I am not a fan of visual novels, but this is more like an adventure game. Puzzles, stuff to find, timed challenges, and choices of what you do or don't do affecting almost everything.
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.
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