
Ordinary Japanese girl-sorceress comes to Russia…
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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игра зависает в боях ........... просто в начале игры невозможно продолжить путешествие............................................
Прошёл всё кроме Пути... Стоп, а будучи жителем другой страны мне всё равно нельзя такие шутки шутить? В любом случае из-за "хардкорности" игры я так и не увидел её финальные титры, мне стало лень заТрачивать кучу попыток а так как игра ситуативная (тебе либо повезёт либо лови лицом спам жестоких атак) то я решил скипнуть эту игру, но не могу не отметить что она классная, тут есть хорошие шутки и в принципе она даже не кривая, скорее не сбалансированная, прям как большое количество законов РФ (Да что греха таить, наверное большей части стран СНГ) =) Спасибо за уделённое время, всем удачи, и берегите себя проводя время в PUT ANNE)))
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
PUT ANNA
PUT ANNA, developed and published by Petushock Production, is an offbeat RPGMaker title that leans heavily into absurdity, satire, and unpredictability rather than traditional storytelling or mechanical depth. It presents itself less as a polished role-playing game and more as a chaotic, experimental journey filled with strange humor and unconventional ideas. From the very beginning, it becomes clear that the game is not interested in following genre norms, instead embracing a style that feels intentionally rough, eccentric, and at times deliberately nonsensical. The narrative centers on a magical girl named Anna who finds herself in a foreign setting, leading to a sequence of bizarre and loosely connected events. Rather than building a cohesive plot, the game jumps between scenarios that feel more like comedic sketches than parts of a structured story. Dialogue plays a major role, often delivering humor through exaggeration, cultural references, and unexpected tonal shifts. At times, the writing can be genuinely amusing, especially when it leans into its self-aware absurdity. However, the lack of consistency and occasional awkward phrasing can make certain moments feel disjointed, particularly for players who are expecting a more traditional narrative flow. Gameplay is a blend of basic RPG mechanics and light puzzle elements, though neither aspect is particularly deep. Exploration is straightforward, with small environments that guide players from one interaction to the next. Combat encounters appear periodically, offering a break from the dialogue-heavy progression. While these battles add some variety, they are relatively simple and do not evolve significantly over time. Puzzle segments are similarly accessible, often requiring only minimal thought to complete. The game’s design prioritizes forward momentum over challenge, ensuring that players can move through the experience without significant obstacles. One of the more interesting ideas within PUT ANNA is its approach to achievements, which can function as in-game enhancements rather than just external milestones. This system adds a small layer of progression, encouraging players to engage with optional content and experiment with different actions. While it’s a creative concept, it is not developed enough to become a defining feature, instead serving as a minor addition that hints at greater potential. Visually, the game reflects its RPGMaker origins with a simple 2D presentation that emphasizes functionality over detail. Character sprites and environments are basic, and animation is minimal, giving the game a somewhat dated appearance. However, this simplicity aligns with the overall tone of the experience, which does not aim for immersion or realism. Instead, the visuals act as a backdrop for the game’s humor and scenarios, allowing players to focus on the interactions rather than the presentation itself. The humor is easily the most defining—and divisive—aspect of the game. It draws heavily on memes, satire, and cultural commentary, often pushing its jokes to exaggerated extremes. When it works, it gives the game a distinct personality that sets it apart from more conventional indie RPGs. When it doesn’t, it can feel confusing or overly reliant on niche references that may not resonate with all players. This inconsistency makes the overall tone unpredictable, which can either enhance the experience or detract from it depending on the player’s expectations. Despite its rough edges, PUT ANNA has a certain charm that comes from its willingness to be different. It doesn’t try to refine itself into a polished product, and instead embraces its imperfections as part of its identity. This makes it more appealing to players who enjoy unconventional or experimental games, particularly those who appreciate humor-driven experiences that don’t take themselves seriously. However, the lack of depth and cohesion limits its broader appeal. The gameplay systems remain shallow, the narrative lacks structure, and the presentation offers little to elevate the experience beyond its core concept. While it can be entertaining in short bursts, it struggles to maintain engagement over longer periods, especially for players seeking a more substantial or polished RPG experience. In the end, PUT ANNA is best understood as a quirky indie experiment rather than a fully realized game. It offers a handful of amusing moments and a unique tone, but it doesn’t build enough on its ideas to leave a lasting impact. For players willing to embrace its oddities, it can be an enjoyable diversion. For others, it may feel too inconsistent and limited to fully recommend. Rating: 6/10
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67
absolutely a game
Beutiful game. Peak . game of the year 2018! Please , I need PUT ANNA 2
This game is so stupid but I love it
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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