
MOOD is a short visual novel combining horror, dark humor, and dialogues on a wide variety of topics, from old movies to ancient wars. You were the one who summoned your new companion, there is no backing out now!
Modeled estimate, not a reported figure. How we estimate →
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About
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MOOD is a gloomy, philosophically-walking visual novel beyond it's genre. The player will meet a girl and take a walk with her through the backstreets of a decaying city. Ask the right questions, listen to your interlocutor and find the truth in the dialogues. Nothing bad will happen, we promise. ⠀▓▓
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The game doesn't have “right” endings or choices. A good intention can turn out to be a bad one in the future, just as a bad deed can turn out to be the safest. Make choices with your heart, show her the real you.⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀▓▓▓▓▓
Did we mention that every choice affects the environment? Oops…
Clouds overhead and dirty snow underfoot. The game's locations reflect the realities of provincial post-CIS cities. Our story begins in one of them. Not the most cheerful landscape, is it?
Every scene is inspired by real-life streets.
A unique visual style done in the “dirty” shades of a winter city.
Melancholic and gloomy soundtrack, in the genres of Dark Ambient, Post-punk and Witch House.
4k artwork.
Locations tell their own story, just look closely.
An environment that changes depending on "darkness" scale.
Tons of undertone for the riddle enjoyers.
New content on re-runs.
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You can steal beer and smoke cigarettes! Lots of cigarettes!
Hand-drawn art. No AI.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
спасиба за такой кал, колян, ты смог сделать самую худшую новеллу от хрюzzкого мира. Ты чё пил когда писал историю про девушку гг? Это же такая ♥♥♥♥♥♥, что даже людям стыдно показывать. Кста, помнишь как тебе акк уебали и весь твой стафф верещал по поводу этого? Мы так давно не орали)) Как там геймдев? Смог окупить муд с донатов? Видимо да, что даже пришлось вернуться на ютуб. Вместо нормального сюжета ты представил себя в образе студента-Zумерка, хотя сам ты нищий алкаш без будущего :Smex:
Лет 10-15 назад сам мечтал замутить такую ВН. Очевидно, у меня не получилось. Зато получилось у этих ребят. Не сказать, что ВН по тексту и подаче прям идеально выверенная, но придираться не буду. Мне понравилось, спасибо за "вайбик". Художнику отдельный респект, с ним бы поработал сам, если бы я не был ленивое xyйлo.
хорошая, черная комедия. ну и хотелось вернуть вырезанный контент и ещё удлинить игру с главами
Небольшая новелла о парне, который разочаровался в жизни, но случайно призвал демона. Игра про разговоры на философские и бытовые темы. Жалко только что вырезали концовку с взрослым контентом
Хакусей, привет от Криса
я спиздил пиво, а потом вскрыл вены чтобы встретиться с женщиной. Игра супер!!!
НЕ ВЕРЬТЕ ЖЕНЩИНАМ ИЗ ДРУГОГО МИРА ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Визуал хороший глаза радует ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Присутствует свой вайб ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! музыка мне понравилась
Отличная игра жаль не было порно((((((((((((((((((((((
ХОКУСЕЙ, РУБИРОИД и АПОСТОЛ - ХУЕСОСЫ. А КРИС - ЛЕГЕНДА.
MOOD, developed and published by MAT Affect, is an experience that deliberately distances itself from conventional game design in favor of something far more abstract and interpretive. Rather than presenting clear objectives, structured progression, or mechanical challenges, it invites players into a space where atmosphere and emotion take precedence over action. This makes it less of a traditional game and more of an interactive exploration of feeling, one that depends heavily on the player’s mindset and willingness to engage with its minimalistic design. The core of MOOD lies in its simplicity. There are no overt goals pushing the player forward, no explicit instructions outlining what must be done, and very little in the way of traditional gameplay systems. Instead, the experience revolves around movement through abstract environments that seem to shift in tone and meaning depending on how they are observed. This design choice creates a sense of openness, allowing players to interpret the world in their own way. However, it also means that the game offers little guidance, which can leave some players feeling disconnected or uncertain about their purpose within the experience. Visually, the game leans heavily into abstraction, using color, lighting, and motion to evoke specific emotional responses rather than depict realistic settings. Environments often feel dreamlike, with shapes and spaces that exist more as impressions than as clearly defined locations. This approach gives MOOD a distinctive identity, as it communicates primarily through visual language rather than narrative or dialogue. The sound design complements this direction, relying on ambient audio and subtle shifts in tone to reinforce the emotional atmosphere. Together, these elements create a sensory experience that can feel calming, unsettling, or introspective depending on how the player engages with it. What makes MOOD particularly interesting is how much it relies on individual perception. Without a structured narrative or clear mechanics to anchor the experience, players are left to derive their own meaning from what they encounter. This can make each session feel personal, as different players may interpret the same environment in entirely different ways. For some, this open-endedness is the game’s greatest strength, offering a space for reflection and emotional exploration. For others, it may feel like a lack of substance, as the experience does not provide enough direction or variation to sustain long-term engagement. The minimalist design, while intentional, also highlights some of the game’s limitations. The absence of progression systems or evolving mechanics means that the experience remains largely unchanged from start to finish. Once players have explored the environments and become familiar with the audiovisual style, there is little incentive to return unless they are specifically interested in revisiting the atmosphere. This can make the game feel short-lived, particularly for those who prefer more dynamic or layered gameplay experiences. From a technical standpoint, MOOD is straightforward and accessible. Its simplicity allows it to run smoothly on a wide range of systems, and its uncluttered design ensures that performance rarely interferes with the experience. However, this same simplicity can sometimes make the game feel underdeveloped, as if its concept could have been expanded further through additional mechanics or interactive elements. In the end, MOOD is a niche experience that will resonate strongly with a specific audience while leaving others unmoved. It succeeds as an artistic experiment, offering a space where players can engage with atmosphere and emotion in a way that is uncommon in more traditional games. At the same time, its lack of structure and limited replay value may make it difficult to recommend broadly. For those who appreciate experimental design and are willing to approach it with an open mind, it can be a quiet, reflective journey; for others, it may feel too abstract to leave a lasting impact. Rating: 6.8/10
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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