
Follow the story of the Unseen Narrator, whose repetitive life falls apart when their co-worker decides to quit on a whim.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
A heavily branching story.
Short length, all content can be read in 1-2 hours.
An atmospheric, ambient world that pulls you in.
A droning soundtrack fit for reading.
Visuals from talented artists such as Rochesdreus, Khromushka and Amlogamer.
An unreliable narrator, whose identity gives room for speculation.
Genres
Stats
Languages: English, Spanish - Spain, French
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game has some pretty evocative writing and a story that I feel everyone can relate to on some level. I haven't played through all the endings yet but the ones I have seen have all been worthwhile and unique enough to justify playing through them all. For a game that exclusively uses static images and text dialogue to convey the world it is incredibly atmospheric and I found it very easy to immerse myself. However, I did find the music a little distracting, it sounds like it loops 2-3 second snippets from different tracks back to back and the constant cutting took me out of it a bit. Overall it is definitely worth experiencing and an impressive first release from this dev, hopefully it won't be the last! <3
the language of this game is so so beautiful you forget that youre sitting in front of a pc and arent actually inside of that world
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While it feels unfinished, it really reminds me a lot of my own lonely walks around the city, that quiet dissociation I'd feel when I'd pass by other strangers at night--many of whom were ailed my mental illness or addiction. We'd pass by each other on the street and just nod to each other, and I wondered if they were just as lonely as I was. I'd pass by so many brightly lit areas, which were meant to be populated with happy people, but they're ghost towns, only dotted with trash and the occasional shivering homeless person huddled on a bench. Throughout these walks I'd just be waiting for something to happen. I wanted to meet someone, feel something significant, but it rarely occurred. Every aspect of the game recreates that atmosphere: the pixaleted graphics. Long, lonely winding and twisting streets highlighted by flickering streetlamps. The off pink and green color scheme. The Lynchian-Kafkaesque world that's never fully explained but accepted as normalcy by the characters. The haunting, lonely soundtrack that feels like a Playstation fever dream. Most importantly: Aglaya, the only character who's drawn differently than everyone else, making her a safehaven in this dark night. [spoiler] I think the Roza and Wilderness B endings are my favorite, because the Unseen Narrator finds peace with others, holding back the night just a little bit longer. [/spoiler] I understand the developer wants to take a break from game development, and I understand, but whoever you are--you're very talented. You didn't make a product, you made a work of art that connected with players. I hope you share another game with us, one day.
I, can´t really describe how I feel. I didn´t expect a free to play game to make me so absorbed into the story of it. I did not feel this range of emotions in a long long time and this was just, something else. The style is very simple, but it works well. Writing, is amazing, I don´t even know how to comment on that. Just, try it out for yourself and it might become a piece of something special for you just like it did for me
I take a poster out of my bag. I apply some glue with my brush to the back. I take a poster out of my bag. I apply some glue with my brush to the back. Very interesting world, I'd like to see more/explore more of this. It's good food for the brain. I take a poster out of my bag.
definitely try it, worth the read
Mobile Murder Mystery. Oh, it's definitively mysterious and there's mobile phones in it but for the other M it's more complicated... It's like experiencing someone's else mundane life through a dream. Each choice you make alter the story dramatically and there is no apparent cohesion between the endings. Maybe I lack imagination ? I'm curious if anybody wants to share their take on the story in my comments, please do so. Anyways, i's a cool, artistic game. It's short and free so there's no reason to not give it a try.
MMM is captures the feeling of being alone in a large city, doing progressively more pointless work, letting yourself fall apart... or trying to make a few connections despite all that. The writing itself can be a little awkward at times, but along with the audiovisuals, it does a very good job of capturing and moving through drudgery, frustration, hopelessness, creepiness, struggles and hope as you explore the branching story. Perfect played in a liminal space - on a train, station, waiting room, etc - for added ambience.
please optimize this game first
Short and touchingly uncanny VN that leaves a lot of its substance up to interpretation while maintaining a clear direction. Simple, yet sweet presentation with its style. Abstract, yet cohesive writing that pulls you into the world and leaves you with a lot of space to fill in the blanks for yourself without appearing empty as a whole. In my eyes, it mainly delves into the contrast between 2 states of being: - The harrowing "comfort" of familiar monotony and how strong of a pull it can have on our behavior and decision-making. - A mix of excitement, fear, relief and determination once unshackled from it. I'd recommend getting [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3710136272]all of the endings[/url] since they all have a message of their own to tell while being part of a larger and intentionally incomplete puzzle.
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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