
My Lovely Wife delves into the depths of a man’s grief after the sudden death of his beloved wife. Explore the notions of one’s willingness to do anything for love and the importance of letting go in this mix of dating, management, and alchemy simulators.
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.
About



Genres
Sums Steam only; GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 775reviews | 75% | — | $331K |
| $3.75−75% | 10ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Please add instant text option in setting so i don't have to wait for the text.
Fun, but rather short game. If you plan on going beyond the main story, it will get boring rather quickly. I tried to 100% it, but it's just way to much work to keep doing one repetitive activity over and over.
Second game in “My lovely” series and my first encounter with it. If you have played “My lovely daughter” this title is pretty much improvement on every side, but continuation of theme and gameplay otherwise. So gameplaywise - it is 50\50 visual novel and management sim. Sim part is pretty simple, so you won’t need to be hardcore player to not fail it - both resource management and character development - lvling and stuff are done good enough. Not to spoil - you get workers, assign them to work stations, earn money to buy necessary resources including those needed to get more workers. Novel aspect is covering most of story progression and character development in terms of relationships. NPC you interact with like traders and questgivers have a bit more variety and more things to talk with. Also compared to “My lovely Daughter” it’s more inclusive kinda, since you can go for male “wife” too and unlike “daughter” you do have an option of romance somewhat. Audio is sameish as in previous game - it’s serviceable enough to not break atmosphere and be decent part of game. Graphics got updated slightly, it’s still intentionally roughish hand drawn style to convey how world of the game is, but now bit more detailed and with colour. Plot is similar to “daughter” - protagonist loses loved person and get a chance to resurrect them through doubtful means. There are multitude of endings as before, some being more morally right compared to others, while some remaining as twisted as possible.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Russian, Simplified Chinese, Traditional Chinese, Indonesian
| $3.74−75% |
| — |
| — |
| — |
| not modelled |
| $14.99 | — | 86% | — | 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Solid game, decent replayability, beautiful artstyle
Look I did everything ı can ın this game my only problem is the fact that there is no harem ending... good game like the story and the art. but ı kinda like succubi endings better than the main story. My favorite succubi would be Nocti, Katsu, Agash, Achlys and Bastet. favorite endings are bastet good ending, kayls good ending, kasu good, achlys good, lyst bad, hala bad, mare bad, dialen bad and agash good. so yeah it is good ı will probably play another game from the devs again.
моя любимая жена... что же, прошла игру пару раз на все концовки (как думала) потом узнала, что оказывается суккубами можно остаться. и какой был кайф, когда добавили инкубов и о нашем бедном худощавом Джейке наконец-то позаботится крепкая мужская рука. игра имеет в себе свою легкую атмосферу хоррора, сплетаясь в любви, страсти... и недовольными, страшными когтистыми женщинами или мужчинами, каждый из которых имеет свой характер, стиль и линию сюжета.
