
Open the door and step into someone's memories. Platonica Space is a sci-fi exploration adventure where you search countless rooms to recover lost memories.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About

Open the door and step into someone's memories.
Platonica Space is a sci-fi exploration adventure where you search countless rooms to recover lost memories.
With Earth made uninhabitable to humans, mankind has spread through the universe. A century has passed since that fateful day...
You suddenly wake up in an unfamiliar room. You step through a door only to find yourself in yet another strange room. This mysterious space is a collection of interconnected rooms, coming one after the other with no exit in sight.
Inside the rooms, you run into other five people who, just like you, also have no idea who they are or how they got here. But as you keep exploring, you realize something: these rooms are built from your memories. Yours and the others'.
Through the memories you find, you will remember who you are. But some of these memories are quite unpleasant. One among you has apparently shot a girl dead. And another boarded a spaceship illegally with a fake ID.
Who are you?
Why are you here?
And carrying all these questions, how can you escape this seemingly endless collection of rooms?
Restore Memories by Placing Items
As you explore, you'll find various "memory spots" that allow you to see lost memories. But in order to activate them, you need specific items that you can find throughout the rooms.
These memories are like chapters from a novel with missing pages. Read through them and try to piece together your and the other people's stories.
Whose Memory Is This?
Not all the memories you'll find will be your own. Some will belong to the four other people trapped in this strange space.
Who is the murdered who shot the girl? Who is the stowaway?
Sort through the memories, find out whom they belong to, and the truth will finally come into focus.
A Shifting Space, Changing Every Time You Wake up
Every time you fall asleep and wake up, you'll find that the layout of the rooms and how they connect will change, as will the items and characters you find in them.
You can explore, find items, and uncover memories how many times you like, but remember: no two attempts will be the same.
The More You Do, the Sleepier You Get
Each action you take consumes your Vigor. Once this drops to zero, you'll fall asleep... and who knows where you'll wake up.
You'll also lose the items you were carrying, so you'll need to carefully plan your every step, from the rooms you explore to the items you place in them.
