
A charming, colorful adventure game from the creator of Katamari Damacy and the uvula team about a teen navigating life in a small town with their cute dog companion. While their body is stuck in a T-pose, they do their best to make the most of it.
Modeled estimate, not a reported figure. How we estimate →
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 23 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
to a T is a narrative adventure game that portrays the extraordinary life of a 13-year-old teenager, whose body happens to be in the shape of the letter "T." They live in a modest seaside town that they explore by foot, train, or even their favorite unicycle, and interact with a the charming cast of characters who live there.
From teenager’s loyal fluffy canine companion and their caring mother, to a gang of despicable bullies and a giraffe that makes the most scrumptious sandwiches. After a chance encounter, the teenager discovers a newfound ability, and a story begins to unravel around a mysterious object enveloped in light that falls from the sky.
Features:
● Episodic Story: Take part in a story that unfolds over multiple days while Teen finds a way to fit in, and discovers a new found sense of self.
● Minigames: Control Teen in a variety of different scenarios that they encounter throughout their day. Maneuver Teen’s arm to reach for and interact with objects. Open Teen’s mouth to take a bite of food or a drink of water. From petting a dog, to eating breakfast, Teen can do a lot even if they have to do it in their own way.
● Explore town: Outside of the main story, collect coins, find a beautiful vista point, visit all the shops around town, or hunt for interesting characters around town to talk to in free mode.
● Character customization: Style Teen to your own liking. Purchase clothing from stores around town to expand your wardrobe and experiment with fun clothing combinations.
● A very cute dog.
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; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 266reviews | 86% | — | $90.6K |
| $19.99 | 142ratings | 88% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
games to touch the mind and body and soul so sweet .. i really fancy this and wish we carved out a bigger space for games like this in the world, really lovely themes around disability and inclusion
to a T is a narrative adventure game developed by uvula LLC and published by Annapurna Interactive that embraces unusual ideas to tell a deeply personal story about identity, growing up, and learning to exist comfortably in a world that does not always understand differences. Created under the direction of Keita Takahashi, known for imaginative game concepts that blend humor with emotional sincerity, the project takes a premise that initially feels strange and transforms it into something thoughtful, warm, and memorable. Rather than focusing on combat systems or traditional progression mechanics, the experience centers on character interactions, daily life, exploration, and emotional storytelling. The game follows a teenager whose body remains permanently fixed in a T-shaped position. What could have easily become a novelty concept instead becomes the foundation for a surprisingly meaningful narrative. Everyday situations that most people rarely think about become unique challenges. Simple routines, movement through familiar spaces, and interactions with others take on greater significance because the world does not naturally adapt to the protagonist’s circumstances. The story uses that unusual perspective to explore themes surrounding individuality, belonging, and self-acceptance without losing its playful personality. One of the strongest qualities within to a T comes from how effectively it transforms ordinary moments into engaging gameplay. Progression does not revolve around defeating enemies or completing large-scale objectives. Instead, players experience daily life through smaller activities and interactions that slowly build emotional attachment to both the protagonist and surrounding world. Conversations matter. Exploration feels rewarding. Small experiences gradually become meaningful pieces of a larger story. The town itself contributes heavily to atmosphere and immersion. Rather than existing simply as scenery between objectives, the environment feels alive and carefully designed to support the game's themes. Wandering through familiar locations creates opportunities to discover details that strengthen emotional investment while encouraging players to appreciate quieter moments often overlooked in larger adventure games. The protagonist’s loyal dog companion also plays an important role throughout the experience. More than simply providing visual charm, the companion strengthens emotional warmth and reinforces feelings of connection during quieter moments. The relationship contributes naturally to the game's larger themes surrounding companionship and support. Presentation becomes another major strength. Bright visual design and expressive animation create an inviting atmosphere filled with personality. The world feels colorful without becoming overwhelming, maintaining a balance between whimsical creativity and emotional sincerity. Character expressions and environmental details help communicate tone effectively while preserving the playful energy that defines much of the experience. The writing deserves particular recognition because it balances humor and emotional honesty remarkably well. Strange situations appear frequently, but the game never loses sight of the emotional foundation beneath its unusual concept. Themes involving confidence, identity, and adaptation emerge naturally through progression rather than feeling artificially inserted for emotional impact. The influence of Keita Takahashi's creative philosophy becomes visible throughout the experience. Like earlier works connected to his design style, to a T embraces unusual concepts fully rather than attempting to justify them through complicated explanations. The world carries a gentle surreal quality while remaining emotionally grounded enough to keep players invested in its characters and themes. Mechanically, players expecting combat-heavy gameplay or deeply complex systems may initially find the experience lighter than conventional adventure titles. The game intentionally places storytelling and atmosphere ahead of challenge-driven mechanics. Progress unfolds through engagement with characters and worldbuilding rather than mechanical difficulty. However, that focus becomes one of the game's greatest strengths. Instead of dividing attention across competing systems, to a T commits fully to building an emotionally engaging experience centered on empathy, individuality, and human connection. Its unusual premise becomes valuable not because it feels different, but because it creates opportunities to tell a story from a perspective rarely explored in games. What ultimately makes to a T memorable is how naturally it transforms an unconventional idea into something emotionally authentic. Small interactions become meaningful. Everyday routines become opportunities for reflection. Humor and sincerity work together instead of competing for attention. The game succeeds because it understands that memorable storytelling does not require enormous stakes or dramatic spectacle. Sometimes smaller experiences built around compassion and personal growth leave the strongest impression. to a T delivers a heartfelt narrative adventure supported by imaginative storytelling, memorable presentation, and thoughtful themes that transform an unusual premise into a meaningful and emotionally rewarding experience. Rating: 8/10
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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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America, Traditional Chinese +1 more
| $19.99 |
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| — |
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| 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.