My Lovely Wife is a strikingly bold and emotionally charged indie title that blends management simulation, visual-novel storytelling, and dark fantasy into an experience that is as unsettling as it is compelling. Developed by GameChanger Studio in collaboration with Toge Productions and published by Neon Doctrine, the game places players in the role of Jake, a man consumed by grief after the sudden death of his beloved wife, Luna. What begins as a story of mourning quickly spirals into a morally ambiguous descent, as Jake is drawn into forbidden rituals and dangerous bargains in his obsessive attempt to bring her back. The narrative is the heart of My Lovely Wife, and it does not shy away from uncomfortable territory. Guided by cryptic messages and the lingering presence of Luna’s memory, Jake learns that resurrection is possible through the harvesting of Carnal Essence, a substance produced by summoned succubi. These demonic beings are not faceless resources but fully realized characters, each with distinct personalities, desires, insecurities, and emotional responses to the way they are treated. The game constantly challenges the player to question their motivations: are these relationships genuine attempts at connection, or calculated manipulations driven by desperation? The story’s strength lies in how it frames every choice as ethically fraught, forcing players to confront the cost of love when taken to obsessive extremes. Gameplay revolves around a daily management loop that blends resource optimization with relationship building. Each in-game day requires careful planning, as succubi can be assigned to work, train, rest, or spend time bonding with Jake. These choices directly affect their emotional state, productivity, and narrative paths. Treating them purely as tools may yield faster progress toward resurrection, but doing so risks emotional backlash, deteriorating relationships, and grim consequences. Conversely, forming deeper bonds opens unique storylines and endings but may slow the accumulation of resources. This tension between efficiency and empathy is central to the experience, reinforcing the game’s themes through mechanics rather than exposition alone. Alchemy and progression systems provide structure to this emotional core, allowing players to unlock new rituals, upgrades, and options as they advance. While these systems are relatively straightforward, they serve as effective scaffolding for the narrative rather than overwhelming it with complexity. Over time, the repetition inherent in the daily cycle can become noticeable, particularly in longer playthroughs, but the evolving character arcs and branching outcomes help maintain engagement. With dozens of endings available, including individual resolutions tied to each succubus as well as multiple overarching conclusions for Jake’s fate, the game strongly encourages replay to fully grasp the scope of its storytelling. Artistically, My Lovely Wife embraces a gothic fantasy aesthetic that complements its themes of desire, loss, and moral decay. Character designs balance sensuality with menace, reinforcing the dual nature of the succubi as both alluring and dangerous. Environments are moody and intimate, often reinforcing Jake’s isolation and obsession rather than offering comfort. The soundtrack further deepens this atmosphere with haunting, melancholic compositions that underscore both moments of tenderness and creeping dread. Together, the audiovisual presentation creates a tone that feels consistently uneasy, inviting players to linger in discomfort rather than offering easy catharsis. Reception to the game reflects its willingness to provoke strong reactions. Many players praise its narrative ambition and emotional weight, citing the way it intertwines gameplay systems with thematic exploration as a standout achievement. Others find aspects of its premise troubling, particularly its focus on control, exploitation, and sacrifice, even when these elements are framed critically within the story. This divisiveness is arguably part of the game’s success, as it aims less to comfort and more to provoke reflection on grief, agency, and the limits of love. Ultimately, My Lovely Wife is not a game designed for casual escapism. It is a deliberately uncomfortable experience that uses simulation mechanics and branching narratives to explore obsession, loss, and the moral compromises people make when confronted with irreversible tragedy. While its systems may not be the deepest in the genre, their integration with a powerful and unsettling story makes the game memorable and impactful. For players willing to engage with dark themes and emotionally challenging material, My Lovely Wife offers a haunting journey that lingers long after the final ending, leaving behind difficult questions rather than easy answers. Rating: 7/10
> Say one of the main endings is a bittersweet ending because of the consequences > It's just a bitter ending Giving thumbs up because of everything except the ending
honestly this game sucks. Which is ironic because I sat down and played this for nearly 4 hours straight without stopping because the loop was captivating. Essentially it's just pimping out demons to locations to gather essence and money for the greater plot. It's simple, easy, and while somewhat uninteresting, there are multiple aspects of the game that reward you with different areas of progress which makes you want to keep going. What you're hoping for throughout this game is for an interesting conclusion. This is mainly why I'm leaving the negative review. I'd recommend this game solely if you don't finish the ♥♥♥♥♥♥♥ game and instead take the happy succ/inc-ubi endings. Those have more to say about moving on, finding love in places you didn't expect. Finding things to care about among the flaws of other people. When it comes to the main route of the game based around resurrecting your wife, this whole premise is kicked off by a mystery in the starting moments. That being, you, the husband, have killed your wife. It's shown as an accident where you try to shoot a robber, but the main