The Others Trapped Within
Just like you, the others inside this space have lost their memories.
As you help them find out more about themselves, they'll surely repay the favor by giving you hints.
The real question is... should you trust them?
Everyone here has their own forgotten past and their own secrets. Uncovering those may be the key to learning the truth.
Published by: KAMITSUBAKI STUDIO
Scenario & Programming: Kazuhide Oka
3DCG & Art: Moe Katakura
Music: agehasprings Party
Logo Design: JEFF99
English Translation: Marco Godano
Simplified/Traditional Chinese Translation: flankoi
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | 63reviews | 70% | — | $12.1K |
| $9.99 | — | — | — | 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.
Engagement
Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]完全剧透[/h1] 顺便,对于想玩这个游戏的玩家,我能给出的最好的建议就是: 在游戏的至少第一章和第二章多留一会儿,不要急着和人对话推进主剧情,直到你收集完前两章的绝大部分记忆为止(我个人建议不少于30个)再向后推进。如果可以的话,在之后的每一章最好也贯彻这个模式。我知道这是个很不对劲的和游戏本身的引导作对的游玩方式,但也只有这样能最大限度的强化你的剧情体验。 我很难评价这个正式版,很难评价。 它依旧和制作组的上一个作品,《少女布丁旅情》一样,在碎片化的故事之中透露着制作者对于人与人之间的距离以及关系的思考,大量的观点很明显延续了“前作”的表达(虽然两部作品的世界观没有一丝一毫的联系,但总之在这里我就这么称呼了,之后我也会使用这个词来指代《少女布丁旅情》这一作品),并且在本作中,制作者对于这方面的讨论确实要更加深入一些。 在玩法上,它的思路也与前作相似。 提供一个小的目标,收集特定的食材/物品来触发特定的对话/记忆,在触发的对话/记忆达到一定数量、或是触发了特定的事件后进入推动主线剧情的部分,但本身的时间系统并不影响任何事,而只是提供一种旅途/梦境在一天天不断持续的氛围。 它的整个世界观与科幻设定也是完全围绕着它想要讨论的问题来建立,搭配那些记忆里的故事与文本中所流露出的感情,不同于前作的轻拿轻放,以及多少有一些期许的收尾,在本作中,我甚至能感觉出制作者对于这个话题在现实中的现状的焦躁与无奈,以至于在把所有事情挑明的故事结尾他真的写出了一个[spoiler]“阿克西斯坠落”[/spoiler]的结局。哪怕两个选项最后都明确了“这本身绝对是错的”,但对于人类能互相链接的唯一的期待却也只建立在这之后。 我理解制作者了吗?或许只是我以为我理解了,也许我永远都不可能真正理解。毕竟我不是他,他不是我。 但是这些令人——至少令我个人有所共鸣有所感悟的内容在游戏中整体展现出的方式实在太差了。 他有一碟醋的同时其实也真的包好了很多的饺子,但是他过于急切地想让我快点看到那碟醋,反而把那些已经包好的饺子全部推到了一边。 整个游戏的流程节奏和主线的剧情安排都存在着极其大的问题,不需要和前作以及别的游戏去对比,相比于6月份放出的它自己的demo来说就要差非常多。 首先,在demo里异常优秀的氛围感在正式版中被极大地减弱了。 与前作相对线性的流程不同,本作的信息非常分散,因为本作的记忆本身就是非连续性而碎片化的。五人全部失忆,每一段记忆都要我通过不断搜集其他记忆来建立互相的联系,并在这个基础上进行推理。 在demo将近两个小时的流程里,我漫无目的地在当时开放的一个个场景里搜寻物品,触发记忆,在这个平淡的,又令人感到安心的,无限延伸的梦境中将它们搜集起来,通过这些碎片化的信息去猜测它们的主人,然后拼凑起角色的经历和这个时间线稍显混乱的世界观。 就如我在前作中操作着两位角色在无尽的公路与城镇中驱车而行一样。 但是正式版里,首先探索的过程就被极其生硬的压缩了。 仅以前两章举例,在demo时,这两章需要大概两个小时,而在正式版时,仅仅只需要一个小时出头。这代表demo的流程更加拖沓,而正式版“优化”了这一点,使得流程更紧凑吗? 不是,完全不是,这被压缩掉的一小时本质上是压缩掉了“角色塑造”。 主线剧情早早地被触发,但此时的我根本就没有收集到多少记忆,导致我根本就没有多少角色的信息,更别提通过这些信息拼凑角色经历。 而过快过早触发的主线剧情又使得游戏更早地解锁了新的场景,然后游戏为了能让我推进主线剧情,又理所应当的开始提高新场景以及新道具的出现率,甚至实际上很多老场景几乎就完全不出现。 但实际上,有非常多的,有关这五个角色的经历的起点,有关对于这个世界观发生的事情的铺垫,“起因”、“经过”、“结果”中重要的“起因”,绝大部分都在最初的场景之中。并且由于获取记忆的顺序是完全随机的,正式版游戏将这前两个小时压缩的后果,就是但凡玩家的运气不好收集到的都是一些很边角的衔接用的记忆的话,那么连后面的主线剧情都只能看的云里雾里。 