
This game is about a person who kept running through his life, never looking back at the past. Once during a trip, he gets into trouble. Now he's lying on the cold ground, buried beneath his bicycle. Slides of various moments fly through his head.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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This game is just a slideshow of photos that just reminded me of the time in the hospital when i had to react to photos so they could decide what facility to dump me in. 3/10 i aint going back to that place. they'll never get me. not again. not this time. never again. no nonono NO
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian*, Russian*, Turkish*, French*, Spanish - Spain**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Retention, developed and published by Sometimes You, is a brief but conceptually ambitious interactive experience that explores memory and identity through an unconventional structure. Rather than presenting a continuous story with clear progression, it fragments its narrative into moments—snapshots of a life recalled under extreme circumstances. The result is less a traditional game and more a reflective piece that asks players to engage with its themes rather than its mechanics. The premise revolves around a man confronting his past after a sudden, life-threatening accident. As he lies suspended between life and death, his memories surface not as linear events but as disconnected images. The player’s role is to select which of these memories define him, effectively shaping his identity through choice. This approach turns what would normally be passive storytelling into a participatory act, where meaning is constructed rather than delivered. Each selection carries weight, not because it changes gameplay in a mechanical sense, but because it alters the emotional interpretation of the character’s life. Interaction is intentionally minimal. There are no puzzles, no reflex-based challenges, and no systems to master. Instead, the experience is built around decision-making—choosing photographs that represent different aspects of the protagonist’s past. These choices guide the narrative toward one of several endings, each offering a different perspective on who the character is and what his life ultimately represents. The simplicity of this structure is both its defining strength and its greatest limitation. It allows the game to focus entirely on its themes, but it also means there is little to engage with beyond the concept itself. The use of real-world imagery is one of the game’s most distinctive elements. Rather than relying on stylized graphics or animated scenes, it presents its story through photographs that feel grounded and authentic. These images act as emotional anchors, inviting players to interpret their meaning and significance. Combined with a subdued and atmospheric soundtrack, the presentation creates a quiet, introspective tone that encourages contemplation. It’s an approach that stands out, even if it does not always fully capitalize on its potential. However, the experience is extremely short, often lasting less than an hour for a single playthrough. While multiple endings provide some incentive to revisit it, the core interaction remains largely unchanged, limiting its replay value. The lack of evolving mechanics or deeper narrative layers can make the experience feel more like a prototype of an idea rather than a fully developed work. For players who connect with its themes, this brevity may feel appropriate; for others, it may come across as underwhelming. Pacing is deliberately slow and reflective, which aligns with the game’s intent but may not appeal to everyone. There is little sense of urgency beyond the initial premise, and the narrative relies heavily on the player’s willingness to engage emotionally with the material. Without that engagement, the experience risks feeling distant or even empty, as there is little external structure to maintain interest. In the end, Retention is best viewed as an experimental narrative piece that prioritizes concept over complexity. It offers a unique perspective on how stories can be told interactively, using choice not to drive action but to shape meaning. While it falls short in terms of depth and longevity, it succeeds in presenting an idea that lingers beyond its short runtime. It is not a game for everyone, but for those open to its minimalist approach, it provides a quiet and thought-provoking experience. Rating: 6/10
Strange and pointless. You are clicking images in what is essentially a powerpoint presentation trying to make sense of what you're clicking.
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Головоломки тут не про «найди ключ и открой дверь». Тут надо перенаправлять потоки энергии, подбирать последовательности, сопоставлять данные из найденных заметок. Причём игра почти ничего не объясняет: ты сам собираешь картину по кусочкам. Сначала это бесит — хочется хоть какой-то подсказки, а потом ловишь кайф от того, что сам до всего додумался. Особенно запомнился момент, когда я минут десять пытался активировать панель, дёргал все рычаги, а оказалось, что нужно было просто подождать пару секунд — система сама подсказала нужный ритм миганием лампочек. Вот за такие моменты и любишь подобные игры.
its bad
Plus nul que ceci, tu meurs...
☀️
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.
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