
The Use of Life is a multi-ending adventure book style JRPG. The main character’s various attachments change in accordance with the choices the player makes, and the ending changes depending on “the use of life” you choose through your journey.
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): 0.29/day in the week to Aug 21 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Well, what a surprise this was! This is a great RPG with the interesting choice of whether your own life is more valuable than other goals such as revenge or saving others. Decent writing, good characters, and doesn't overstay its welcome. Basic gameplay: You've got a map where you can click over to new locations where you'll have a classic dungeon crawl experience. A few RNG here and there, but most points have a purpose. For example, pass a stealth check to avoid the enemies (you'll still get XP). You'll need to manage health and mana resources too on normal at least. Combat: Here is where people push back a bit. On normal, this is not an easy game. I HIGHLY recommend playing easy. And yes, I've played and beaten some of the hardest games in existence. The difficulty here is often times seeing an arrow you have to press, adjusting to the speed which is often variable, and deciding whether to dodge or block. If you're decent at this, try normal. If you feel like you need to learn you're going to QUICKLY call BS on the speed, especially on some of the bosses. BUT, the dev was smart. You can switch difficulties any time. DO SO. You have the ability to custom set different variables. One of the last bosses was in my opinion, a completely broken fight. You had sometimes .3 seconds to react to an attack with major damage if you didn't get it right. I knocked it down to as easy as it could go and it was STILL RIDICULOUS (but beatable). So don't let difficulty dissuade you away from the game please. Its a little gem with nice music, good choices and two major branching paths with four endings total. Its a great game!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, Simplified Chinese, Traditional Chinese, English
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
いのちのつかいかたを考えるゲーム 全てのエンディングを見終わり、そのままの勢いでレビュー このゲームのいい点と悪い点を分かりやすく書いていくつもりです 【いいと思った点】 1.わかりやすく、面白いシナリオ 2.魅力的なキャラクター 3.歯ごたえのある戦闘 4.今までの選択肢がその後の展開に影響すること 5.ダイスロールによる成否判定のランダム化 【悪いと思った点】 1.結構シビアな難易度 2.人を選ぶ戦闘システム 3.シナリオの大きな分岐点の分岐条件が少し不親切 4.途中セーブを作れない ・シナリオが本当に面白いです。主人公ゴーシュやその仲間たち はたや敵も魅力的なキャラクターが多く キャラクターの行動に芯が通っています。読み物としてはかなり高評価です。 ・現在は4つエンディングがありますが、 1シナリオにかかるのが10~20時間なので、一つ一つは長尺というほどでもない ボリュームなのも読みやすくて助かります。 そしてなんでもないような選択肢にも意味があり、プレイヤーの選択肢に よる変化が感じやすいのは、プレイ体験としてとても新鮮で楽しかった。 ・戦闘面。ダクソ等をプレイしてきた自分から見て、そこそこ難しいと感じました。 ステータスやビルドや装備で難易度を調整することはできますが シンプルなQTEによるリズムゲー、長めの戦闘、という中での 1ミスが死に直結する難易度というのは万人が楽しめるかと言われると微妙かも。 が、言い方を変えれば戦闘に歯ごたえがあり、難敵に対する対策を考えたり覚えたりして、 トライアンドエラーを重ねてクリアを目指すっていう達成感はあります。 好き嫌いはある戦闘システムだとは思いますが、慣れればシンプルな割に飽きずに楽しめて 自分の成長を感じやすいいいシステムだと個人的には思ってます。 ・悪い点3と4について少し詳しく話します。 このゲームは一回の進行につき一つしかセーブデータを作れません。 プレイヤーが任意でセーブができるのは1章につき1~2回程度で章が終わると 前の章には戻れません。つまり後戻りがかなり効かないゲームになってます。 ひとつひとつの選択肢が後々のルート分岐に影響をする割には 後戻りしにくいゲームなので、さくっと戻りたいならセーブデータを バックアップしておくみたいなやり方しかないのは少し不親切かも。 ※特に序盤のシナリオ分岐はプレイヤーの意思ではなく 今までの選択によって分岐してしまう為注意が必要です。 あとがき とにかくシナリオとキャラが良くて戦闘はシンプルかつ歯ごたえがある 素晴らしいゲームでした。 主人公ゴーシュが子供っぽさもありつつ頼れる兄貴なのに 見た目がめちゃくちゃ可愛いのも好きだし ルートごとのヒロインも皆可愛くて本当にいい。ミーシャかわいいよミーシャ。 他のヒロインも可愛いけどなんだかんだエンディング1の ミーシャとゴーシュが一番好きだった。 あぁいう満足げなところを見るとどうしても涙が出ちゃうんだよね、ホント好き。 他のルートもそれぞれとても満足感のあるエンディングだったので、皆さんぜひ遊んでみてください。
RPGの面白いところだけをぶち込んで煮詰めた濃汁ハイカロリーゲーム! 強敵との死闘にワクワクする人間にオススメです。 ただ、ゲーム内の攻略ヒントが他に類を見ないほど充実していて、難易度もかなり下げられます。 したがって、【難しいゲームは苦手だけどストーリーやキャラに興味がある人】にもオススメできると思います。
