
Experience the newest tactical RPG from the creators of Girls’ Frontline. Some 30 years in the future, AU agent Mendo and the mysterious girl Jefuty find themselves in gruesome battles against armed URNC forces…
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.86/day in the week to Aug 20 → 1.86/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 2,420 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

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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 855 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
注意:潜行难度大,有几关是唯一解! 注意利用自动存档,一周目为了S评价会导致SL严重 推荐打多周目 剧情有些典(幻视性别逆转石头门?)可以称得上不错 黎格设计的确实失败,一个近战角色在枪林弹雨中如何生存下来?说她是伯劳,制作组为了难度平衡又没让强度起飞。
剧情引人入胜,小人也很可爱,特别是阿特那每次出场我都要盯着立绘看半天,妹妹酱也非常美味()
潜行你麻痹我只想战斗爽
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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, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 856 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good strategy game. Even on normal difficulty, I would have to restart and load the save point many time to save my S ranks. Story is good :D. Tough on Mendo, has to do so much thing to get that bread.
好
Ahem! Yeah, this review is pure nitpicking, written out of sheer disappointment with the ending. So, everyone go put your IDW into your echelon, nya :3 Missions require tactical decision-making in the complex situations the characters find themselves in. A wealth of items and skills offers plenty of room for maneuver. However, at times, it turns into a straight-up suffocating puzzle that forces you into one specific execution pattern. "Bloody Horror" will stick in my memory for a long time. The plot feels like it was written by a madman who masterfully mocks the player. The chemistry between the characters is exceptionally well-crafted and warm, only to be replaced by inevitable, brutal demise and an apocalypse that perfectly conveys the main heroine's despair. Yet, there is a fundamental contradiction between the plot's progression and its final outcome. The need to cooperate with brothers-in-arms runs like a red thread through the entirety of Chapter 4, but the ending bluntly and irreversibly dictates that the heroine will simply become a martyr just to buy a few extra minutes to find ways to fight the antagonist—instead of continuing the fight alongside a much wider circle of comrades to save the world, her lover, and perhaps even her foster parents. This is not a critique of the plot itself, but rather of this stance, which makes the lore of the universe feel somewhat similar to Dark Souls. Tons of heroic sacrifices just for an extra year of peace. The musical component is another strong suit of the project. The music is incredibly powerful and impossible to remain indifferent to. This goes for the tracks playing during warm conversations between the main characters, during mission preparation, and in actual combat. I would like to express special gratitude for this, as well as for the excellent work on the interface sound effects. This is a worthy example of how an author conveys their vision through various means—from gameplay and storytelling to atmospheric audio design. It is a real shame that Mica Team is no longer what it used to be and won't be able to create anything better than their magnum opus, GFL1.
I went back and forth on my opinion about this game for a while, but once I settled into the idea that this game has tons of puzzle levels on top of the tac RPG flavor, I feel very positively now. At around 50 hours I haven't finished it, but I think I'm around halfway, based on my progression. I was a little leery when I picked it up originally because I was wondering, "do I need to know about the rest of this setting?" And the answer is a resounding "it's fine," fortunately. The story is kind of a time loop story, and the main character is mostly trying to make small nudges here and there to rescue her sister and achieve the best outcome possible. There's really interesting friction between the characters as a result of this, actually, so I think it's done well. The fact that it's a time loop story does mean that you're going to see the same maps a few times throughout a playthrough, but they're frequently remixed and feel very different each time you encounter them. Several revisited shooting maps have stealth/infiltration variants, or time crunch requirements on replays to test if you're paying attention to character mechanics. And there's a lot more unique maps, I feel, so it really doesn't hurt at all, in my opinion. I really think the stealth maps are probably where a lot of passing players might tap out, since they are very different from the other maps where you can just go loud and shoot your way through--and most of the time you can't do that on a map that intends for stealth. That said--I like the infiltration maps. I like the vision mechanics. If you can see an enemy, you can check their vision range, and if they move, their exact patrol range with how many turns it will take them to hit each point. There's multiple ways to take out problematic enemies on stealth maps. It's really not a big deal. Worth playing if you're interested in ~80-100 hours of tough but fair maps with (sometimes fairly long) scenes of dialogue inbetween.
我是真的想骂这个低能潜行关
挺好玩的 就是不知道什麼時候才玩得到可露凱/威瑪西娜
@_@
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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