在demo的两个小时里,我收集了31个记忆,这31个记忆绝大部分都是“起因”,通过这些信息,我基本能大致构建一个基础的框架和对每个角色的印象。虽然事后来看,一些角色身份的猜测确实是错的,但即使角色身份猜错,从中也能看出不少的故事,以及这些零散故事之间相互的联系与呼应,这本身也是有趣的,并且对理解游戏的叙事也是有益的。 而在正式版里,直到通关我也只收集了不到40个记忆,这40个里面根本就没几个是“起因”,绝大部分都是被游戏的检测器上赶着挑出来的和其他角色对话所必须的“主线记忆”,这在剧情的连续性上是极其,极其,极其,极其,极其,极其,具有毁灭性的。更何况这些内容并非游戏本身没有写出来,而是他完完全全写出来了,甚至在demo里就已经放给我看了,但到了正式版里不知道为什么,他就是把这些内容全部压缩掉了,以至于到了游戏将近结局,角色一个个接受了自己的记忆开始苏醒,向我道别,一个个都说着“你看过了我的那些记忆,你也知道我是什么样的人”时,我完全没有一丝一毫的感触;甚至再往前一点,当主角团之间开始剑拔弩张,互相说着“我看过了你的记忆”时,我也完全无法有一丝一毫的触动。 很简单,我压根就没收集到多少这些人的故事,为数不多的也极为分散,几乎没法与别的记忆联系到一起。 游戏本身的乐趣就是通过记忆的收集来拼凑起故事线并推断其身份,结果在正式版的游戏中,这种乐趣几乎可以说是被切除了,游戏的流程推着你疯狂地只推进主要故事线,角色的身份也是在游戏的没多久就通过强制选项直接告诉你,甚至连主菜单中可以手动给每个记忆自己选择名字的功能也被移除,游戏本身几乎只剩下了光速看几个毫无关联的记忆,进下一阶段,然后角色对话要求看特定记忆了,等检测器给你刷出来关键场景与道具,就这么一直到结局。 然后,抛开那些明明写了,但是打完只能堪堪收集一半的记忆以外,主线剧情本身写的非常迷幻。 大方向上,我明白主线剧情是要从最开始的失忆时的其乐融融团结一致,衬托出之后各个角色发掘了更多记忆,发现了更多他人的秘密与自己的经历后反而开始分裂的反差,然后再辅以不同人对同一事件截然不同的看法来表达人与人之间理解的困难。以及通过不同的人回想起自己记忆时的反应写出对于自我认同的问题,并且在从梦境醒来的前夕,各个角色最终接受了自己,最终一个个决定在现实世界醒来,并且也接受了不同身份的其他人,用这五个人的小团体来表达一点点的积极意义——但在实际的表现上,太差了。 在游戏发售前我比较担心的事情是,整个游戏有75个记忆,而demo如果全收集的话就已经包含了整整48个,这样的话如果玩过demo,那正式版与demo的重复就有点过高,所以当游戏最初出现第一个和demo的分歧点,那股悬疑的氛围起来的之后,我其实是相当兴奋的。 但最后,事实证明,这种悬疑感对于这个游戏是完完全全的负担,更别提中途的追逐战。他的主线剧情全程都在营造一种紧张的气氛,明明有很多轻松也好平淡也好的BGM,在demo中我也基本是听着那些BGM进行探索。但在实际的流程中,大半时间全都在放那个诡异的音乐,甚至在中途还有一场莫名其妙的追逐战。 但这所有的悬疑情节在游戏的最后被完全舍弃。那所谓的第六人,所谓的枪击,艾拉拉用了简简单单两句话就全部打发;追逐战的桥段,拿着枪追着我的是沃尔特,结果在追逐战发生后的第二天第一个事情就是找他对话。 主角团因为寻回记忆导致的分裂根本用不着如此极端的情节才能进行下去,即使把这些营造悬疑氛围的剧情单拎出来删掉,实际上也完全不影响任何事。 结果游戏的本质还是前作一样的氛围电波作品,还是靠那些记忆故事里的文本传达出的观念,世界观本身的设定,以及最终的结局来引起我的共鸣,但游戏本身的流程设计反而又把这个部分砸的稀碎。实在不知如何评价了,终极左右脑互搏吧。 而游戏的结局部分就是那碟醋。 就如上面所说,他其实包好了所有的饺子,但他自己把饺子倒在了一边,赶着我去看那碟醋,那整整75个记忆故事其实真的能和主线,和每一个角色,尤其是和结局构成相当不错的呼应,但很遗憾的是游戏本身的游玩节奏并没有带给我这个体验。 醋终究是要饺子蘸上去才好吃的。 至于游戏系统本身……嗯,不如demo,言尽于此。 在一款强剧情,本质视觉小说,根本没有人会觉得需要什么玩法,更没有人会期待会“重玩法”的游戏里,竟然试图在demo版本的基础上去扩充玩法,结果导致玩法体验竟然反而全面倒退。太搞笑了。虽然说到底影响并不算太大,最大的问题其实就是叙事节奏,所以不细说了。 虽然话说成了这样,不过还是让我点一个推荐吧。 因为说到底,我还是觉得这个刻意拉大了尺度强化了距离感的科幻世界观,和在文字间透露出的那种对于“分裂”的焦躁与无奈对我的触动是足够的。 太遗憾了,这款游戏。
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Languages: Japanese, English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good cozy and warm walking simulator, worth the price. Graphic of this game is decent for its art style, and the art is quite good. However, no ulltrawide support, nor I bother to tamper for ultrawide fix. You basically just need to walk around, finding objects and solve very simplistic puzzle by using the object or place it in an appropriate place to unlock memories. You have vigor that limits your action in a single day. Good for a relaxing time after hours of doing tasks.
