
"To Be Love With Girls Group" is the world's first real-life interactive video game for nurturing girl groups, produced by "Guanghe Media". Game players will take on the role of a girl group agent from the first perspective in the game to search for and discover girl group trainees
Modeled estimate, not a reported figure. How we estimate →
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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, Simplified Chinese**languages with full audio support
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
⭐4/10
事实证明想靠跟风挣快钱不打磨好产品是注定要失败的。你可以靠剧本获得好评,也可以玩抽象剧情输出情绪价值,你甚至可以搞擦边来吸引LSP,但是上面三样一样不占。先说说剧本,大概就是男主给女团招人,这期间结识了形形色色的女孩。这几个人的剧情毫无亮点,平平无奇,办公室恋情也玩的相当尴尬。再说输出情绪价值这个事,我玩的“美女“类游戏不少,我主页都有测评,就输出情绪价值这个事,这个跟游戏其他一比真的很低。既没有妹子无脑倒贴的爽感又没有甜甜的纯爱感。唯一喜欢的角色可能就是艾丽,因为就她看起来好像真的有点才艺。最后,擦边也没擦边!中间那个什么点击13000票操作,纯属恶心人!手残慎重考虑
内容不推荐,低价可购买成就+1。没有好感度要求,不卡结局,成就就是把所有分支选项都点完就能全了。 投票那关手速不够的可以按空格暂停把票投完再继续。
MAIS OU MENOS
一般情况下不会给差评,但是这款剧情树又不行,然后角色也一般的游戏,我还是不推荐的
It's kinda mid
To Be In Love With Girls Group is a narrative-driven simulation developed and published by 光禾文化 that blends elements of visual novel storytelling, relationship management, and light business simulation. Rather than placing players in the role of an idol, the game casts them as a talent agent responsible for discovering, mentoring, and guiding a group of aspiring performers through the demanding world of the entertainment industry. The premise alone distinguishes it from more conventional dating or idol simulations, as it intertwines professional ambition with emotional entanglement. At its core, the experience revolves around dialogue choices and branching storylines. Each trainee you encounter possesses a distinct personality, background, and set of motivations. Some may embody a traditional artistic discipline, others lean toward rebellious modern influences, while certain characters present themselves as pragmatic or emotionally guarded. Interacting with them involves navigating conversations carefully, balancing encouragement with professionalism, and deciding how much emotional investment to offer. The branching narrative structure allows these decisions to ripple outward, leading to multiple possible endings and relationship outcomes. This framework creates replay value, as pursuing different dialogue paths can reveal alternative character arcs and hidden scenarios. Beyond its narrative structure, the game incorporates light management systems that simulate the process of building a girl group. Players must allocate time, nurture talent, and respond to workplace pressures from senior management and rival colleagues. These management elements are not overly complex, but they add a layer of strategic decision-making that prevents the experience from feeling like a purely linear visual novel. Choosing which trainees to prioritize, how to respond to conflicts within the group, and how to handle industry setbacks introduces tension between emotional storytelling and practical planning. The atmosphere of the game is shaped heavily by its presentation. Character artwork is stylized, reflecting the varied personalities and artistic identities of the trainees. Music plays an important supporting role, reinforcing the idol industry theme and enhancing emotional scenes. While the visual presentation is appealing and thematic, technical and localization aspects have drawn attention. English translation quality can occasionally feel uneven, leading to awkward phrasing that disrupts immersion during key narrative moments. Interface navigation, though functional, may also feel somewhat clunky, particularly when moving between dialogue and management screens. Pacing is another defining factor. The narrative unfolds at a deliberate tempo, emphasizing relationship-building and gradual emotional development. However, some story arcs may feel underdeveloped depending on the choices made, and the overall length may seem modest relative to the number of implied narrative possibilities. While multiple endings and branching routes encourage replay, the depth of each path varies, and not every storyline reaches the same level of complexity. Despite these inconsistencies, the game’s concept remains compelling. Few simulation titles explore the role of an agent navigating both professional ambition and romantic tension within the idol industry. The dual focus on career management and interpersonal connection creates moments of genuine emotional investment. When character arcs align with thoughtful player decisions, the narrative can feel personal and engaging. Overall, To Be In Love With Girls Group stands as an ambitious indie hybrid that merges visual novel storytelling with light management simulation. It does not fully refine every aspect of its design, and technical roughness may detract from immersion at times. However, for players interested in branching narratives, character-driven drama, and the unique perspective of guiding a girl group from behind the scenes, it offers a distinctive and emotionally layered experience that rewards experimentation and multiple playthroughs. Rating: 6/10
还可以吧,挺励志的,小成本能做成这样算不错了
so much of fun because we can find diffrent ending
非常拉垮的視頻類遊戲 對話尬就算了 劇情毫無邏輯可言 好感度的增減也沒有邏輯 還有一個意義不明的霸總
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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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