
_전언:(_message:)은 심리적 공포 요소가 포함된 텍스트 어드벤처 게임입니다. 달에 잔류하여 지구에 있는 본부와 통신을 하는 사이, 당신은 점점 이상한 낌새를 눈치채기 시작합니다...
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
선택의 자유도 낮음 다회차 플레이의 메리트가 딱히 없음 할 수 있는게 이게 끝? 이라는 생각밖에 안듬 기대보다는 별로였던
느낌좋음. 근데 스토리가 .시작하려나 할때쯤 게임이 끝나네요.. 아이디어랑 컨셉이 좋아서 아까워요
젠장 또 암구호야 나는 숙지해야만 해
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
길진 않지만 생각보다 너무 재밌었음! 루트도 꽤 다양한데 재플레이 계속 하면서 새로운 사실들을 알아가는 것도 재밌고, 엔딩이 한정적인건 좀 아쉽지만 나름의 히든엔딩을 보고 만족함 ㅜㅜ 갑툭튀 없는 공포겜 너무 귀하니까 더 많이 개발해주세요..!!!
짧고굵다
희망....희망이란 무엇인가? 내가 알면 계약서에 서명했겠니!? 블랙 기업에 낚인 또 한명의 피해자의 이야기.... 내용은 괜찮았으나, 가격대비에 딱 맞춘 듯한 너무나도 짧은 내용이였습니다. 어둡고 고립된 분위기만큼은 진짜 끝내주더군요. 공포연출은 상당히 좋았으며, 가격대비에 딱 맞는 게임이였고, 본편이라고 하기보단, 프롤로그나 체험판을 하는듯한 느낌의 게임이였습니다. 자세한 리뷰는 아래쪽 ↓↓ https://blog.naver.com/kururika/223599527378
흥미로운 줄거리를 가진 짧은 게임. 나는 좋아한다
_message:, developed by TEAM 217 and published by PsychoFlux Entertainment, is a quiet, text-driven psychological horror experience that deliberately rejects spectacle in favor of tension built through implication, ambiguity, and isolation. Rather than relying on visual shock or mechanical complexity, the game places its trust almost entirely in language, timing, and the player’s imagination. From the moment it begins, it establishes a restrained, clinical tone that mirrors its setting and premise, encouraging the player to read closely, think carefully, and question every piece of information presented on screen. The narrative centers on a lone individual stationed on the Moon, tasked with maintaining communication with Earth while carrying out routine duties. At first, the situation feels grounded and procedural, with messages that resemble standard mission updates and technical exchanges. However, as the game progresses, subtle inconsistencies begin to creep in. Messages arrive that feel slightly off in tone or content, new sources of communication emerge without clear explanation, and fragments of restricted or unexpected information surface. What makes the story effective is its refusal to clarify these anomalies outright. Instead, it allows uncertainty to accumulate slowly, transforming mundane exchanges into sources of unease and suspicion. Gameplay in _message: is minimal by design, revolving primarily around reading, responding to, and interpreting text-based communications. There are no reflex-based challenges, combat systems, or traditional puzzles. The tension comes from decision-making and comprehension, as the player must choose how to respond to messages and which information to trust. These choices subtly shape the flow of the narrative, reinforcing the feeling that communication itself is both a lifeline and a potential threat. The act of reading becomes the core interaction, demanding attention and patience, and rewarding players who engage deeply with the material rather than rushing through it. The game’s presentation is stark and functional, using a restrained interface that echoes command consoles and communication terminals. This visual simplicity enhances immersion rather than detracting from it, as it keeps the focus squarely on the text and its implications. Without detailed environments or character models, the player is forced to imagine the emptiness of the lunar surface and the vast distance separating them from Earth. Sound design, when present, is subtle and atmospheric, reinforcing the sense of solitude and reinforcing emotional beats without ever overpowering the narrative. One of _message:’s strongest qualities is its thematic coherence. The game explores isolation, mistrust, and the fragility of communication in extreme conditions, using its mechanics to reinforce these ideas rather than merely referencing them in dialogue. The Moon setting functions not just as a backdrop but as a metaphor for emotional and informational distance, where even familiar voices can become suspect and clarity is constantly eroded by doubt. Horror emerges organically from this framework, not through sudden scares, but through the slow realization that something fundamental is wrong and that understanding it may come at a cost. That said, the game’s highly focused approach naturally limits its audience. Players expecting conventional horror elements, visual variety, or fast-paced interaction may find the experience too sparse or slow. Accessibility can also be a challenge depending on language support, as the heavy reliance on text means comprehension is essential to full enjoyment. For those willing to meet it on its own terms, however, the minimalist structure becomes a strength, allowing the narrative and atmosphere to remain tightly controlled and thematically consistent. Ultimately, _message: stands as a strong example of how interactive fiction and psychological horror can intersect in meaningful ways. It delivers an unsettling experience not by overwhelming the senses, but by quietly undermining the player’s confidence in what they are reading and who they are communicating with. Its impact lingers not because of what it shows, but because of what it withholds, making it a memorable and thought-provoking experience for players drawn to narrative-driven, introspective horror. Rating: 7/10
플탐 약 20분 엔딩 3개 정도인데 다회차 플레이의 메리트는 없음 분위기는 잘잡은거 같은데 분량이 좀 아쉬움
다회차의 메리트가 없는 아쉬움 가득한 게임 조금만 더 볼륨이 컸으면 좋겠어요
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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