
Play as Sam or Farah as they attempt to navigate the neon thrills of their cyberpunk city Love Shore, solve murders, fight gods and maybe fall in love.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 3 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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





Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Je suppose que le jeu a été pensé pour être joué dans son intégralité ou du moins qu'on fasse plusieurs routes. Cependant, ce n'est pas ce que moi j'attends d'un VN. J'estime qu'une seule route devrait suffire à se sentir satisfait de son achat et que compléter les autres permet seulement de parfaire l'expérience de jeu. Ici, ce n'est pas le cas. En moins environ 3h, on a fini une route, on n'a pas appris grand chose, on se demande ce qu'on fout là et on ne peut même pas se faire rembourser car on a dépassé les 2h. Ca me désole car le jeu était prometteur mais j'étais plus satisfait de la démo que du jeu en lui-même. Je pense qu'il n'est simplement pas fait pour moi.
I agree that some of the routes seem rushed close to the end, but overall it was a good experience, really liked how all routes are interconnected and that you need to play them all to get a full picture.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
interesting concept and execution
Awesome narrative, awesome ART and desing, I'm still overthinking some of the routes, still OBSESSED over them... 10/10!
This is a game that I have been following since close to the beginning of its advertisement. It looked so promising, and there were so many intriguing characters and story tidbits that were teased over time! The demo left me practically starving for more, from the dynamic writing and the phenomenal soundtrack, to the promise of different romantic and platonic elements offered. After finally having spent time on the full release, I'm overjoyed. I bought the OST as SOON as it was available- there are almost two hours of transcendental, unmooring deliciousness. Certain routes will leave your mind racing in the best of ways. There's so much to explore in the worldbuilding. I can't wait to finish the other routes! Absolutely give Love Shore a chance, it is worth your time.
I love Maya so much, thought the story was interesting. good job, if you use to visual novels, the key load/save is a bit weird
SO good. love games with 8710419 routes with 403760934709357 endings each <3 lol also i love homosexuals GOOD ILLUSTRATIONS, GOOD STORY, GOOD CHARACTERS, GOOD THEEME...thank you for this
I swear i got it for the story...
Cyberpunk and the ever-interesting future of technology will forever be a fruitful breeding ground for stories and the video games that portray them. The endless possibilities of evolving technologies can and will spill into the various aspects of life: entertainment, medical, political, all have the hands to reach out and push and pull where your daily routines will go. With all that power comes the rise of the few and the teetering toll of the many, in a sprawling city which cannot sleep because it cannot afford to. Welcome to Love Shore. After spending years in prison, a futuristic tomb of purgatory-like paralysis where the mind is awake but the body remains frozen, you take control of one of two recently released inmates, Sam or Farah. Both are S.Humans, cybernetic bodies with consciousnesses made from DNA of the buyers that can be upgraded for a steep price, two of 100 still accounted for within the city limits. Each character is reacclimating to the outside world of a city made to keep people in, struggling to make ends meet while trying to avoid the people that got them in prison in the first place. Will you succumb to the City and the Gods that make sure the cogs continue to churn the wheels of fate, or do you break free of the chains that bind you and escape the city and the impending war that seeks to doom thousands? Love Shore is a multi-ending visual novel, with Sam and Farah each having 4 main branches to their stories. Gameplay is what you’d expect from a Visual Novel with the exception of a few flavor pieces to add to the palette: your smartphone, which tracks text messages and your passive stats given by select dialogue choices, and your scanner built directing into your eyes, giving additional information on people you interact with around the city. The scanner is a neat idea, giving little tidbits of info like age (some people are a lot older than they look), hair and eye color, and status. The issue is that it seems baked in but not enough time in the oven, as I kept expecting info to change and potentially give information to eagle-eyed players, but it was used as a one off piece and I didn’t see much value in subsequent play-throughs. Your phone will house short text messages from main and secondary characters that will provide small insight on their happenings throughout playthroughs and also show some happenings off-screen. Also installed is the S.Health App, which shows three passive stats: Strength, Courage, and Intelligence. These are increased with specific dialogue choices that can unlock stat-specific dialogue later in the current run. If you don’t have the correct stats for the dialogue at the time, you can’t say it. While I like this little RPG-like addition to the VN formula, it could really use some quality of life improvements. Letting us know which dialogue options will increase what stat would be vital to help run wanted routes and having a counter of how much of a stat is needed on the dialogue’s option would make going for a specific route much less stressful. With how it’s currently set up, it’s hard to predict what is needed and can stunt routes of interesting knowledge. With over 25 endings across 8 potential paths, Love Shore provides a lot of road to cover for those wanting the full story. Each route will range from around 90 minutes to 2 ½ hours, which will split VN purists. Personally though? I love the route sizes. The shorter routes give more incentive to try different routes without feeling like you hit the wrong flag and have to re-do a 10-20 hour route. And with the amount of endings available, you can use the tried and true Skip Dialogue function to shorten some routes to near 20 minutes (or just slap in some quality save spots, your call). That said, most routes tend to wrap quickly and feel rushed to their finish. Love Shore’s initial plot points revolve around a 3-5 day/night cycle, so a lot tends to happen in a short amount of time. Potential strangers get proper horny in less than a work week, Gods who are hyped up to be of colossal power are killed off in three sentences, and (for the sake of potentially spoiling other routes) instances where characters would speak to each other are expressed, made aware of, and then are forgotten just as quickly. It’s more of a, “Hey, you might see this again,” but plays off as stunted development timelines and cutting room casualties. But what is there is fantastic. I love the aesthetic and concepts that build Love Shore to be a larger-than-life destination. The city runs a 24 hour cycle where shops morph into completely different businesses after the sun goes down, most notably a large aquarium by day turns into a Super High Roller casino at night, run by a God no-less. The characters are all interesting puzzle pieces to Sam and Farah’s past and the ways the city can change to the actions taken are vast and, while wrapped up quickly, are still wrapped nicely. Despite a long and Kickstarter-funded development time, people may look at the flaws as too many to recommend what Love Shore provides. But I very much enjoyed my time and have had a blast taking the shorter routes to just enjoy a quick chunk of lore and learning more of the stories that hide in the alleyways of the bustling city. I feel a couple changes would really put this in a higher spot in this year’s catalog for Visual Novels, but if you can gloss over a few issues, and save regularly, you’re looking at a winner this year. [quote][h1]Follow [url=https://store.steampowered.com/curator/33247611/]A Review Is Worth 1,000 Words[/url] for more Steam Reviews.[/h1][/quote]
this game is so beautiful, amazing art and great music. I got the demo first and love how replayable this VN is!! not just in the sense of romancing all the different hot charas, but also on revealing and completing the full story of what's going on in loveshore <3 and i will not apologize for being Aziz stan :)) love that ♥♥♥♥♥♥♥
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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