
2D RPG about the brutal daily life of Ray - an artist struggling with addiction, who takes care of her little sister. Look after your condition - no one should know about the addiction. Improve your skills, sell paintings, do everything to ease the withdrawal. Survive and look for a way out.
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): 0.57/day in the week to Aug 22 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Sister Ray is an RPG-survival about the brutal daily life of Ray - an artist struggling with addiction, who takes care of her little sister. Look after your condition - no one should know about the addiction. Improve your drawing skills, sell your paintings, do everything to ease the ever-growing withdrawal. Survive and look for a way out.

Live each game day as you see fit. The only conditions are to survive and not get caught.
Explore the city streets and visit important locations - the school, bar, park, police station, etc.
Look for places to sketch or draw at home, raising your skill and opening new abilities. Maybe you’ll get to the exhibition after all?
Any action inevitably advances the time of day - plan ahead and do not miss important events.

The younger sister is the only person close to you. All your bad habits will become an example for her to follow. She shouldn't find out about the addiction.
Relationships with others are an extremely fragile thing. Try not to lose your friends.
Selling paintings, part-time work, speculation, pickpocketing - there are a great many ways to get some cash. But what will you spend it on?

Health: a fragile and capricious thing. Today you are sprinting away from the police, the next day you are lying on your last legs, poisoned by an unknown substance. What exactly will knock you down? Take your pick - there is death for every taste.
Appearance: as you know, clothes don’t make the man. But the looks certainly do here. All doors are open for an attractive girl, and therefore - who needs eloquence when you just look fabulous?
Composure: take a note here, losing self-control will turn your body and mind into your worst enemies. Any action will be the result of a ruthless struggle against yourself.
Maybe you should just give in? Surrender yourself to emotions and animal instincts!
Withdrawal: a faithful companion of any drug addict. Its presence becomes more tangible with every passing hour, until it overshadows every aspect of your life, inevitably taking down all other stats.
Will you try to resist the temptation?

