
The poor woman who lives with her little brother. She is imprisoned and forced into prostitution for her brother’s medications, she keeps struggling to free herself from the prostitution and prosecute those bad guys with justice.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Traditional Chinese, English, French, German, Spanish - Spain, Russian, Japanese*, Thai, Simplified Chinese, Portuguese - Portugal, Portuguese - Brazil, Spanish - Latin America +1 more
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
Imagine the following. Put on a pair of blue jeans and a heavy parka, get in a boat and head out into the ocean. Go until you are so far from shore that it just looks like the blur of safe land. Wrap a thick towel around your head so it covers your mouth and nose, but your eyes remain unblocked. Then sink the boat and start swimming for land. And as the weight of your clothes, heavy from the water they've absorbed, begin dragging you down, as your arms and legs begin burning with the strain while your muscles fight to move you closer to safety, as you struggle for breath through the wet barrier on your face, when your view of land becomes harder to maintain as your head dips lower beneath the waves, and as the desperation and hopelessness of what you have done starts to build your panic and dread, then you will have the mindset this game tries to evoke. What a bleak, depressing, hateful and ugly product. I read the reviews but I didn't think it would be this bad. Not in terms of subject matter, but in the absolute lack of hope and absence of humanity the devs used. I expected a game with a dark theme but more of a plot that was about escape and revenge. It's not that kind of game. The game is designed to break your spirit and literally make you give up and submit. And it sucks all the way through. I hated this experience. The story is oppressive, and not in a good storytelling way. It is just evil upon evil, depravity dipped in sadism, ugliness wrapped in barbed wire and then all shoved down your throat. And there is no hope! Seriously, nothing in this game has a ray of sunlight. I played through to a situation where she finally escaped (after pointless repetition of the same abuse), they all got arrested and she went home, just to have that end up as a bad ending too! Nothing you do matters. Maybe there is an ending that ends more positively, but the slog to get there, dragging your feet through the sludge of the story, isn't even something I am willing to invest anything more in. The adult scenes are just uncomfortable to sit through so the skip feature was used more than in any other "game" I've tried. You might say that's a credit to the writing, but I don't think the writing was good. It was so full of spite, hate and abuse, it made everything tainted by association. There is a lot of meaningless repetition. Not because it was necessary, but I think the devs felt by grinding out the horrific monotony of abuse to a human trafficking victim, it would make the ordeal have more impact. For me it just made me more exhausted and then pissed off when I finished the game and it was still a disaster. This story is like the movie "I Spit on Your Grave", but only the torturous first half. There may be an ending to this game that has a strong cathartic finish, but the overall experience is so trashy and infuriating, there's no way I'm going through it again. This story needs more hope, more power for the MC, more payback throughout the story. Not just in one perfect ending, but in stages to keep you invested and wanting to try. It needs significant points of justice and revenge, not just at the end, but strategically in the whole story, to alleviate the pressure of hopelessness. It feels more like this was some wannabe goth kids art project he made to antagonize his teacher and look edgy. As it stands, this just makes me wonder who hurt the devs so much that they thought this was a good direction to go. The only plus to this was the voice actress who was able to put a lot of emotion into a bad script and terrible concept. Other than her, this product eats a big fat one, chokes and then vomits on it's own chest and stomach. Memory erase from the human brain needs to be a product. I would definitely buy a dose after this. In case my sugar coated words weren't clear about what I'm getting at: I can't recommend this product.