character can't recall what they looked like and no one in the game has a mouth. Naturally you can imagine my disappointment when, NO, it totally was an accident, there wasn't anything deeper going on, actually it's super romantic that he's murdering demons we're portraying as people with well written depth, it's actually beautiful the harrowing things he'll do to ressurect this one person. Here's the thing though, you totally 100% by the rules of the premise not kill any demons. However the game locks you off from harvesting more essence until you kill one of them just to show that you can level up from doing so. For some reason you're not supposed to take this into account at all for whatever reason. Plus the cherry on top of this ♥♥♥♥ sundae is that there are two groups you can choose to ask for assistance from, BOTH ARE EXTREMELY SHADY. This isn't something where if you thought of his position, or the circumstances of either reaching out that you could determine which route would be best. NO, instead you can go with suspicious researcher who has an extremely solid backstory, very solid probably cause for wanting to help you and all round makes the most sense for having nothing else going on. He's even introduced as someone our main character knows. Then there's the occult church in the town that suspiciously has notes from your wife, they somehow know about your situation, what you're doing, and the occurrences in the town. Instead of actually just ♥♥♥♥♥♥♥ telling you the truth, instead of giving you information, instead of literally anything else. They instead just neg you for even acknowledging a well trusted individual and friend and then go "hey he's lying about this thing" and then ♥♥♥♥ off and run away. So naturally when he owns up to it and explains exactly why he finds that group suspicious, why he lied about this specific aspect, why he's doing all of this, and why it doesn't change everything. Yeah, of course I'm going to ask him for help over the weirdos in the corner. So that's the bad ending, and this isn't something where you can quickly just change a dialogue or anything and check the other path either. No. You have to restart the entire ♥♥♥♥♥♥♥ game to see the other ending. These endings DON'T SAY ANYTHING EITHER. This bad ending literally is just you don't resurrect your wife and you ♥♥♥♥♥♥♥ die. They make extra sure to not portray this as a moral, ethical or failure of principle. No, in fact you get praised for putting in all this effort and trying this hard, and making sure to say that your actions were totally justified but ♥♥♥♥ you anyway. So of course I'm not going to restart to see the good ending, since if the bad ending isn't actually going to comment on anything other than just tell me that I shouldn't have finished the game, I'm not going to play even more to expect something different. Turns out, the good ending? That ending you do in fact resurrect your wife, BUT, and very crucially, you ♥♥♥♥♥♥♥ die while being praised for all your actions and effort for doing so. THERE IS NO DIFFERENCE. I'll give it that the good ending is bittersweet, and I think I'd really appreciate and love it, if, and only if the game hadn't fought against this idea from the very start. It's a great ending actually, but when you have it at the end of a game where it constantly tells you that you shouldn't be doing any part of what you've been doing, and constantly gives you clues that "hey, we really need to drill home that these are real individuals with feelings and lives that you are killing and you HAVE to kill them". You would think it wants to say something with that, instead by killing the player, and ALSO not reprimanding the player and treating your actions as something to be idealized, it fails on this front. It's only made worse by the way the bad ending existing at all. I think this game could have worked way better if you removed either the bad, or the good ending, and didn't keep in both, and then left the positive negative individual demon endings. That could have said something. One can acknowledge the effort you put in, but still classify you as failing for not stopping your inherently terrible actions since you both don't resurrect and also die. This is ruined by the good ending, which if you do that, alternatively you could be saying something opposing, where you could have been happy with these demons and not going through with these terrible decisions, however you were pushed on by a church with more information than what you had, and your faith in the words of your dead wife is something to be praised. Except when you leave it up to chance whether you choose to follow the church or not. IT'S NOT because having following your wife or following the stranger is something that should indicate whether your path was good or bad. In fact that might work if you force the player into one path or the other based on their methods of playing the game. It fails because logically the behaviors of the characters in the game should not lead to an answer that is anything other than the good ending or a demon good ending before they kill a demon. So by trying to portray both as suspicious and leaving it to chance, you sabotage what could be trusting in your heart, deep love, and what was left behind for you. This is only made worse by making the dilemma possible, only by forcing the church to not explain anything to the player which only makes the choice feel even more artificial. This felt tailor made to piss me off, not because the ending was bad, but because there are a LOT of great components that are all right here, and the game refused to utilize them properly and didn't make that apparent until the end. God I hate it so much I might actually need to keep this in my favorites ♥♥♥♥ you.
Overall it is a good visual novel game. Actually i expecting more in management gameplay in this game, but realized this game is more visual novel game.
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Players by region
Where this game's players are, estimated from review languages.
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