Engagement
Reviews
Themes across 215 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sister Ray is an unusual narrative-driven RPG that explores addiction, responsibility, poverty, creativity, and personal deterioration through the daily life of its troubled protagonist. Developed and published by The Growing Stones, it follows Ray, an artist attempting to survive while caring for her younger sister and hiding the destructive habits that threaten nearly every aspect of her life. Rather than presenting a conventional adventure built around defeating enemies and collecting equipment, the game turns ordinary existence into its primary challenge. Managing time, money, health, relationships, and withdrawal becomes the foundation of an experience where seemingly minor decisions can have significant consequences. One of the strongest elements is its time-management structure. Most activities consume part of the day, forcing players to think carefully about what Ray should prioritize. Working can provide desperately needed money, drawing can improve her artistic prospects, exploration may reveal opportunities, and social interactions can maintain relationships. There is rarely enough time to comfortably accomplish everything. Important events can also be missed, giving each day a sense of urgency. This approach works particularly well because it supports the story's central theme: Ray is constantly attempting to keep several parts of an unstable life from collapsing simultaneously. The city provides a range of locations to explore, including everyday places such as a school, park, bar, and police station. Exploration uses a straightforward 2D side-scrolling structure with point-and-click influences, keeping mechanical complexity relatively manageable while allowing environmental atmosphere and character encounters to carry much of the experience. Different locations provide activities and opportunities, making movement through the city part of the daily planning process rather than simple travel between story scenes. Ray's artistic ability provides an important counterweight to the darker elements of her existence. She can sketch, practice drawing, develop her skills, create paintings, and potentially earn money from her work. Art therefore serves several purposes at once. It is a practical means of progression, a possible source of income, and a representation of the better future Ray might achieve if she can keep her life under control. The possibility of eventually progressing toward an exhibition gives players something constructive to pursue while dealing with much more immediate survival problems. Money management creates another layer of pressure. Ray can obtain cash through legitimate activities such as jobs and selling artwork, while riskier or morally questionable alternatives can also become available. Having money does not automatically solve her problems because spending decisions remain important. Resources devoted to one immediate need may leave another unattended. This creates a recurring conflict between short-term survival and longer-term improvement, reinforcing the idea that almost every decision carries an opportunity cost. The survival statistics are especially important to the game's identity. Health can decline because of dangerous behavior and other harmful circumstances, while appearance influences how Ray is perceived and can affect opportunities. Composure reflects her ability to maintain control, and withdrawal becomes an increasingly serious problem as time passes. These mechanics interact in ways that can create a downward spiral. Ignoring one problem for too long may eventually make several other parts of Ray's life harder to manage. This interconnected design gives the survival component substantially more meaning than a collection of simple meters. Ray's younger sister provides much of the emotional motivation behind these systems. The protagonist is not merely trying to survive for herself; she must consider how her behavior affects someone who looks up to her. Keeping her addiction concealed becomes particularly important because Ray risks becoming a harmful influence on the person she is supposed to protect. Friendships can also deteriorate depending on decisions and behavior. Relationships consequently function as another fragile resource, adding emotional consequences to failures that might otherwise have been represented only by numerical penalties. Dialogue and player choice complement the management mechanics. Decisions can influence relationships, opportunities, and Ray's ability to maintain her precarious situation. The game combines story-heavy role-playing with psychological and investigative elements, producing an experience where conversations can matter almost as much as resource management. Failure can arrive through multiple avenues rather than one obvious game-over condition, creating persistent uncertainty about whether today's compromise will become tomorrow's disaster. Its visual presentation provides an interesting contrast with the subject matter. The colorful stylized 2D artwork can initially appear approachable, yet the narrative deals with considerably harsher material. Psychological and surreal elements further distort the otherwise recognizable urban environment, reflecting Ray's increasingly unstable circumstances. Because the protagonist is herself an artist, the distinctive visual identity also feels thematically appropriate rather than merely decorative. The mature themes are significant and should not be overlooked. Drug abuse is fundamental to both the narrative and gameplay, while the game also contains material involving alcohol, violence, blood, strong language, sexual themes, and suicide-related subject matter. These elements establish an intentionally uncomfortable atmosphere and make the experience more appropriate for mature players. Anyone expecting a lighthearted life simulator based on the colorful artwork should therefore understand that the underlying story is substantially darker. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Overall, Sister Ray stands out by making its protagonist's personal problems inseparable from its gameplay. Addiction, withdrawal, finances, time, artistic ambition, physical condition, friendships, and responsibility toward a younger sibling all compete for attention. The result is intentionally stressful but thematically coherent. Players who enjoy unconventional RPGs, psychological storytelling, resource management, and morally complicated protagonists may find considerable appeal here, while those seeking combat-heavy progression or relaxing simulation gameplay may find its oppressive structure less inviting. Its greatest strength is the way ordinary choices become meaningful when everything in Ray's life feels dangerously interconnected. Rating: 9/10
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian*, Polish*languages with full audio support
Hours played at review time, across 216 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я испытываю смесь всех положительных эмоций сразу, я потратила несколько дней чтобы выйти на счастливую концовку уехав со всеми. Умоляю, мне нужно продолжение или доп.контент, я молюсь на эту игру каждый день
Настолько стилёво насколько тяжело, сложно дать однозначную оценку. Чудесный арт и сюжет,имеются прикольные нарративные находки,нравится как передан быт наркомана. Но как же тяжело в неё играть из-за дрочева со статусами их тут слишком много. Вместо расследования главной загадки и закрытия побочных квестов вы постоянно ломаете голову,чтобы выдержать баланс дабы не обдолбаться до невменяемости и не ходить на людях нарком на отходах. Или успеть на ограниченные по времени квесты и успеть заработать деньги на аренду квартиры. Опыт в целом схох со вторым мором утопии,но тут меня это утомляло гораздо больше. Не хочется ставить негативный отзыв,но игра правда на любителя.
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Отличная игра с хорошей идеей и исполнением. Я хоть и играл раньше в текстовые рпг, полноценную ВН с элементами рпг увидел в первый раз, и хоть рпг-составляющая здесь на 4-, она все еще увлекательна. Персонажи адекватно прописаны и кажутся живыми. Из минусов встречаются странные причинно-следственные связи, иногда варианты ответов приводят к вообще абсолютно рандомной фигне, и появляется ощущение натягивания совы на глобус. Также некоторые действия персонажей вызывают вопросы (какого хрена ты ♥♥♥♥♥ пошла и открыла дверь банально даже не спросив кто там, когда СПОЙЛЕРЫ ДАЛЬШЕ в твою сестру вчера стреляли? ты ебобо?), ну и +- банальный сюжет. В целом, игра по геймплею похожа на диско элизиум, и если вы искали чего-то похожего, или просто если фанат рпг и ВНок, советую попробовать.
не когда ещё так не торчал , ♥♥♥♥♥♥ 10 из 10
не любитель таких ігор але ця гра виключення супер !
Глубокое и остросоциальное произведение о тяжелой жизни зависимых людей. Вечная благодарность разработчику и автору сценария.
И тут я понял что из меня даже наркоман хуёво получается
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Players by region
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