
Do you like adventure and strategy games? A visual novel at the end of the world with a focus on time management. Experience battles in original parallel turn-based strategy minigames or classic novel mode. Half of the survivors are not human, and only one pair will survive.
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99 | 60reviews | 88% | — | $15.6K |
| $2.59−80% | 63ratings | 60% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So i just finished the game, and the ending was decent, it wasnt the nice resolution that i wanted, but it wasnt stricly bad. I had a good amount of fun with this game, only issue with it that the game had very long slow parts, but they where worth it if you power throught and get to the exciding parts.
I don't care what happens to these people.
Una grata experiencia y una gran sorpresa en cuanto a calidad de soundtracks, narrativa y arte.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Japanese, Portuguese - Brazil
| $13.99 |
| 28ratings |
| 74% |
| — |
| 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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The soundtrack. The story was ok, very confusing at the beginning but it did catch me, the characters were interesting, the battles were fun to do the first time, but quite abusable and thus a bit boring the subsequent times, the "ending" sucked, it's not even an ending, it's a very weird cliffhanger, which I can't lie, was interesting enough just because of how it was done, but the soundtrack.. this was the MVP, they fit whatever is happening at the time pretty well, and during battle there's always 2 similar versions, one for when you're planning your actions and one for active combat, and the transition between them are soooooo smooth. It's an interesting experience, if you aren't totally sure wait for a sale.
A very entertaining game with charismatic characters. It has some *strange* moments, but it is pretty fun.
It's a pretty good story, the mystery is griping, but I would wait for the sequel(s?) to come out before playing it, as the game ends on a cliffhanger and leaves you with more questions than answers. Bonus points for being able to opt-out of the combat system, which didn't look too interesting for me and would have been a source of frustration more than anything for me.
Como novela visual es bueno, tiene buena banda sonora y es interesante, a nivel de juego, bueno no lo intenten
<3
Lotus Reverie: First Nexus, developed and published by Keinart Lobre, is an indie visual novel that intertwines existential philosophy, emotional character drama, and light strategic mechanics into a layered narrative experience. Set within a mysterious and enclosed castle environment following a reality-altering catastrophe, the story centers on Cinque, a young woman who awakens with fragmented memories and finds herself among other survivors bound by an unusual and ominous rule: each human is paired with a tulpa, a manifestation of their subconscious, and only one pair can ultimately survive. This premise immediately establishes a world shaped by psychological tension and inevitable conflict, forming the backbone of the game’s thematic exploration. The narrative unfolds gradually, emphasizing character relationships and introspection over rapid plot progression. Much of the early experience is devoted to establishing bonds among the cast, allowing players to understand their motivations, fears, and personal philosophies. Conversations frequently drift into reflective territory, examining themes of mortality, identity, and the nature of connection. The juxtaposition of everyday slice-of-life interactions against the looming threat of elimination creates a persistent undercurrent of unease. Even moments of warmth are tinged with the awareness that alliances may eventually collapse under the game’s harsh rules. Gameplay incorporates a time management system that structures each in-game day. Players allocate time toward training, exploration, or strengthening relationships, while a tension meter tracks the emotional climate within the castle. This system reinforces the sense of mounting pressure, as choices influence both narrative development and character dynamics. Optional combat segments, presented through a turn-based Parallel Strategy System, offer tactical encounters between tulpa pairs. However, these battles are secondary to the storytelling, and many players find that the strategic layer functions more as supplemental flavor than as a core pillar of engagement. The option to focus primarily on narrative progression reflects the developer’s clear prioritization of story over mechanical complexity. Visually, Lotus Reverie stands out through vibrant character art and expressive illustrations that capture both the serenity and fragility of its world. Detailed sprites and CGs punctuate key emotional moments, enhancing dramatic impact without overwhelming the player with excessive visual effects. The environments, though primarily confined to castle interiors, are varied enough to maintain visual interest. The soundtrack further supports immersion, shifting between tranquil melodies and tense compositions that mirror the narrative’s tonal shifts. Despite the absence of voice acting, the presentation remains evocative due to its cohesive art and music design. Pacing is one of the game’s more debated aspects. The deliberate buildup of relationships and philosophical discourse may feel slow to players expecting immediate conflict escalation. Extended monologues and introspective passages occasionally dominate scenes, prioritizing thematic depth over brisk narrative momentum. For those invested in character-driven storytelling, this approach strengthens emotional attachment. Others may find that the story takes time to fully reveal its stakes. Technical execution is generally stable, though minor interface and transition inconsistencies can surface during longer play sessions. These issues do not overshadow the experience but serve as reminders of the project’s indie origins. The episodic structure of First Nexus also means that certain narrative threads conclude in ways that feel more like continuation points than definitive resolutions, setting up future developments rather than delivering complete closure. Ultimately, Lotus Reverie: First Nexus succeeds as a story-first visual novel that leans heavily into emotional resonance and philosophical inquiry. Its combination of existential themes, character-focused drama, and optional strategy elements creates a distinctive identity within the genre. While its measured pacing and supplementary mechanics may not appeal to all players, those who value introspective storytelling and complex interpersonal dynamics will find a deeply engaging narrative journey. Rating: 7/10
good story, good soundtrack, good character design, except for the ending
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Players by region
Where this game's players are, estimated from review languages.
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