
A horror/romance visual novel with numerous choices and over 20 endings. Set in Japan in the 1980s, our protagonist, Atcchan, must navigate his relationship between his two estranged childhood friends, one of whom might be a yandere. Will he live to see the end of his summer vacation?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
it has some really cool moments and is a fun homage to higurashi if you've played that, but the page says horror/romance when it is absolutely 90% romance and maybe 10% horror at best. others will like it, but that kinda split really doesn't interest me
While it looks amateurish at first there's a surprising amount of thought put into it
The first routes are quite interesting and dark The MC is absolutely terrible A ton of unnecessarily long dialogues, making part of the experience boring. Still, not a bad VN
不错的游戏,故事挺不错的
The Way We All Go (2015), developed and published by ebi-hime, is a brief yet emotionally intense visual novel that prioritizes raw human vulnerability over traditional storytelling satisfaction. Rather than guiding players through a neatly structured narrative with clear resolutions, it presents a series of uncomfortable, intimate moments that revolve around flawed characters and the fragile connections between them. It’s not designed to entertain in a conventional sense—instead, it invites the player to sit with difficult emotions and observe how they unfold without interference. The story centers on a small group of individuals whose lives intersect through strained relationships and unresolved personal issues. Instead of building toward a dramatic climax, the narrative is composed of quiet, often unsettling interactions that reveal deeper layers of insecurity, dependence, and emotional instability. The writing feels grounded in realism, capturing the awkwardness and tension of conversations where people struggle to express themselves or unintentionally hurt one another. There is a deliberate lack of exaggeration, which makes the characters feel believable, even when their behavior becomes frustrating or distressing. One of the game’s most striking qualities is its refusal to impose judgment or provide clear moral direction. The characters are not framed as heroes or villains, and their actions are not neatly categorized as right or wrong. This ambiguity allows the story to feel more authentic, but it also makes it more challenging to engage with on an emotional level. Players are left to interpret the characters’ motivations and consequences on their own, which can lead to a more personal but also more uncomfortable experience. Interactivity is minimal, even compared to most visual novels. Choices are rare and have little impact on the overall direction of the story, reinforcing a sense of inevitability. This lack of agency can feel limiting, but it also aligns with the themes of the game. The characters themselves often seem trapped by their circumstances and emotions, and the player’s inability to change events mirrors that lack of control. It shifts the experience from one of participation to one of observation, where the focus is on understanding rather than influencing. Visually, the game adopts a simple anime-inspired style that emphasizes character expressions and subtle emotional cues. The artwork is not elaborate, but it is effective in conveying the tone of each scene. Small changes in posture or facial expression carry significant weight, helping to communicate feelings that are not always explicitly stated in the dialogue. The soundtrack complements this approach with subdued, melancholic tracks that reinforce the game’s somber atmosphere without overwhelming it. The pacing is tightly controlled, with the entire experience unfolding over a relatively short period. There is little in the way of filler content, and each scene contributes to the overall emotional impact. However, the brevity also means that certain elements are left underdeveloped. While the characters are compelling, the limited runtime restricts how deeply their backgrounds and relationships can be explored. This can leave the story feeling incomplete, though it also adds to the sense of ambiguity that defines the game. What ultimately sets The Way We All Go apart is its willingness to embrace discomfort. It does not offer easy resolutions or moments of relief, and it does not attempt to soften the consequences of its characters’ actions. Instead, it presents a snapshot of emotional struggle and leaves the player to process it independently. This approach can be difficult to engage with, especially for those expecting a more traditional narrative structure, but it also gives the game a distinct identity. In the end, The Way We All Go (2015) is a deeply personal and introspective experience that prioritizes emotional honesty over conventional storytelling. It is not a game that aims to satisfy or entertain in the usual sense, but one that lingers through its tone and themes. For players willing to engage with its heavy subject matter and understated presentation, it offers a thought-provoking journey that stands out for its sincerity and restraint. Rating: 8/10
There's plenty of endings and decisions. Decent time.
💋
The following details my first quest to survive insane anime girls in this VN: [list] [*] Am Charon VN veteran [*] Have encountered many an insane anime girl [*] Buy new insane anime girl VN [*] Construct genius plan [*] Objectives: [list] [*] Identify the most physically strong female character of the cast. [*] Love bomb said character and stick to her like glue. Insane anime girls love that. [*] Escape alive. [*] (Bonus Objective) Have fun like an actual teenager. [/list] [*] Game asks me if I want to spend my precious time hanging out with cafe girl or do something that's probably depressing with the girl on the box art [*] Do I even need to answer [*] MC says cafe girl is physically intimidating [*] Target acquired [*] "If I actively avoid the other girl, will she even know I'm here?" [*] Cafe girl offers me a drive home. [*] "I don't think insane anime girls know how to build roadblocks yet" [*] Discover Dad's name is Kentaro. [*] Another Charon VN survivor, I see. [*] Reach Night 1 without incident. [*] MC bumbles around outside. [*] "Uh, hi." [*] Day 1 is completed without incident. [*] New plan: Get in good with box art girl since cafe girl is busy working. [*] "♥♥♥♥ does she know?" [*] "Uh oh." [*] "I promise I'll choose you on Day 3 ok babygirl." [*] "Oh thank God." [*] "My plan might work." [*] "Or not." [*] "Oh, so that's what 'test' means." [*] Reload [*] "Sorry babygirl but you're all equally insane." [*] Somehow get home alive. [*] "Oh, brilliant idea, MC. I wonder if there will be enough of you left to bury." [*] Reload. Stick to the original plan. [*] MC accuses me of being scared. [*] "Gee, I wonder why." [*] MC comes over to my way of thinking. [*] Going all-in on cafe girl, things go great. [*] MC chills at cafe girl's house, I see the Charon VN survivor again. [*] MC asks me when box art girl can get some screentime. [*] I tell him to shut up. [*] Day 2 is completed without incident. [*] Everything starts perfectly on Day 3: Cafe girl is completely onboard, and there's no sign of box art girl. [*] MC says he hears a noise. [*] "Oh God no..." [*] It's a new character. [*] "Oh thank God." [*] New character leaves after a chat and things continue going great. [*] Stay with cafe girl, determined to stay alive. [*] "Hold on, doesn't box art girl like coming here?" [*] Reload [*] "Fine, I won't go with you this time." [*] MC hears the noises again. [*] It's not a new character. [*] Box art girl asks "You here all alone?" [*] I provoke her out of spite. [*] Reload. [*] I stay calm this time. [*] "Maybe begging will work." [*] "Well, it was worth a shot." [*] I realize I should have had more faith in my original plan. [*] Haha get ♥♥♥♥♥♥. [*] Mission accomplished. All objectives complete. [/list]
sooo many routes, it's amazing - but Noelle will always be #1 in the game! i love her personality and dynamic, and the overall story feel is great number of charas pretty perfect for what is, this is def one of my more fave ebi-hime VNs (of which FANTASTIC writer, go check out the others on steam/itch!) : D also the side route was cute and pleasant switch from main story : > i really like how much more you can see of charas even when not on *their* routes the art is really nice too
Too much text and the story was kinda dumb. Though the game has its charm overall. I'm very split on this one, but I'm giving it a negative review, because it feels like it was made by someone who doesn't understand Japan at all.
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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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