"Обиженный дядечка который всю жизнь получал отвращение\отказ от женщин и решил отыграться на этом!" Сюжет - или соглашайся на секс или смерть. Ключевые клише или аспекты игры: Если проститутка так всегда случайно попала в западню после выпитого напитка. Если похитили так всегда через насилие все. И естественно никто не подаст в розыск. И никто естественно не будет задавать вопросы. Никто даже пледик чтобы спать в подвале не даст. Или не отмоет после "окончания". Даже когда игра дает возможности продвинуться по ветке без твоего участия, в выборе, все равно тебя избивают. Очень глупый и наигранный текст который на уровне - "слышь не ссы, все будет". Про непонятный интерфейс я вообще говорить не буду. Чтобы вывести наркотики из организма надо заниматься "мастурб*цией или с*ксом". Это при том факте что ты и без накоркотиков балуешься неплохо за гг. Также я молчу о том что видимо срат* и жрат* никому по сюжету никак не надо. Зато вот сон твоего смотрителя очень важная вещь. "Влажная фантазия обиженного человека, да и только"
112分钟终于把真结局打出来了,剧情也还可以,CG也可以直接解锁,真结局的攻略我就直接放下面了 前期什么逃反抗什么的都是骗局,只要保证不死就行,换地方之后的10000逃离是真的,但身上的药瘾没有去除,而且回去之后弟弟也没了,最后又回去了,真结局要先把所有人好感刷满,然后去老板那侍奉,之后观察鸟山的保险柜然后勾引,然后去真尤美那拿安眠药,之后再去鸟山那勾引,拿到之后去龙马那取录音笔,之后再去真尤美那介绍,之后就是一段强制剧情,选录音笔交给谁的时候选龙马,然后就可以触发真结局(药瘾我是每回合都清理完的,所以不太清楚药瘾有没有要求)
[h1]«ИГРА ИЗНАСИЛУЕТ ТВОИ ОЖИДАНИЯ» [/h1] БЕДНАЯ ДЕВУШКА! РОДИТЕЛИ УМЕРЛИ, БРАТ БОЛЕЕТ, А ОНА ПОКУПАЕТ ЛЕКАРСТВА ПОД САУНДТРЕК, СЛОВНО СКАЧАННЫЙ ИЗ ТИКТОКА ЗА ПЯТЬ МИНУТ ДО ДЕДЛАЙНА! Давайте её пожалеем, не останемся равнодушными. Вы, кстати, видели, как изменился парк Горького? А теперь [b]ВСЮ ОСТАВШУЮСЯ[/b] игру она будет [b]ВСЕМ[/b] рассказывать о своих проблемах. Героиня идёт устраиваться на работу и зачем-то выпивает чай, который ей дал какой-то левый мужик в офисной форме. [b]ЕЁ ЧТО, РОДИТЕЛИ НЕ УЧИЛИ... Ой... [/b][i]«Не пейте напитки от незнакомых людей, а то вас отвезут в подвал, и три мужика будут играть в блэк-джек с вашей жопой!»[/i] [b]Визуального стиля у игры нет.[/b] Как нет? Ах да, на скриншотах-то персонажи в [i]«плюс-минус одном»[/i] стиле. Но внутри вас ждёт сюрприз: половина героев выглядит, будто их рисовал восьмилетний ребёнок в Paint. Эти [i]«шедевры»[/i] в пиксельном разрешении так размыты, что кажется, будто экран намазан мылом! Видимо, разработчики купили целый альбом школьных рисунков, но забыли, что фон надо удалять, а не тыкать ластиком наугад — из-за этого на спрайтах персонажей появились белые клочья в волосах, рваные края… Денег на художника не хватило? [b]Самая сладенькая часть игры[/b] [u](то, ради чего мы её покупали)[/u] — [b]хентай[/b]. И да, действительно: некоторые сцены сделаны человеком, у которого руки растут из плеч, потому что нарисованы красиво. Но проблема в том, что все они [b]ОДНООБРАЗНЫЕ[/b] — меняется только одежда и ракурс камеры. Есть несколько сцен, которые могут привлечь внимание игроков, но уже через минуту они пойдут смотреть что-то более интересное. [h3]ОТПУСТИТЕ БЕДНУЮ ЯПОНСКУЮ ДЕВОЧКУ, КОТОРАЯ ОЗВУЧИВАЕТ КАЖДУЮ ВАШУ ИГРУ! ОНА УСТАЛА, ОНА ХОЧЕТ ДОМОЙ! ЗАЧЕМ ВЫ ЕЁ ДЕРЖИТЕ В ПОДВАЛЕ И ЗАСТАВЛЯЕТЕ ОЗВУЧИВАТЬ ХЕНТАЙНЫЕ ИГРЫ? ОНА УЖЕ НАСТОЛЬКО УСТАЛА, ЧТО ДАЖЕ ГОЛОС НЕ МЕНЯЕТ И ОЗВУЧИВАЕТ ОДНИМ И ТЕМ ЖЕ ГОЛОСОМ КАЖДУЮ ИГРУ.