
Kazutaka Kodaka and Kotaro Uchikoshi join forces for the first time to deliver the ULTIMATE adventure game! 15 students are tasked with defending a school from grotesque monsters for 100 days. Can they make it to the end? And will they survive long enough to uncover the truth?
Modeled estimate, not a reported figure. How we estimate →
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): 2.71/day in the week to Aug 2 → 2.43/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
Takumi Sumino is a totally average teenager living in the Tokyo Residential Complex, a place where every day is much like the last and nothing bad ever happens. All that changes when freakish monsters attack the town and start wreaking havoc. A strange creature calling himself Sirei appears and offers Takumi the power to protect those he holds dear... All he has to do is stab himself in the chest!
The next thing he knows, Takumi is in Last Defense Academy, a school in the middle of nowhere surrounded by a wall of otherworldly flames. He and 14 other students have been drafted into the Special Defense Unit, a team tasked with keeping the school safe for the next 100 days. How much are they willing to sacrifice to take back their normal lives and save the world from the grotesque school invaders?
The curtain rises on 100 days of war and despair...
Takumi's choices will decide his future, but there's no telling what kind of consequences these decisions might have...
When the invaders attack, it's up to you to protect the school in SRPG battles.
Use each student's unique Specialist Skills to turn the tide of battle in your favor!
Spend time with your teammates to deepen your bonds, or explore the wilderness and ruins outside the school.
You can even use the items you find to craft gifts and get even closer to your allies!
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $48.99−30% | 8.7Kreviews | 88% | — | $20.2M |
| $59.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
What did I like about this game? EVERYTHING. BUY IT NOW.
Masafumi Takada have my children
Honestly, I'm struggling to articulate my feelings about this absolute gem of a game. I played the demo and instantly knew I would like it, but I hadn't the foggiest clue what was in store for me. I was a bit put off by the price tag at first, thinking there was no way this game would ever feel like it was worth the full price, but I was willing to pay it to support a dev team that was struggling despite making several games I loved. Words cannot explain how wrong I was. Most modern devs take ungodly amounts of money and use it as inefficiently as possible, barely upgrading their projects as the price tag balloons. But this game took seemingly little, and did as much as humanly possible with it. These devs clearly loved their work and poured their hearts and soul into this near-masterpiece. I look forward to whatever DLC plans Kodaka has in store, because I would buy it in a heartbeat. Easy 9/10. One of the best new games I've played in a long time
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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 892 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
100가지 요리를 내왔는데 눈을 가리고 먹어야한다 이 코스가 진미인지 애미인지 십몇시간씩 씹어봐야함 공략보고 고점만 띄워서 경험하면 파인다이닝 가능한데 100가지 요리 다 먹겠다고 저점까지 싹다 풀매수하면 바로 응급실감 진짜로 돈받고도 못먹을 저급한 엔딩들 너무 많음..
量大管饱,但是吃的咋样别管 我觉得小高应该抛弃“100”的噱头,把天数和一些没什么意义的结局删减,出一份导演剪辑版,也许观感会好很多
This isn't tonal whiplash, it's nonstop tonal haymakers.
Darumi Amemiya it seems I've grown quite fond of you tho there are no sexual urges or desires you come to me as a long lost friend whom I once picked apples with in papa's orchard
The Hundred Line is a pretty amazing experience. While it certainly has its fair share of flaws, can be repetitive, and requires way more time than most people will want to give it, The Hundred Line is one of the few games I view as genuine Art. It's hard to articulate why without spoilers, and probably would require something more akin to an essay, but there was a lot that kept me coming back for more such as: 1) This game didn't shy away from some dark themes; and the parallelism between humanity and a particular set of... creatures... was shockingly thought provoking. Do the ends justify the means when it comes to survival? How far is too far? "The road to hell is paved with good intentions"... The last game that caused me to stop and think like this was Nier: Automata. This, in particular, is what's causing me to consider The Hundred Line as more than just a mere video game. 2) Based on the sequencing of the routes that I played through, for better or worse, it took me a while to start learning more about the truth, how certain routes are connected, and what was going on. Slowly piecing together what was really happening was incredibly satisfying! Every time I was able to connect a new dot and realize that some seemingly random thing I encountered in another route actually explains what happened elsewhere or why a character is the way that they are... I couldn't get enough of it! 3) I really liked the characters and how they interacted with each other! Whether it was Kurara making snide jokes about Kyoshika and her sword, Eito doing his thing, Darumi being crazy, or Hiruko on the battlefield, it was fun spending time with them and seeing what everyone does in different situations. Nearly all of the characters are either very interesting in their own ways or get their own time in the spotlight depending on the route. For example, Shouma is my least favorite character, but even he had narrative importance (with real emotional weight) in multiple routes and some redeeming qualities. 4) While some choices were no-brainers, there were a lot of tough choices to make, and even a few that made me wish I didn't have to make a choice. Living with the consequences of those choices in particular was brilliant! For the endings, not nearly all of them are high quality, but there were a fair few that were not only very memorable, but complete gut punches when you realized what they meant. The main two endings that others have referred to as the closest to being the "True Ending" really were fantastic; with plenty of others that were satisfying in their own right or made me want to go back and see what would have been different if I made different choices. 5) Lastly, before getting on the path of learning the truth, what kept me going was how interesting it was that certain routes were similar to playing different genres of VNs. Kudos to the developers for keeping as many of the routes legitimately interesting as standalone scenarios. Regarding the downsides, as mentioned before, the biggest ones are the huge amount of time needed to see the best this game has to offer, how it can sometimes feel like a bit of a slog getting through the more repetitive parts, etc. From a gameplay perspective, having played other VNs, Danganronpa, etc. the combat was a nice surprise, but the mechanical depth was understandably not very deep. I'd say it's better to think of combat as a puzzle, figuring out the most efficient ways to mow down the enemies in the most satisfying ways possible. The exploration was interesting for the first several hours, but I'll admit that I was not disappointed that I could skip it after unlocking all upgrades and leveling up the bonds with the characters. That being said, The Hundred Line was pretty special, and I'm glad that I got to experience it how I did. For anyone willing, and able, to put the time into it; I think you'd enjoy it too.