A fantastic little hidden gem. From the moment I launched it and started playing, I could not put it down until I'd gotten every ending in the game. The Use of Life is an RPG with a combat system designed around dodging and guarding via quick-time events, while you use up to 3 actions on your turn to build up a combo for big damage, or to prepare to use that same QTE to parry and counter the enemy attacks. The game gradually gets you used to the combat system and ramps up the difficulty until you become stunned by how quickly you're managing to parry and dodge attacks, all while doing satisfyingly big numbers back. Its a rather hard game, especially on its actual hard mode which increases enemy speed and the time it takes to kill them. Normal will still give you plenty of challenge if hard's too hard for you, as even on normal it took me 20 to 30 tries to kill the hardest bosses in the game. But if all you care about is the story, you can customize and tweak the game's difficulty in any way you like. You can make it trivially easy if you want, and I still think you'd have a good time with it! The Use of Life is a very story-driven game. Its doesn't have a lot of characters, but the few it has are utilized extremely well and are fleshed out over the course of the narrative to have some really satisfying arcs. The main character, Goshe, is also very interesting; he has some recurring traits in every route, but the choices you make with him will really shape his personality as the game progresses. And I don't mean that as in he has no personality, rather, his personality very clearly reflects the choices you make throughout the game. If you prioritise power, Goshe *will* become more callous, revenge-fueled and cold-hearted, forsaking everything for his quest. If you play him as a kind hearted individual, he'll feel that way too. No matter what choices you make, Goshe is an extremely compelling and nuanced character and a great protagonist for a game like this. To go into detail on any specific aspect would be spoiling the experience, so I'll leave it there for now. But like plenty of other reviews say, the choices you make through the narrative really feel like they mattered by the end, as they play a big influence in the endings you can get. If there's one complaint I would have with this game, its that I wish it had even more to explore- I wanted to stay in this world longer and see other directions Goshe's life could have taken. I wanted more insanely fun boss fights. I wanted to see if the game could spin its themes into even more narratives. But what is here is excellent, and an absolute steal for its asking price. I highly reccommend it.
This is probably one of the best games i randomly came across incredible art, music and story
The game has a bit of jank, but a lot of heart. The combat is sort of like Expedition 33 with the modular defensive options. Block or dodge during the enemy's turn with various arrow prompts. Dodges will always be up, down, or left with a timing window. Or you can press right to block, hedging your bets and taking out the guesswork for less reduction than a dodge. Every stat feels useful, and there are multiple endings and classes to encourage replays if so inclined. The story is part revenge fantasy part power-of-friendship adventure. Your choices shape your ending route and some choices that seemed trivial at the time get callbacks later to tip the scales. There isn't meant to be a right or wrong ending, but I was satisfied with where I landed. My main issue is that the lives and checkpoints system feels out of place for a JRPG. The game is generous enough with the checkpoints on normal, but it can still make some segments more tedious than needed. Also, the final boss for Ending 2 has a really tedious gimmick. It makes sense in the narrative, but it just drags on longer than it has to.
