
How far would you go to bring someone back from the dead? Discover the depths that some will go to in this horror-adventure game.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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

Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−50% | 7.3Kreviews | 95% | — | $3.3M |
| $9.99−50% | — | — | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 970 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
咒咒的奇妙冒险!only stando 使者才能看到stando 配合我id食用更佳
除了序章跳臉嚇人以外其他都好玩
精彩的剧情向作品,能将很多小细节补充进行伏笔回收。我疑惑的点是吉见的死法是叶子杀的,尸检报告上写的是心脏急性心衰导致的猝死,而且有打斗痕迹。我说实话我就是因为这个原因才会一直觉得是警察女儿干的,但我一直在想她的动机,结果是叶子干的,不理解真的不理解,我甚至怀疑过是因为幕后人为了加深怪谈的影响故意把他的死法弄起来向那什么事件,这样才能开启圣杯战争。结果确实有说让老师传播加深怪谈的恐怖,但吉见只是因为不配合被杀了......
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 31: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 2.89/day in the week to Aug 4 → 5.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 971 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
剧情还行,不过机制上算是有特色的变格推理,说几点: 1. 全景图这种固定玩家位置但需要360度转头观察的设计很搭恐怖文字类avg。 [spoiler](这种多做点回头杀想想都刺激)[/spoiler] 2. 游戏有meta元素添色,不过相关的谜题过于简单且比较白开水。只是交互形式本身并不会带来太强的沉浸感。[spoiler](我当时甚至在想根岛能读取玩家信息直接咒杀玩家,结果没这出,白期待了)[/spoiler] 3. 咒物算是规则怪谈博弈,如同西部片对峙,谁先出手就赢 [spoiler](懂不懂咒物到手就让你下降头的快乐啊)[/spoiler] 可惜围绕咒杀的博弈情节有点少,咒物的信息暴露太快,且玩家掌握的情报和咒物太多,很快就没有开头那种未知恐惧和反杀的感觉了。 [spoiler] 我手上5个咒物,幕后黑手你可以想象自己怎么死的了(笑) [/spoiler] 另外玩家的试错成本也比较低。读档作为核心机制就是拿来让玩家反复试错。但如果咒物规则暴露得太快,博弈的紧张感明显不足,很多时候基本是死一次就知道该怎么做了,有点乏味。 4. 在咒物信息比较明了以后,游戏没有恐怖基本变成了纯搜证(除了密室逃脱那一块)节奏变得比较拖沓
除了太短了,基本没啥缺点的恐怖ADV。有解谜要素但是不多,除了最后结局外基本不会卡住。 太短了太短了太短了。。。意犹未尽。
Half-puzzle game, half visual novel. It feels a bit reductive to call this a visual novel, since the experience is a lot more interactive and investigative than just clicking through dialogue trees. Disclaimer: I normally hate visual novels. I don't mind extremely dialogue-heavy games or walking sims (see: 1000xResist), but most traditional visual novels just feel like overly long and flowery stories shoved into the most uninventive format. Not so here. Paranormasight feels like, to this non-VN fan, what fans describe the ideal VN as, with some extra goodies thrown on top. While this is not the deepest or most character-focused story, per se, it makes up for that by being very inventive with its presentation and metanarrative, such that the whole story, even at its weakest, is at least fun. Will the story shown bring a tear to your eye? Probably not. From a storytelling standpoint, most of Paranormasight's strengths are in its central mystery and keeping you guessing. There is twist after twist after twist, some of which verge on a David Lynch-styled absurdity that the game itself acknowledges regularly. There is a lot packed into this 8-14 hour game, such that it feels almost overwhelming to think about it retrospect. Without spoiling anything, the plot concerns four individuals who find themselves equipped with "Curse Stones", items that let them instantly kill someone provided certain conditions are met. Those individuals are pitted against others that all seek the same thing: to gather enough souls to resurrect someone from the dead. Now, this initially sounds like a battle royale or "quest for one wish" plot format that I'm usually a huge fan of. I think it's a great way to explore some psychological foibles we all find universal. But that isn't really the kind of story Paranormasight tells. The first third or so of the game is mostly horror focused as the characters find their footing. After that, the game is much more about investigating the central mystery surrounding the curse stones and why they've appeared. I think the transition is handled well and makes more use of the game's metanarrative elements. For those that are expecting Jojo-styled faceoffs or escalating between curse bearers, look elsewhere. I do applaud the game for its cast even if it doesn't delve as deeply into their psyches as I would've liked. Harue Shigima and Richter Kai are real standouts, fun and emotionally engaging in equal measure. Not that Shogo or Yakko are poorer by comparison, but Harue and Tsutsumi, as older and more cynical/depressed figures, aren't what I'm used to from an anime game, in a good way. They represent the kind of figures that are usually reserved for stock villains or supporting characters, at best. When's the last time a game let you play as a morbidly depressed, near-nihilistic housewife? Yet, the metanarrative is where the game truly shines. Your player character is not just an avatar of yourself. They are, indeed, truly a character interacting with the game elements. Everything from your ability to read background information and character files, your ability to jump between events in a nonlinear fashion, and your interruption of events to ensure characters act in ways they would have no reason to are all accounted for in the plot. Instead of just presenting static camera angles, the game dynamically zooms and floats about, letting you view the character you're watching from a third-person perspective. I don't want to say much more for fear of spoiling things, but this was by far the coolest part of the game to me. It sets the "visual novel" apart from a regular "novel" experience, even if it lacks some of the long-term routing that's traditional to a VN. Otherwise, fantastic art and great music. Two thumbs up.
内容很棒
神中神,视觉小说还能这麽做,每个角色都刻画的很好
I've played a lot of visual novels and adventure games in this format but this one was something special. It's not long but it's not short, it's perfectly paced and the mystery is solid with some clever meta writing, but the characters are really engaging and grounded so solving the mystery is really about reaching a personal conclusion for each protagonist. I enjoyed all the twists and it never got too convoluted for me, plus there's a healthy dose of interesting japanese history and folklore for the history buffs to dig into. Highly recommended and will check out the sequel in the future.
第一次见到叶子,并没有什么特别的感觉,因为独属于我的咒灵,我早已经遇见~
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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