[/h3] [b]Итог:[/b] Проект страдает от противоречивости. Он хочет быть и трогательной драмой, и эротическим визуальным романом, но не справляется [b]НИ С ТЕМ, НИ С ДРУГИМ.[/b] Нехватка оригинальности, слабая техническая реализация и нарочитая эксплуатация клише оставляют ощущение напрасно упущенного потенциала. Спасибо, Steam, что можно вернуть деньги за игру. Спасибо за подарок, [url=https://steamcommunity.com/id/Kati122/] Ιησούς Χριστός [/url] [h3]P.S. Разработчики, если вы это читаете — купите художнику Photoshop. И отпустите ту японку домой. Она уже десять лет в заложниках у ваших хентайных игр и выполнила задание на 5+.[/h3]
本作是一款视觉小说类型的小黄油,游戏的故事很简单,本作的女主角,夏树,是一个贫穷的少女,父母双亡的她弟弟最近还生病了,遭遇了如此巨大的灾难的她误入了地下卖淫组织许诺的高薪工作陷阱。从此变为了白天面临强迫【接客】,晚上被 "自愿"【吞药】【侍奉】男人,在暗无天日的黑道监禁下痛苦求生的性奴。无数次的求救,无数次的逃跑,最终的结果,就是在不见天日的房间里,不停地取悦男人。面对只会许诺到时候会放她走并且会治疗她弟弟的老板,夏树决定要搜集证据,找到具有能力跟正义感的人,把这个邪恶的组织一样打尽,跟弟弟重聚。 游戏主要分为两个阶段,第一阶段就是不断的接客,并且保持自身的健康,从而推进剧情。直到游戏进入到第二阶段,在这一阶段夏树必须使用:【观察】【思考】【交谈】【接客】【勾引】【请求】【奉侍】等指令讨好真由美、鸟山、龙马、老板等四个主要角色,与探索黑道势力不可告人的情报。想办法出卖身体迎合老板,并忍受媚药带来的身体影响,接客卖淫增加信任度。但游戏整体的剧情是黑暗的,从女主被强制下药接客的那一刻起就已经没了希望。第二阶段的所有人,无论是真由美、鸟山、龙马还是老板,有一个算一个都是一等一的出生。且游戏逃亡过程中全是bd。就算逃出去了也是弟弟寄了,自己没办法在社会立足的结局。 总的来说本作角色塑造还是算成功的,全都是出生。不过游戏的剧情和结局很意难平,推荐能接受剧情或者不在意这些的玩家游玩。 [quote] 雅中有俗真意趣,俗里藏雅见真游 [url=https://steamcommunity.com/groups/yasugongshang][i]欢迎前来关注 [/i]「雅俗共赏鉴赏组」[/url] [b][u] 以雅会友,以俗近人,共赏之间,品味游戏人生。[/u][/b]
只有圖片 劇情了無新意 玩法也無聊 不黃也沒有遊可言 趣味1/10 實用1/10 除非你是看到裸就夠用 或對於這類內容嗜好 沒有個80%off不值得買
[h1] 游戏介绍 [/h1] 本作是由游戏制作组台湾香蕉王联合Kanoe推出制作并由发行商PlayMeow Games联合ACG creator发行的作品《Natsuki's Life In Prison》中文译名《夏树的监禁生活》这是一个监禁风格的成人互动小说与avg类型游戏。 游戏背景故事讲述的是女主角夏树跟弟弟夏野两个人跟随父母在贫民窟里艰难的生活着。本来生活就很拮据的一家人突然赶上了一场瘟疫,这场瘟疫直接要了主角父母的命加上弟弟也落下病根,卧床不起。姐弟俩在失去父母的情况下,只能在小破屋中相依为命,靠乞讨和打零工来艰难度日。长辈都说想要在这片土地上生存下去就得抛弃作为人的尊严和良心。 为了让弟弟活下去,女主必须去找一份工作,无论做什么工作都要给弟弟治病。于是女主在废报纸中找到了个高薪招聘工作,根据对方提供的信息,女主来到了个特别豪华的独栋大公司。见到老板之后,简单询问一番就说女主被录取了,递给女主一杯果汁,喝过果汁之后,女主就昏迷过去了,醒过来之后就发现来到了个陌生的地方,双手被捆住且衣服被脱光。屋里还有一个男人在这里,通过与对面沟通才得知,自己应聘的所谓公关职业其实就是卖淫。女主需要每天接待客人赚取生活费和弟弟的医疗费。夏树会接受命运还是找机会逃出去亦或者找到证据给这个团伙一锅端了呢?这需要玩家自行进去探索与体验... [h1] 玩法简介 [/h1] 本作玩法是分为两种阶段形式,第一阶段是成人互动小说游戏和简单的保持夏树的健康情况。适量的文本剧情加上互动选项。没有什么难点操作,就是沉浸剧情中到节点选择自己认为正确的剧情来推进故事的走向,剧情中有着大量的分支,让每一步都按照玩家的选择进行下一段剧情,可谓是剧情带入感满满,但是选项大部分不影响后面剧情,只是选项错误会挨顿揍减少健康值。每次选项之前可以提前保存游戏。第二阶段类似于传统的日式恋爱模拟养成类黄油一样,只是把养成换成了卖身救弟弟和赎身亦或者是收集证据给这个团伙一锅端。第二阶段的需要10000金币才能赎身。 游戏的流程主要是在第一阶段被监禁的时间里保持夏树的健康度和降低崩溃值和药瘾值。第二阶段主动接客赚钱赎身和取得老板的信任与3个NPC的好感度。一天有四次行动次数,第一阶段的每天活动是界面右边的按钮。分别是观察、思考、呼叫、自慰、脱衣和穿衣。观察是观察周围的环境和自己,第二阶段观察可以观察各个NPC和周遭的环境,有的可以获得情报。这个不消耗行动次数。思考一般都是两个选项一个选项增加崩溃值,一个选项减少崩溃值,第二阶段思考变成了选择游戏结局的选项。第一阶段每次思考都会消耗一次行动次数,第二阶段则不消耗。呼叫是呼叫外面看守的人员与之对话,每次消耗一次行动次数。自慰与接客或者勾引NPC每次都会减少药瘾值,每次消耗一次行动次数。第一阶段行动次数消耗光之后会进入互动小说剧情,游戏内大部分选项都是影响夏树的各种数值。第二阶段每天活动变多,拥有了外出活动机会。外出可以与真由美、鸟山、龙马与老板之间互动。与其对话增长好感度,各个人物好感度高了之后都会获得情报。从这个阶段开始,又被迫卖身变成了主动卖身赚钱来赎身。每天完成接客都会增长老板的信任度。信任值高了之后可以对老板献身获取情报。 游戏设置了多结局模式,除了选项错误导致的健康值为0或者崩溃值为5进入的坏结局外,还包括了多结局来探索,为了不剧透,还请玩家自行观看,因为本来剧情就不多。 [h1] 涩涩介绍 [/h1] 注:本游戏全程无码,游戏内有中文。 本作的涩涩内容是静态CG配文字,涩涩包含了24个CG。成人内容里面包含了捆绑、调教、自慰、口交、肛交、多P、内射、口爆、各种姿势的性爱等等。由于女主全剧情有CV配音演出且涩涩有叫床和啪啪音效,代入感非常不错。涩涩事件也是一个接着一个,非常的紧密。 本作有CG回想模式,可以随时来观看解锁过的涩涩事件。如果就想来看看涩涩的话可以在设置里面一键开启全部CG。 [h1] 游戏总结 [/h1] 游戏模式作为养成类调教黄油操作还是非常的简单,角色立绘还算比较好看,非常符合我的审美。CV配音演出比较自然,不生硬。但游戏涩涩音效、涩涩的动态CG和游戏模式有点单一,但游戏剧情还算不错,女主的遭遇让我感到可怜,从害怕到麻木的转换,代入感确实不错。游戏没有成就系统,让我这种喜欢全成就的玩家有点失落。老传统,游戏的ui也比较简陋,对话的时候还只能用鼠标点,用空格的情况下有时会莫名其妙的跳过一段对话。 总得来说还是值得推荐去玩玩,优缺点都相对明显,作为香蕉王早期的作品,品质肯定没有现在的高,但也算是黄油中合格线上的一款作品。 [h1] 综合评分:7/10 [/h1] [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