記憶を失くした5人の宇宙船の中で、記憶の欠片を埋めながら真実にたどるお話。 知りたくなかった過去や、真実に互いに疑心暗鬼になりながらも、明るみになる真相が面白かったです。 同時に『分かり合う』難しさを実感するような、それでも願わずにいられないような物語でした。 この作者さんの過去作ほどノスタルジーさや、終末世界、退廃した世界を巡るような空気感は薄目でしたが、それでも人間の儚さ、脆さが辿った一つの物語として、作者さんらしさを味わえてとても良かったです。 また次回作も楽しみにしています。
氛围给的很够,音乐满分,就是编剧拉大了,白瞎这么好的ED了,评价是不如少女布丁旅情
傻福神椿,先说优点,游戏氛围感很足,音乐很好听,个人认为最大的亮点是最后的ed,做的非常出色,其余几乎都是缺点。 1.首先,这个nt的意识机制就很莫名其妙,它确实很契合游戏的背景,但是有时候真的很烦人,尤其后面有几关,你打开一扇门就需要扣三四点意识,经常出现不够用的情况,然后就会睡着,回到初始房间,这点还算良心,要是改成意识清空之后就会本篇章从头开始的话这游戏我甚至都不会耐着性子玩完了。 2.这个咖啡机制,也非常诡异,每次使用咖啡会增加5点意识,但是你自己算算,我如果纯粹为了这5意识去用咖啡,拿起咖啡扣一点意识,打开咖啡店的门扣一点意识,使用咖啡扣一点意识,离开咖啡店扣一点意识,结果我费这么大劲跑半天就赚一点意识呗?那我费这么大劲干嘛?更何况这个游戏也不是你想刷咖啡店就能刷出来的。 3.画质感人,如果unreal life这种主打像素的游戏没有对画质细节进行调整的选项我完全理解,但柏拉图深空你tm是个有3D建模的游戏啊!当我第一次进入游戏,植物园远处地板上的纹理的模糊锯齿就给了我极大的视觉冲击,随后,丑到极致的廉价建模也映入我的眼帘,我试图进入设置调整画质,然而根本没这个选项。 4.剧情逆天,克拉拉因为喜欢地球,又想让已经步入宇宙的人们团结起来,又想让地球的美好一面留在所有人类的脑海中,成为人类的精神支柱,所以就放毒气给地球毁灭了?别扯什么我不理解这位一百多岁的神人的真实想法,我就是不理解,而且这个行为在现实中也是极为神经质且极端的行为,因为我喜欢一个事物,想记住它美好的模样,所以我就去把它毁了,你自己不感觉好笑吗?其次剧情在结尾的反转确实有点意思,但前面的一些伏笔,比如克拉拉对主角说的“无论我醒来之后变成什么模样,也请你接受这样的我”等情节,却也削弱了这种惊喜感,更何况剧情的主题也已经是老掉牙的内容了,我认为根本称不上新颖。 5.我估计很多人都是为了百合内容来的,但是该作几乎没有任何与百合相关的内容,甚至在主角醒来后游戏也明确说了“这么多天的相处并没有做到让我们相互理解。”这一点严格来说不算缺点,但一定会让许多人失望。 6.游戏很多地方缺少跳过选项,就比如最后的ed,我在第一个结局的时候已经看过一遍了,但是在做第二个结局的时侯又强制我再看了一遍。不过随后我把键盘所有按键全按了一遍,发现只需要win+d后再叉掉游戏的窗口就可以完美解决这个问题。其余很多对话,有按F键跳过的选项,但其实只是个加速键,即便你上一次道具找错了,等你找到真正道具的时候,即便你点了跳过,这个沟槽的游戏还是会卡你几秒。 综合来说,我不推荐除特别喜欢音乐,ed以及闲钱没地方花之外的所有人上手这个游戏。我本来以为这会是个对的上电波的电波作,结果游戏的各种槽点,尤其是慢吞吞的节奏彻底颠覆了我这个想法,如果说有谁能够由衷的称赞这款游戏优秀,我估计只有神椿自己的员工和韭菜能做到。 虽然我很喜欢神椿但我不想当韭菜,得亏神椿我比较喜欢,骂的轻一点,但凡你是P社我一句话多少塞两个妈在里面。
とりあえずストーリー終わったので感想 ハッキリと言うがシナリオは悪くないし雰囲気も良いがゲーム性はあまり良くない… 対応したアイテムを置くと記憶が見えるのだが分かっているのにアイテムが見つからなくてテンポがあまり良くなく作業感が強い また探索エリアの種類がもそこまで多くないので視覚的にも飽きがくるのがちょっと良くない ぶっちゃけノベルゲームでも支障がないのでゲーム性が足を引っ張っているように感じた ストーリー終了時点で閲覧した記憶が大体35個くらいなのに閲覧できる記憶が70以上あるので半分以上残って終わるのもバランスが悪く感じる 正直残りの記憶を見てみたいよりも作業感が強くてなかなか手が進まいない 一度体験版をプレイして自身にあっているか確かめてから購入したほうが良いかも?