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
muiTo fofo. novo jogo do keiTa Takahashi arrebenTa. recomendo para Todos
I like the crazyness that starts ramping up about half way through. (Spoilers spoilers spoilers) Would play an entire game of the dog mission
Overall a charming and joyful experience. The visuals and music are great, however the gameplay is a bit lacking, especially exploration and walking around the town. I never felt much incentive to explore, and instead preferred to focus on the story. On the other hand though, some of that gameplay clunkiness feeds into the central narrative, and the vibes carry it to the end. If you like weird, colorful, and optimistic games, this one is a great choice.
A cute idea and a clever little game with fun characters, entertaining musical interludes, and a genuinely pleasant vibe. That said, the pervasive toilet humor throughout the first couple of chapters almost put me off of the game entirely. Gameplay elements and dialogue focusing on “eye boogers,” eating cereal that tastes like cheese, getting dog excrement dropped on your head, walking around with bright green food visibly stuck in your teeth… there’s also an extended bathroom sequence where you hit buttons to take a giant dump, complete with explosive diarrhea noises as your dog watches you. It’s exhausting. The game also runs terribly. Seems like no effort was made to optimize the thing, especially considering how simple the visuals are. I could not be more sick of developers who have a cool idea and then do the bare minimum to get it across the finish line. Keep it in the oven or hire a couple of code jockeys to do it right. Oh yeah, there's also extended projectile vomiting. All that said... this is really a great time once you get past that stuff. The town feels like Morioh from JoJo: Strange and idyllic, full of funky characters, and always pleasantly surprising with lots of mysterious places to explore. Just when you think you have the gameplay loop down, it will surprise you. It's charming, it's relaxing, it's entertaining, it's unique, and it is absolutely worth the asking price. Chapter 5 is legitimately really beautiful. This is one of those games you'll reference or think about for years after playing it. By the way... here's a really solid tip: Go to the visuals settings and set the quality option to low. It will disable the AWFUL depth of field that blurs 90% of the screen at any given moment. It makes the game so much nicer to look at.
If you think this game is funny because the main character, T, has a physical disability, you're wrong. Her condition is very serious, and it's treated that way. Everyone [i](besides the literal bullies)[/i] treats her with kindness. T and the people around her work hard to give her the best life possible. With that out of the way, this game is funny because of everything else. No matter how wild you think this game is, judging it by the cover, it goes so much further off the rails. It starts small - odd combinations of cereal and milk flavors, loud bathroom noises I can relate to. Then there's my favorite: the elongated spoon, pencil, sandwich, or anything else T uses [i](and the implication that she'll need longer stuff as she grows)[/i]. From there, it escalates into things like a TV powered in a very unusual way, your dog discovering an underground fight club, or your [spoiler]punk-rock mom getting involved with an extraterrestrial outcast from his own planet[/spoiler]. It genuinely makes no sense - and yet somehow makes perfect sense in its own twisted way by the end. And through all of that, it tells a warm story about accepting differences. The progression is handled well. Early on, you're limited to a small section of the map with restricted movement. As the story unfolds, the world opens up alongside new traversal abilities, and it all feels well-paced. The story and map themselves are fairly limited, but dense with content, so nothing feels bigger than it needed to be. If anything, I wish I had paced myself more - taking time to explore, collect coins, and engage with minigames earlier instead of pushing straight through the story. There's only one really grindy achievement - buying all the clothes. Altogether, they cost more than your maximum wallet capacity several times over, which makes passive farming difficult. That said, it's partially AFK-able with some setup. On the other hand, finding all the hairstyles feels meaningful and rewards exploration well. And mastering the end-credits minigame montage is a fun challenge - and a creative way to close out a wonderfully positive and creative game.
mi gato desapareció y murió hace unos meses y el capítulo 6 me dio ganas de pegarle un corchazo a la madre y otro a mí pero por lo demás ser un crío discapacitado de género ambiguo con un monociclo que habla está bastante bien muy guapo
T
Extremely cute and strange.
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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