不好玩,操控的角色是女的,沒有代入感。
Sinceramente, no recomiendo el juego... es un juego muy lento y aburrido donde es repetitivo en cada nivel. La historia, puedo considerar que es algo "buena" pero a mi gusto, ni de loco lo recomiendo. Si vas a gastar $144.99 mxn en esto, mejor dámelos a mí jajaj
Natsuki’s Life in Prison, developed by Kanoe and BananaKing and published by Playmeow, ACG Creator, and Playmeow News, is an adult visual novel that ventures into extremely dark territory, blending erotic elements with psychological and moral tension. It tells the story of Natsuki, a young woman imprisoned by an underground organization and forced into a cycle of degradation and manipulation. Stripped of freedom and agency, she is told she can buy back her life only by earning a massive amount of money through acts she cannot refuse. Beneath this cruel premise lies the central tension of the game: whether she will be consumed by the system that enslaves her or find a way to resist, gather evidence, and escape. It’s a story that doesn’t disguise its mature subject matter—it revels in it—but behind the explicit content is an attempt to explore despair, survival, and the fragile line between submission and rebellion. The narrative is written with a blunt, almost suffocating sense of confinement. The player experiences the same limited world as Natsuki does: the basement where she is trapped, the transactions that dehumanize her, and the constant pressure to perform. As the story unfolds, fragments of Natsuki’s past emerge, revealing a woman once ordinary, now pushed into extraordinary cruelty. What keeps the player invested isn’t just the eroticism but the undertone of resistance that gradually builds as she begins to think of escape. Each encounter, every degrading moment, becomes a means to an end as she secretly collects clues and evidence against her captors. It’s a risky narrative choice, balancing voyeuristic elements with the structure of a revenge story, but it gives the experience a unique emotional charge. Instead of being passive suffering, the story slowly transforms into one of endurance and planning, though never without discomfort. Visually, the game follows the established style of its genre: crisp anime-style character art, expressive portraits, and a focus on CG scenes that drive the story forward. The artwork is explicit, but also serves as an emotional barometer—each expression of fear, defiance, or resignation heightens the atmosphere of oppression. The color palette alternates between the bleak tones of the prison environment and the vivid hues of the dreamlike sequences that represent Natsuki’s fleeting hope. Sound design is sparse but intentional. The music alternates between subdued ambient tracks during moments of introspection and sharper tones that underline the tension of each encounter. The voice acting, while not always consistent in quality, adds a human fragility to the protagonist that keeps the experience from becoming purely mechanical or detached. In terms of gameplay, Natsuki’s Life in