ANMC能不能别整这种无意义解密和跑图了,想写剧情就好好写,想设计解密就好好设计,解密关卡和剧情几乎毫无关系,除了浪费玩家时间和让玩家红温我看不到任何正面作用,《少女布丁旅情》起码还给了一个story模式,这次连story mode 都没有了,就硬恶心玩家是吧。作为一个视觉小说玩家,同样也是被moonless moon的叙事风格吸引的玩家,真的希望ANMC能好好写一下剧情而不是折腾跑图和解密,反正这一作我是没那个耐心过剧情了,下一作见吧
The only other game I've played by this dev is Girls Made Pudding. I'd say the only thing they have in common is the fragmented way the story is told; this one is way more ambitious and not really "moe" by any stretch of the imagination. The plot goes like this: in the far future, a group of people wake up in a dream world without their memories and realize that they can see each other's, and the goal is to find out whose memories belong to whom. Unlike the former game, it seems to have a more manageable way of handling missables: after the plot is done, you have a post-game where you can go back and see more memories including the stuff you missed, so don't worry about them. Okay, since this is a visual novel with extra steps, what is the writing like? The closest thing to this game setting-wise is probably Petit Depotto's "Gnosia." Both games imagine a chance meeting between a group of people within an interstellar humanity that is unfathomably weird and diverse. There's even a shoegaze ED: I guess it's just the sound of that kind of world. But while Gnosia is lightly placed within that setting, this game banks a lot on its worldbuilding. Whereas the driving engine of Gnosia is the titular supernatural enemy, the engine of Platonica Space is politics. Over and over again, conflict and material conditions lead to migration. Some people's lives are just cursed and they move without knowing without knowing where they'll end up. A humanity that grows without limit runs into the same physical barriers that prevented the transmission of culture in the age of sail: you can't communicate faster than light, so you physically cannot get messages from most of the universe within your lifetime. Sometimes migration changes a place until it's unrecognizable, until the people who knew it begin to resent it. It's rife with that kind of theme. On the other hand, I don't think it's written in a way that will call to worldbuilding enjoyers: a lot of it operates on what writers like to call "night time logic." Not a whole lot of the setting is flavor, fluff, or even specifics: it's broadly used as an emotional cudgel. In contrast, the actual character writing is naturalistic: nobody's story seems to form an arc of development or resolution. (Writing advice is for losers and I much prefer this to heavily plotted novels.) A thread of nihilism and passive suicidality runs throughout the thing, something seen in Girls Made Pudding as well. Anyway, if that sounded good, go play it.
Another banger from Kazuhide Oka.
PLATONICA SPACE still has the charm and atmosphere that made me enjoy Kazuhide Oka's previous works, [i]Moonless Moon[/i] and [i]Girls Made Pudding (GMP)[/i]. However, it felt underwhelming, which is disappointing since I bought it on release day and played it on the same day. [h2]Story[/h2] The story premise and subtle world-building are great. To be honest, I haven't seen all the memory pieces yet, despite having reached the ending. But the main reason I find this game underwhelming is the insufficient story build-up and screen time for each character. Specifically, it failed to provide enough depth regarding Elara's past and motivations. [h2]Gameplay[/h2] The gameplay loop is simple: walk around, find objects, and place the appropriate object in a location to unlock a memory piece, while occasionally talking to other characters. Most pairings are obvious, although few others felt obscure. However, it would be more cozy/relaxing if the default carrying capacity were higher and if there were no bronze/silver/gold key requirements to unlock rooms. [h2]Visual and Audio[/h2] Both the visuals and the music are good enough to establish the story's atmosphere. But the in-game animation is a bit lacking, including the facial expressions. That said, the ending MV is really charming. [h2]Other[/h2] This game runs without any technical issues on my Linux device. You can probably finish this game in about 4.5 to 8 hours, depending on your reading speed and whether you explore all memory pieces. [hr][/hr] Considering the base price (in USD and JPY), you might want to wait for a moderate discount, unless you're also a fan of Kazuhide Oka's previous works.
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