
One day, the boy meets a monster, with whom he builds a strange relationship that is neither friend, nor family, nor owner and pet. How will the boy's future change?
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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, Traditional Chinese, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
一部诡异的猎奇向视觉小说,视觉肉块肯定借鉴了《沙耶之歌》,诡异氛围描写得不错。 故事有些小瑕疵无伤大雅,比如为了故事性削弱了警察(恐怖,猎奇里的警察都这样),后面有些吃设定的意思(不然也没法向观众解释人蛇的设定),对于人蛇的解释我觉得有些多余“人类最原始的恐惧,源于对未知的恐惧”留些想象空间给读者我觉得也挺好。 背景用真实照片我实在接受不能,和人物立绘很割裂。虽然处理过,蛮迎合游戏风格甚至增加了游戏的诡异感,但很破坏游戏氛围。我宁愿是像人物那样粗糙的手绘风格,说不定还有另一番风味。
本人十分喜欢游戏前期和中期对男孩的心理描写,玩的时候想到了许多自己的遭遇,也为此产生了许多共鸣与思考,不得不说,感觉自己和男孩在很多方面相似,或许我和作者一样(雖然歷經波折,但男孩在故事結尾還是得到了一絲心靈上的救贖。 然而我並沒有得到。故事,終究只是故事) 所以不太喜欢游戏结尾的处理,感觉有些突然,有些强行happy ending,男孩的转变缺乏进一步的解释,实际上我更倾向于坏结局 如果结尾对男孩内心的矛盾写得再激烈再详细一些会更好 (个人的理解水平有限,如有冒犯,也请包含)
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我看不懂但我大受震撼
不错的故事,但我不喜欢这个收尾。 作者想要传递是是什么呢?或许和他的结尾一样[spoiler]⌈祈愿每个暴怒的灵魂都能得到平息⌋ [/spoiler]之类的,很显然我不是这类故事的受众,在后期开始像公布参考答案一样将真相全部公之于众开始,我对这个游戏的印象瞬间变了,毫不夸张,前一秒我还愿意称之为神作,下一秒我就觉得它其实也蛮烂的。 并不是说故事的真相很糟糕,但这样直接的表达方式在我看来绝对要打叉,加之叙述过程中穿插着莫名恶趣味的情节,体验糟糕到不如给我留下一个开放式的结局。 总之,我建议大家,尤其是纯粹追求猎奇血腥故事的玩家,阅读到第四章结束甚至是ed1就已经足够了,这会是一个比最终结局要完美的句号。
游戏是真不错,就是剧情又丧又猎奇,真不建议晚上玩,容易睡不着
因为头像好看所以我真香了
所以为什么要把报幕放在中间啊……就算是想表达要开始疯狂了但也太毁叙事节奏了…… 首先缺点是错别字太多了,但是废话太多让人忍不住快进的缺点又正好弥补了这一点,虽然说了废话这么重的词但我不是在说作者的那些哲学思考,而是重复了一整部的一问一答的对话形式,作者似乎只能靠这样的形式才能表达出他的哲学思考,点得我手痛,而且正常角色之间不会有那么多话的 有不少人说CG和立绘的简陋是缺点,但我挺喜欢的哎,我认为都很符合这个故事给人的感觉,立绘随着情节的移动、效果音的运用(虽然重复的效果音听多了就会想笑)、背景的扭曲诸如此类的剧情演出也能看得出来作者都是用心在做的 然后还有大问题的就是小头……唉啥玩意啊……前半部分除了写仔细看发现班长是美女(当然这里也能是单纯的客观描述,只是真的没有意义)其他部分不是都好好的吗,怎么到了后半才突然小头energy全开啊,我都要怀疑是不是报幕之后作者切换了个人格,一号快跑我有双重人格!不过想了好久也有一种可能是作者想拿点东西缓解长篇大论的枯燥吧,但是完全不好笑的荤段子真的是最糟糕最糟糕的选择了,删了也不影响我建议不如真的删掉吧,七岁女孩的膝枕我也怕作者你被查水表啊(话说七岁女孩的大腿能有多宽啊)顺便一提虽然不是只有女性角色的台词写得差,作者似乎真的没接触过女性的样子,只说一个地方,虽然这么说很绝对但我觉得不会有被叫“眼镜女”就会恼羞红脸的女生哦 大幅借鉴沙耶之歌这一点很多人说过了,我没读过沙耶之歌只知道大致情节,但我也明显感觉到了借鉴,为什么呢?因为作者虽然在最后已经将人蛇解释得很完善了(我认为这真的很好!),但还是有些前后矛盾意义不明的地方,比如为什么杀人魔加入的那块地方看到的树木会是肉柱?当时的解释好像是说对树木感到了威胁,但后面又对“真正的大自然”认知是正常的,为什么树会产生威胁?这些树为什么不算是“真正的大自然”?还有一个地方是为什么写第一任少女说她对每个人都会像这样解释+提供选择?不应该是留有理性的没有被仇恨蒙蔽的才能跟她聊上天吗?不然前面写了那么多人直接一醒过来就吃人到底是?这些暧昧不清的地方就会容易让读者感觉到是不属于作者自己的东西,当然如果这些都是因为我快进而理解错误了我会认错 还有后半非常莫名其妙的英雄主义……说实话只能感觉到纯纯的装逼,跟小头情节一起出现真的怀疑作者突然被一个大男人顶号了,让人哭笑不得。前面明明描写得那么暴力,同学A,你真的就这么轻易地在医务室醒过来了,并且打你的人就在面前,态度却像是对待普通同学吗?这一切就为了让男主能在他面前装个逼?(甚至有点怀疑作者是在代入啊)同学A事后还是要去照照脑子比较好吧?男主当时说着几百个陌生人的死跟自己没关系没感觉,最后又说怪自己的延误害死了几百人,哈?你谁啊?然后看到“反社会倾向”这五个大字真的忍不住笑了好久,虽然作者也借角色的口说了因为不了解所以用词可能不准确,但是如果作者认为有反社会倾向的人就是家庭环境恶劣、社交能力差、想要获得他人关注的青少年,那人也太多了吧?与精神疾患或人格障碍不相符的描写实在太多了,作者写得太中二了,仅从把男主的家庭环境和心理活动写成这样,就能感觉到无论是作者和男主都是普通人罢了,这也符合结局表达出来的真善美(如果男主真是反社会大概会选择直接把老妇带走跟孩子们团聚吧哈哈 总结到最后,我会给好评,因为我认为这个故事还是写得挺好的,一开始虽然有点拖沓但逐渐开始让人感到有趣,后半即使不满的地方一箩筐但看完下来至少这个故事讲完整了,详细解释设定的地方虽然太多废话了(很多地方真的有必要再写一次对方视角吗?),但我喜欢这样不会故弄玄虚的故事,而且我是四块钱买的我觉得算是读到了比较有趣的体验值回这个价,虽然这篇评测写的几乎全是怨言但还是希望能支持作者继续写作
good effort, apperciated
SOULS is a quiet, unsettling, and deeply introspective indie narrative experience that prioritizes mood and psychological tension over conventional gameplay structure. Developed and published by Team Fork, the game deliberately defies expectations suggested by its title, offering not an action-heavy challenge but a slow, contemplative story that lingers through implication and emotional ambiguity. It is the kind of game that asks players to observe, reflect, and sit with discomfort, rather than rush toward clear answers or traditional rewards. The story begins with an almost mundane sense of curiosity. A young boy hears rumors about a strange being known as the Human Snake living near an abandoned reservoir, and driven by intrigue, he seeks it out. This encounter becomes the foundation for a deeply