一つエンディングクリアしたので感想を。 私は冒険者(少し影があるタイプ)とちびっ子(ひたむき、健気、光属性)のコンビが大好きです! えぇ、正直刺さりまくりました。 主人公にははじめ、主人公自身を優先させる選択肢のみ選ばせておりました。 ですが、竜の子ども、コハクちゃんと合流後はその子の成長や気持ちを大切にする選択肢を選びました。だってかわいいんだもんコハクちゃん。ころころ変わる表情にほっこり。おまんが親。 戦闘面ですが、そこまで凝る感じではない気がします。(※一エンディングクリアのみの育成具合なので、もっと色々楽しめるという方もいらっしゃるかもしれません。あくまで個人の感想です。) ボス戦はゲージを削り切るのに時間がかかるので、ボタンをポチポチおす作業している感じでした。 マップ探索はスゴロクっぽい形で、面白かったです。 定価で買いましたがストーリーとキャラが好きで満足し、高評価してます。コハクちゃんと主人公の関係性にコレダヨコレェ!となりました。ゴクゴク 私がどのエンドに辿り着いたか、プレイ済みの方はお気づきかもしれません。 他のエンドも回収するぞ〜 体験版公開されているので、興味を持った方はぜひ〜
全結局過完後算好玩的。米沙線比琥珀線簡單,給的裝備強度也差很多[spoiler] 例如某件讓攻擊變很好躲的裝備 [/spoiler]。雖然是回合制,但靠QTE來躲敵人招式真的是超好的設計。
買ってはいましたが、完成するまで寝かせていました。 一つのエンディングまでゆっくり進めても20時間ほど。大作ではないです。 ただ、シナリオは自分にはあまり引っかかる所はなく、納得して進められるので良かったです。ゲームブック系ではそこが大事だと思うので。 また、QTEがわりと不評ですが、爺になった私の指でもEASYならそこまで苦労せずなんとかなったので、意地を張らずに自分の腕に合わせれば良い話かと。 まあ、最初NORMALでやったらバー移動が本当に爆速で唖然とさせられたので、そりゃあくまでNORMALで攻略する事に拘ればなんだこれ(怒)となりますわ。 敵の攻撃それぞれでバーの移動速度が変わるのが単純な速さよりも厄介かも。どうしてもperfectを目指したくなりますが、失敗さえしなければ良いと割り切るのも大切です。 各ステータスが割と均等に意味を持っているのでクラスに合わせて成長させると結構戦いがそれぞれのスタイルに沿っていくので楽しい。 総じてとても良いゲームでした!コハクは可愛いねえ。爺はエンディング4は選べそうもないよ。
有人說反應速度不夠,我倒是覺得還好,而且不是給你調難度了嗎?不至於打不過吧?全結局普通難度通關,反正我對每個最後boss都很滿意,也被打死幾次,非常合理的明白是我自己失誤,所以沒問題(某勇者:看好了這是我的絕活!我:媽媽救救我啊!!!!!) 特別喜歡我們可愛蘿莉劇情,不只是她是首次通關路線,對於我自己的選擇峰迴路轉(竟然差4%就差點沒了......但是我成功啦哈哈哈!),最終來到這個我所選擇的結局,我由衷認為實在是太好了,非常喜歡這個故事的人物刻劃,如果認真好好選擇,在最後的最後那個體驗絕對是最完美的吧? 我還要看大成功跟部分大失敗的文本,我的天啊特定狀況大失敗真的太好擲了(我居然在沙塵暴活下來了???),儘管掛掉了,但我覺得非常好,畢竟這就是隨機狀況。 非常感謝作者做出這款遊戲,我非常開心!
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