
먼 옛날, 끝없이 비가 내리는 세상 속에 한 여행자가 있었습니다. 점점 물 속으로 잠겨가고 있는 세상에서, 여행자는 여정을 시작했습니다. 당신은 슬픔과 분노로 잠겨가는 세계에서 '상냥한 빛'을 찾기위한 모험을 떠납니다. 하지만 그것만이 이 이야기의 전부는 아닙니다...
Modeled estimate, not a reported figure. How we estimate →
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean
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
나는 너한테 사과조차 못했는데 너는 나를 이미 용서했구나
면도한다.
떠나보내고 나서야 후회되더라
고양이?가 선택에 따라 달라질거라길래 마지막 그 블럭 미는 거에서 다른 답을 하면 배드엔딩이 나올 줄 알았는데 그건 아닌가봐요 진행이 안 되네. 여하튼 싼 값에 (할인가 820) 짧지만 좋은 퀄리티의 게임 한편 했네요. 사투리가...조금 어색한 부분이 있지만 (하던 프로젝트는 잘 되가노? > 잘 되가나? 등) 인간 대사 외엔 그렇게 어색한 부분 못 느꼈습니다. 아 그리고 년,월,일 맞추는 퍼즐에서 12월이라고 말했던 것 같은데 12월이라고 추측되는 곳에 가져다 놓으니 안 되길래 그냥 노가다 했습니다. 물론 아직도 왜 거기가 12월인지 모르겠음. 근데 이 모든 점을 감안했을 때에도 한번 쯤 해볼만한 게임.
80분 플레이하면서 40분은 운 것 같습니다. 너무너무 많이 울고 너무너무 힘들었습니다. 잃은 사람을 떠올리고, 저를 경멸하고, 기어코 저는 사랑할 수 없었던 저를 바라보게 됐습니다. 감사합니다.
떠나보내고 나서야 소중한 줄 알더라...
떠나간 너를 보내주는 기나긴 여행을 떠나네
현실과 판타지 세계의 연결을 잘 교차하며 보여주며, 예기치 않은 큰 일을 겪었을 때, 사람의 심리 변화를 짧은 플레이 타임안에서도 잘 묘사한 작품입니다. 현실에서도 비슷한 경험을 하신 분이나, 그렇지 않은 분이나, 충분히 화자에 이입되고 공감할 수 있다고 생각합니다. 음악도 게임에 잘 어울리는 곡들을 써서, 플레이하면서 Journey나 Braid가 떠오르기도 했습니다. Deeppink man의 작품들이 대체로 좋지만, 이 작품이 그 중에서도 특히 완성도가 높은 게임이 아닐까 합니다. 적극 추천 드릴 수 있는 작품이고, 다음 작품도 기대됩니다.
The Town of Downpour is an atmospheric indie adventure developed by Deeppink man and published by PsychoFlux Entertainment, built around mood, symbolism, and quiet exploration rather than mechanical complexity. Created using RPG Maker tools, the game embraces a retro 2D presentation while aiming to tell a reflective and emotionally layered story. Its defining feature is the ever-present rain—a constant downpour that blankets the world and becomes both a literal and metaphorical force shaping the narrative. From the moment the journey begins, the tone is subdued and introspective, inviting players into a space where environmental storytelling and emotional interpretation take center stage. The story follows a traveler moving through a town seemingly trapped in unending rainfall. The rain is not just a background aesthetic but a thematic anchor, representing emotional heaviness, lingering regret, or the weight of unresolved conflict. As the protagonist navigates between grounded, modern environments and surreal, dreamlike spaces, the boundaries between reality and memory blur. These shifts in setting serve to deepen the narrative’s ambiguity, encouraging players to interpret events through a symbolic lens rather than expecting straightforward exposition. Instead of offering explicit answers, the game leaves room for personal reflection. Gameplay remains intentionally minimal. Players explore interconnected areas, trigger small narrative events, and interact with the environment in a largely linear progression. There are no combat systems, resource management mechanics, or complex puzzle chains to master. Occasional light navigation challenges and environmental interactions provide structure, but the focus consistently returns to atmosphere and pacing. The mixture of top-down exploration and brief side-scrolling segments introduces slight variation in perspective without disrupting the calm, deliberate rhythm of the experience. Visually, The Town of Downpour employs pixel art that balances simplicity with mood. The environments, though not graphically intricate, use lighting and color effectively to differentiate emotional states and locations. Rain effects persist throughout nearly every scene, reinforcing the feeling of continuity and melancholy. The sound design complements this approach, with subtle ambient audio and restrained musical cues that heighten immersion without overwhelming the player. Together, these elements create a cohesive aesthetic that aligns with the game’s contemplative tone. One of the game’s strongest qualities is its thematic consistency. Every aspect—from the subdued pacing to the environmental details—supports the overarching sense of introspection. Rather than building toward a dramatic climax or action-driven resolution, the narrative unfolds gently, encouraging players to absorb moments rather than rush through them. This design choice may limit its appeal to players seeking dynamic gameplay or intricate branching paths, but for those drawn to reflective storytelling, it enhances the experience’s emotional depth. The game’s brevity works both as a strength and a limitation. With a relatively short runtime, The Town of Downpour avoids overstaying its welcome, delivering a focused and cohesive narrative arc. However, its linear structure and lack of replay variation mean that its impact depends largely on how strongly the player connects with its themes. It functions more like an interactive short story than a traditional adventure game, prioritizing atmosphere and interpretation over complexity. Ultimately, The Town of Downpour stands as a thoughtful indie project that demonstrates how small-scale design can effectively convey emotional resonance. Its quiet world, perpetual rainfall, and restrained storytelling create a meditative experience centered on reflection and symbolism. While it may not appeal to players seeking challenge or expansive mechanics, it offers a memorable journey for those who appreciate narrative-driven exploration and mood-focused design. Through simplicity and cohesion, it succeeds in crafting a somber yet evocative adventure that lingers in the mind long after the rain stops falling. Rating: 7/10
오늘 게임은 하고 싶은데 뭔가 왁자지껄한 게임을 하면 지칠 것 같아서 다운 받아둔 비가 내리는 나라를 플레이 했는데, 짧은 플레이 타임, 감동적인 스토리, 연출, 음악까지 뭐 하나 마음에 들지 않는 게 없었습니다. 게임을 여러가지 많이 한 건 아니지만 게임 하면서 감동적인 부분에서도 딱히 크네 감정이 동요하는 편이 아닌데, 이 게임을 할 때 처음으로 눈시울이 붉어졌던 것 같아요. 앞으로 종종 생각 나면 다시 플레이 할 생각입니다. 좋은 게임 만들어주셔서 감사합니다!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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