unusual relationship that resists simple labels. The creature is neither clearly hostile nor comforting, and the bond that forms between it and the boy exists in an uneasy space between fascination, dependence, fear, and emotional attachment. As the narrative unfolds, the game gradually explores how this relationship affects the boy’s inner world, blurring the lines between innocence and obsession. Narrative delivery in SOULS is deliberately restrained. Much of the storytelling unfolds through subtle dialogue, visual symbolism, and pacing rather than explicit exposition. Key moments are often understated, leaving emotional interpretation largely in the hands of the player. This approach gives the game a dreamlike quality, where scenes feel more like memories or fragments of thought than concrete events. Rather than offering a clearly defined moral or message, the story invites multiple interpretations, encouraging players to reflect on themes such as loneliness, the desire for connection, and the dangers of projecting meaning onto the unknown. Gameplay mechanics are minimal, serving primarily as a vehicle for narrative progression. Player interaction focuses on movement, dialogue choices, and observation rather than complex systems or puzzles. Choices do exist, but they rarely present themselves as obvious branching paths with immediate feedback. Instead, decisions subtly influence tone, pacing, and emotional context. This can make the experience feel more like guiding a story than controlling it, reinforcing the idea that the player is a participant in an unfolding psychological narrative rather than an agent with full autonomy. Visually, SOULS embraces simplicity and restraint. Environments are clean and sparsely detailed, using composition and lighting to convey mood rather than realism. Characters and locations often feel isolated within the frame, emphasizing emotional distance and unease. The minimalist art style allows the player’s imagination to fill in gaps, which enhances the unsettling nature of the story. Sound design further supports this atmosphere, with quiet ambient audio and subdued music that amplifies tension without ever becoming intrusive. Silence is used as effectively as sound, making certain moments feel heavy with unspoken meaning. One of the game’s most defining qualities is its pacing. SOULS unfolds slowly and deliberately, sometimes to the point of discomfort. For some players, this measured tempo creates immersion and emotional weight, while others may find it frustrating or opaque. The game rarely explains itself outright, and its refusal to provide clear answers can feel alienating if approached with expectations of conventional storytelling. However, for players willing to engage on its terms, this ambiguity becomes a strength, allowing the experience to resonate on a personal level long after it ends. Ultimately, SOULS is less concerned with entertainment in the traditional sense and more focused on emotional and psychological exploration. It is a game that thrives on atmosphere, suggestion, and the quiet tension between what is shown and what is left unsaid. While it may not appeal to players seeking action, mechanical depth, or narrative closure, it offers a distinctive and thoughtful journey for those drawn to introspective storytelling and experimental design. In its subtlety and restraint, SOULS stands as a memorable example of how indie games can use minimal tools to evoke complex emotions and lasting reflection. Rating: 8/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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