
When the school is over, by sunset glow covered. Eight girls still hover, the ones without a lover. How come a girl suffers, in such a Ivory Tower? With feathers shorn and shaven, raucously quoth the raven.
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, Spanish - Spain, Russian
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
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游戏非常治愈推荐大家玩,会谢谢我的
优质游戏,国产优质rpg,剧情很不错配乐很带感,值得推荐,但游玩注意该游戏内容较多
奔着告白日续作来的,结果比告白日触动还深一些,DLC剧情太压抑了。希望孭织大大能出新作吧,定价贵点也没关系,10元真的有收入吗?
Lloré con el Easter Egg de Confess my Love, ahora me siento mal, necesito rehabilitación, en mi mente los dos terminaron juntos, muy bonito, gracias.
Transparent Black is a short yet emotionally intense indie adventure created and published by LR Studio, and despite its modest scope, it delivers a surprisingly layered narrative experience. Set primarily within the confines of an abandoned classroom after school hours, the game casts players as a troubled young girl navigating both a physical space and a deeply psychological one. From the outset, the atmosphere is heavy with unease. The setting is familiar in a mundane sense, yet the emptiness and silence transform it into something oppressive. This contrast between ordinary surroundings and extraordinary emotional tension becomes the foundation of the entire experience. The gameplay is rooted in exploration and light puzzle-solving, but its mechanics are intentionally restrained. Players move through the classroom, interact with objects, and trigger events that gradually reveal fragments of the story. There is no combat system, no complex inventory management, and no traditional RPG progression despite the game’s classification. Instead, interaction itself becomes the core mechanic. Each examined desk, note, or environmental detail contributes to a slow unraveling of the protagonist’s situation. The puzzles are straightforward and rarely obstruct progress, serving more as narrative gates than intellectual challenges. This design choice ensures that the player’s attention remains on the unfolding story rather than on mechanical difficulty. What truly defines Transparent Black is its narrative structure. The story is not linear, and player decisions subtly influence which ending they encounter. Multiple outcomes encourage replayability, with each route shedding new light on the events and the protagonist’s inner world. Some endings feel abrupt and haunting, while others offer deeper context that reframes earlier moments. The branching design gives weight to seemingly small choices, reinforcing the idea that even minor actions can have emotional consequences. Because the game is brief, completing multiple runs feels natural rather than repetitive, and the cumulative understanding gained from seeing different endings enhances the overall impact. Visually, the game adopts a minimalist pixel-art style that reinforces its somber tone. The color palette is muted, often leaning into darkness and shadow, which amplifies the sense of isolation. The limited animation and simple character sprites may appear understated at first glance, but this simplicity works in the game’s favor. By avoiding visual clutter, Transparent Black directs focus toward atmosphere and implication. The quiet stillness of the classroom, combined with subtle sound design, builds tension without resorting to overt horror tropes. There are no jump scares or elaborate cinematic sequences; instead, discomfort grows gradually through implication and mood. Thematically, the game explores mature and emotionally challenging subject matter. It touches on distress, violence, and psychological turmoil in ways that are more introspective than sensational. Rather than presenting explicit exposition, it invites players to interpret events and piece together meaning from fragments. This ambiguity can be unsettling, but it is also what gives the game its lingering effect. After finishing a run, players may find themselves reflecting on what they witnessed, questioning motivations and outcomes. The story’s refusal to neatly resolve every thread contributes to its realism and emotional authenticity. Despite its short runtime—often under an hour for a single playthrough—the game leaves a disproportionate impression. Its pacing is deliberate, allowing tension to build steadily without overstaying its welcome. The absence of traditional save points heightens immersion, encouraging players to experience each run as a contained narrative arc. This structure reinforces the feeling of vulnerability and finality that accompanies certain endings. The compact length also makes experimentation with different choices accessible, which is essential given the branching design. For those who become invested in the story, additional content expands on the original narrative, offering further insight into the characters and their circumstances. This supplemental material deepens the emotional context without undermining the core experience. Even without expansions, however, the base game stands as a complete and cohesive piece. It understands exactly what it aims to accomplish and does not attempt to inflate its scope beyond what the narrative requires. Transparent Black ultimately succeeds because of its restraint. It does not rely on complex systems or extended gameplay hours to create impact. Instead, it focuses on mood, choice, and emotional storytelling. By combining minimalist design with a branching narrative and psychologically heavy themes, LR Studio crafted a game that feels intimate and haunting. It may be brief, but its ability to provoke reflection and unease ensures that it resonates long after the screen fades to black. Rating: 9/10
说是不会伤害她,但还是掏出了刀;说是不恨,但其实已经恨之入骨了
先说结论,我会强烈推荐这款游戏。但是,这个游戏有很多小小的缺点。 其一对前作告白日多周目游戏形成的路径依赖,加上文本跳过的速度并不是很快,导致游戏打出全成就的过程过于枯燥。 其二是游戏实在是太短了!加上dlc还是很短,九块钱总共玩不了多久,定价太贵有点失望(不过如果和告白日一起玩这个问题就会好很多) 其三是dlc的内容枯燥程度更是难以想象,我都后悔买了这个dlc!很多地方无法加速走,互动几乎没有文字,可玩性也是几乎没有的,美术倒是很棒,如果对这作美术氛围感兴趣的话就值得买。 其四是主角的人设颇有些刻意了。主角为惨而惨的设计非常明显(这点见仁见智吧)不过作为为参赛而打造的小游戏,这个人设就不是啥大问题,只要最后爆发时够狂气就很好了ww。 总体上,告白日我能给9分,这作我能给7分,两个游戏搭配也还是好游戏。
霸凌同学和家暴的人都该死啊!!!
什么是校园欺凌?为什么会有校园欺凌?面对校园欺凌又该怎么做? 这大概是讲述这类题材中最好的作品之一了(个人认为) 无色的黑。既然没有颜色,自然也称不上是“黑”。宛如伊甸园的夏娃偷食禁果之前,并不知情那便是她的“原罪”。 黑色也正如这般,当我们认为黑色代表罪恶需要消灭时,恰恰证明了它是无法消灭的,仿若透明无物,又深埋骨髓、如同跗骨之蛆隐隐作痛的 无色之黑啊。
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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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