In my last review, I said that [i]Claire Obscure: Expedition 33[/i] was an ambitious single-player game that was unlikely to have competition for game of the generation. Little did I know, that this game comes very close to usurping that claim completely. Albeit, in a much more bloated and messy package. [i]The Hundred Line: Last Defense Academy[/i] is the love child of Kazutaka Kodaka (creator of [i]Danganronpa[/i]) and Kotaro Uchikoshi (creator of [i]Zero Escape[/i]) taking the best aspects of both creators games and shoving them into a huge project that rivals [i]War and Peace[/i] in it's reflections on humanity and its constant fixation on warfare. While it's arguably too enterprising with it's 100+ endings, it manages to hit the same heights as the creator's previous entries. [hr][/hr] [h1]The Good[/h1] [list] [*]The game adopts a strong mystery box setting, where your fist playthrough is going to introduce you to the query cast and ask several questions about survival and what it means to be at war. Your first 30 to 50 hours of this game will be far from boring, as you learn the world and start to understand the mechanics behind it. [*]The strategy RPG elements of this game are well done. While I'm not the biggest fan of characters [spoiler]having the ability to come back from the dead[/spoiler] the game heavily rewards aggressive and risky play. There are enough characters to not make the repeated battles feel stale, and it's likely you'll find a favorite that you will always want to play. [*]When the story wants to be impactful, it's absolutely impactful. Plot twists are very shocking/ambitious, and the nature of the game is try to make you constantly second guess if you really know what is going on. [/list] [hr][/hr] [h1]The Bad[/h1] [list] [*]Elements like character positioning from other strategy games such as [i]Fire Emblem[/i] will be greatly missed here. All battles have a fixed character list and position, and the game can screw you over if you choose to invest into the wrong character. [*]You will be experiencing a lot of repeated content with minimal differences. While the loop of: [b]Visual Novel, Battle, and Free Time[/b] is enough to mix things up. It can become very dull to constantly be doing the same thing over and over again. If anyone is interested in this game, I would suggest completing Route 0 to be your determining factor if you want to continue the journey after that. As if it doesn't pull you in after that, then there's no hope of you ever completing the experience. Even I couldn't hype myself up to complete the last three uninteresting routes of the game. [*]While the storytelling is very good, people unaware of the Tim Burton-esc tone of the [i]Danganronpa[/i] games may be put off by the vulgar characters. Chance are that their strong personalities will rub people the wrong way, and make you wonder why you can't just kill them to remove them from the story entirely. [/list] [hr][/hr] I'm almost tempted to say that this game is better than the [i]Danganronpa[/i] trilogy, it's definitely better than the [i]Zero Escape[/i] trilogy. But at the same time, the likelihood of most people completing this experience is almost nil due to the amount of commitment this game has. I greatly enjoyed my time with this game, but at the same time, almost half of my 150 hours was spent mindlessly clicking through text and completing boring collection quests that drags the experience down. I absolutely recommend playing the [i]Danganronpa[/i] trilogy before tackling this beast of a game, so anyone who picks it up can be prepared for what they are about to dive into. But when this game gets serious, it's one the best Visual Novel experiences I've ever had. [h1]9/10[/h1] [spoiler] [h2]Favorite Routes[/h2] [table] [tr] [th]Rank[/th] [th]Route Name[/th] [/tr] [tr] [td]1[/td] [td]Route 1[/td] [/tr] [tr] [td]2[/td] [td]Cult of Takumi[/td] [/tr] [tr] [td]3[/td] [td]Killing Game[/td] [/tr] [tr] [td]4[/td] [td]Route 0[/td] [/tr] [tr] [td]5[/td] [td]Slasher[/td] [/tr] [tr] [td]6[/td] [td]Mystery[/td] [/tr] [tr] [td]7[/td] [td]Retsnom[/td] [/tr] [tr] [td]8[/td] [td]S.F.[/td] [/tr] [tr] [td]9[/td] [td]V'ehxness[/td] [/tr] [tr] [td]10[/td] [td]Eva[/td] [/tr] [tr] [td]11[/td] [td]Coming of Age[/td] [/tr] [tr] [td]12[/td] [td]Box of Calamity[/td] [/tr] [tr] [td]13[/td] [td]Multiple Eitos[/td] [/tr] [tr] [td]14[/td] [td]Goodbye Eito[/td] [/tr] [tr] [td]15[/td] [td]Rebellion[/td] [/tr] [tr] [td]16[/td] [td]Romance[/td] [/tr] [tr] [td]17[/td] [td]Comedy[/td] [/tr] [tr] [td]18[/td] [td]Box of Blessings[/td] [/tr] [/table] [b]- Didn't bother with: Causal, Endless Battles, and Conspiracy -[/b] [/spoiler]
我真是吐了,为了凑100个结局写了那么多注水的支线,结果最最关键的TE没有做
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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