
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% | 6.1Kreviews | 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 979 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩爱玩
daorinha bro
非常优秀的叙事游戏,恐怖元素也恰到好处,对我而言并不像其他人所说的虎头蛇尾那么过,回过头来发现剧情是环环相扣的,认真推敲“资料”界面的玩家我相信一定会觉得游戏故事写得很好
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 980 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
民俗怪谈赛道的神级剧本,设定、音乐和美术相当惊艳,游戏多条故事线形成完美逻辑闭环,前期抛出的所有看似莫名其妙与不合理的细节,在后期也都会得到回收与解释,在视觉小说游戏中也算得上凤毛麟角了。本所战神4小时一穿五打赢圣杯战争并自然引出核心设定,串联多个关键角色的序章也非常抓人。 游戏全程贯穿着令人叫绝的的Meta元素,并非简单的打破第四面墙,而是让玩家用自身行动去填补故事拼图。且都能完美编织进剧情逻辑中,与剧情核心设定,咒主们各自的传说诅咒紧密相连,丝毫不显突兀。 多视角群像联动的叙事结构同样被运用到极致。一众角色在不同区域内行动各自推进自己的目的,最终在同一时刻汇聚于同一地点,让此前各自路线中积累的线索汇集、伏笔回收,重新拼凑解读本所怪谈,带来的冲击力也要远强于线性叙事。 同时角色之间对话中暗藏的提示与伏笔相当密集,随意的插科打诨和吐槽都可能指向后面的关键反转,但也正是因为伏笔留的太多的原因,导致剧情的走向越往后越容易被猜到,所以游戏后期略显平淡。 最后是美中不足的地方,首先是没有配音,导致很多地方的情绪感染力要大幅削弱;其次由于游戏体量原因,很多发生于故事时间线以外的剧情都在资料里以文字形式补充,菖蒲、根岛和叶子一众反面角色及两个阴阳师的塑造也比较扁平,感觉要是加入后日谈和角色个人短篇整体会好很多很多。
缺点是没有觉醒之后走屠杀的线,直接当大西王把其他咒主杀了
感觉玩起来像是一人分饰多角的剧本杀。 似乎想保持一个小的游戏体量,但是一开始写嗨了(?)只好在写后续剧情的时候急忙踩刹车,这么搞导致剧情有点虎头蛇尾......
MUITO BOM MDS
!
不觉得高开低走,前面跳脸把氛围烘托得很好,兴家真男主直接圣杯战争把爽感拉满,然后进入群像多人推理环节,有种幻视428,几个角色都刻画得很不错,深度也够,对于亲情、友情的讨论,和好朋友告别的场景让人印象深刻,关音量和保存的玩法也锦上添花!一些社会问题的讨论很吸引人也真的非常现实,到了大姐头密室逃脱环节更是nb,真正的幕后黑手我隐约有猜到但不确定,最后有让我拍案叫好的感觉,还有第四面墙直接和玩家的对话,要素拉满了!就是这个菖蒲是真的纯坏种,不能把她抓起来吗?游戏玩得太爽了,感觉出续作也很难超过了。
我的游戏经历已被分成玩过本所之前和玩过本所之后了。 设定上怪谈的圣杯战争张力拉满,故事节奏避开了单线程游戏容易造成的视角单一。 人物栩栩如生,没有纯路人或工具人设计, 玩法上,场景就是玩法的avg很独树一帜了,调游戏音量规避诅咒类似的设计也不是昙花一现。 最后那个只要提到就会剧透的要素处理的完美,既完美解释最终结局又不用力过猛。 缺点就是,太短了不够玩,还有太贵了~~
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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