Prison mixes traditional visual novel storytelling with light management and simulation elements. Players navigate through scripted days, making choices that influence Natsuki’s fate. Each decision—whether to serve a client, confront a superior, or investigate a secret—can shift the story’s trajectory toward one of several endings. There’s a delicate rhythm to the structure: moments of quiet reflection alternate with explicit scenes and branching narrative events. Some sequences require the player to balance resources or perform specific actions to progress, but the overall pacing remains focused on the story rather than complex mechanics. It’s a hybrid approach that favors narrative immersion over interactivity, which suits the tone of the game, though it may leave players wanting more depth once the story’s paths are fully explored. Thematically, the game is unapologetically dark. It deals with addiction, abuse, and coercion in ways that are intentionally provocative. For some, this will be a bold exploration of taboo subjects—an unflinching look at human degradation and survival instincts under duress. For others, it will feel exploitative and disturbing, crossing the line from storytelling into shock value. The writing often blurs that boundary deliberately, using discomfort as a tool to evoke empathy and moral conflict. Natsuki’s journey becomes a psychological test for both character and player: how far can one endure humiliation while retaining a sense of self? The multiple endings reflect this tension, ranging from tragic submission to hard-earned escape. They serve as mirrors to the choices made throughout the story, reinforcing the idea that in such a cruel world, even small decisions carry immense weight. While the premise and themes are strong, the game’s execution occasionally falters under its ambition. The writing can feel uneven—poignant and introspective in some scenes, heavy-handed in others. The pacing sometimes suffers from repetition, particularly in the simulation segments where the routine of Natsuki’s imprisonment is recreated in too much detail. The limited interactivity may also frustrate those expecting a more dynamic experience. Still, the emotional intensity of the story compensates for these shortcomings. When the game succeeds, it does so by making the player complicit in Natsuki’s situation—forcing them to witness, to act, and to decide whether they will guide her toward freedom or despair. Natsuki’s Life in Prison is not a game for everyone. It is designed for a niche audience willing to engage with extreme subject matter and moral ambiguity. Yet within its boundaries, it accomplishes something rare for adult visual novels: it attempts to make its eroticism meaningful by framing it within a story of trauma, control, and fragile empowerment. It may not always succeed in balancing its tones, but it leaves an impression—raw, unsettling, and undeniably human. For those who can look past its provocations and engage with it as both narrative and psychological drama, it offers a haunting exploration of captivity and survival, one that lingers long after the final ending has been reached. Rating: 6/10
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