
What was once a very promising future, Mia's life has taken a turn for the worse. Now living alone, supported by money from her parents, any aspirations she once had are but a fleeting memory.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian
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
This is obviously based on somebody's lived experience, and I don't envy the task of trying to turn such feelings into a videogame. Some people are obviously going to get more out of this than I did, either as cause for self reflection, or understanding of what somebody else might be going through. For me though it just falls a bit flat, I really wish there was a bit more gameplay variation, the single bubbles minigame gets too repetitive. You could have given each task it's own minigame, and had the bubbles be an intrusive element in each. This was especially disappointing when the finale was the same minigame yet again. I think the way game-over's work also just sucks, and actively acts as a detriment to the thematic and the play experience. Overall I didn't dislike it per-se, but it's a little dull and repetitive, and lacks impact for me; on a binary system I think it's a no for me.
All it takes is one step. One step at a time. Not a very long game but a good 'thinking' piece. A game about self reflection and getting out of a dark time in your life. Artwork's really charming and the main draw. Game isnt that tough, the bubble minigame definetely wasnt for me but the message definetely hit. Solid recommended, its not too bad if you give it a try. The start is definetely slow but if Mia can take a step, so can you.
中英双语评测。a bilingual review in Chinese and English. --- 好游戏(戳破思维泡泡的方式各位可以试试,不过对我而言没什么必要。我只有在思考时才能确认自己存在。) 我想针对[b]28日速通自由结局[/b]这个看似难以置信的设计结合亲身经历说些话,也许是对作者说的。 因着是份自白,并非供人参考的经验,我在此言明,这不过某个视角。介于我已摆脱恐惧,便口不择言。无意冒犯,诸位自便。 之前玩到22日便退出了,当时想,我需要等我找到活路时,再来通关,再来评测。 我的痛苦不能由与人社交或投入工作而抚平。我能够做到那些,也都做过了,但即使做到了又如何?那些于我毫无意义,又太过麻烦冒险。我是没有物欲没有诉求的存在,我是无法信任他者无法停止思虑的人。自私冷漠的心里只有反胃与厌恶,我伤害他人从不后悔。当然我尽量不伤害别人,因为伤害他人(包括伤害自己)也无法给我带来任何触动,任何满足,只会平添本可以省下的烦扰。 我只求休憩哪怕片刻也好,却从未有幸知晓清静。 彼时我认定Mia的好运不过是艺术加工,这份过于标准的谎言疗法帮不了我——确实没帮到我,不过我现在知道28日不是谎言,我自己用了23日。 须知,奇迹背后: 二十日起死回生一日千里是因着之前二十载的度日如年生不如死求死不能故步自封……这折磨显形诊断判决的一千一百四十七日软壁牢房刑期,效仿柳比歇夫的八百六十六日里记录下踪迹可寻的三百一十九日,假死隐身逃入妄想幻境的一百八十七日之一百五十八日。 不可自欺遗忘灵魂,察觉渴望复活共生的第一百五十六日之五十一日。 认识我自己,获准同死履约解脱的二十一之二十二日。 我自救成功,确信安宁永存,彻底自由的第一日。 说人话:若你只信自己,那么需先知道自己(这里最漫长难捱,看你能不能忍了),而后杀死自己,最终获得新生。 好吧可能还是太抽象了,不过我对任何人都没有解释的义务,我评测只为写明一点,[b]如果下定决心改变,那么28日足够真实的,至少我做到了。Mia做到了,那么或许游戏作者也做到了。 这部游戏中我曾经质疑之处实际上是真实的,所以我说与作者听,表达感谢与赞美,以上。[/b] --- Good Game (Attacking bubbles might be an interesting approach—feel free to try it. But for me, it's unnecessary. I can only affirm my existence when I am thinking.) I want to say something about[b] the seemingly unbelievable design of achieving the "Freedom" ending in 28 days[/b], combining it with my personal experience. Perhaps these words are only meant for CoffeeSnail. Since this is a confession rather than advice, let me be clear: it is merely one perspective. Now that I have freed myself from fear, I will speak without restraint. No offense intended—you can always ignore me as you see fit. I quit playing on the 22nd day, thinking: I will only complete the game and write a review when I have found my own way to live. Socializing or immersing myself in work does not alleviate my suffering. I am capable of doing both—I have done both—but so what? Neither holds any meaning for me; they are merely empty burdens and risks. I am a being without material desires or demands, one who cannot trust others and is doomed to endless doubt. My selfish, indifferent heart knows only nausea and disgust. I have never regretted hurting others—though I try not to.Neither harming others nor harming myself brings me any real sensation, any satisfaction—it only leads to more unnecessary trouble. All I long for is a moment’s respite, yet I have never been granted even a fleeting moment of peace. At the time, I dismissed Mia’s miraculous recovery as mere artistic embellishment—observing a standard fairytale of therapeutic lies that could not help me. And indeed, it did not. But now I know—the 28-day miracle is not a lie. I achieved it in 23 days. Know this: behind each miracle— The rapid resurrection from the 20th day onward comes only after twenty years of stagnation, years of living dead, a torment so relentless it made time itself slow to a crawl… One thousand one hundred forty-seven days of diagnosed punishment in a padded cell. Eight hundred sixty-six days, following Lyubishchev's Time Management Method, meticulously tracking three hundred nineteen traceable days.One hundred eighty-seven days spent feigning death, one hundred fifty-eight of them wholly lost in delusions. One hundred fifty-six days resisting self-deception, recognizing my soul—fifty-one days acknowledging my longing for rebirth, for coexistence. Twenty-two days to earn permission for peace, to fulfill the pact of release. Twenty-one days to truly know myself. The first day of my self-salvation. The first day I was certain my peace shall be eternal. The first day of absolute freedom. To put it plainly: If you trust only yourself, you must first come to know yourself—this part is long, agonizing, and will break you. See if you can endure it. Then, you must kill yourself. Only then will you be reborn. Maybe that’s still too abstract. But I owe no one an explanation. This review exists to state one thing: if you are truly determined to change, [b]then the 28 days are ture enough. At least, they were for me. Mia did it, and perhaps CoffeeSnail has too. What I once doubted in this game turned out to be true. So I say this to CoffeeSnail—thank you, and I offer you my praise.[/b]
Behold, a NEET girl life management simulator. Ironically, we all want to fix her, but we don't want to fix ourselves. Also props to the dev for adding an accessibility option to disable the mini-game. 'Twas a bit too stress inducing for my liking.
So here's the thing- I didn't actually like this game very much. It was slow (It takes a long time to load between each scene for what feels like no reason), not particularly full of any substance (It's a puzzle game, but if you fail the puzzle they start you on the final day of the chunk with nearly perfect stats), and honestly felt full of itself sometimes (The dialog between days was honestly pretty cringe-worthy. I hate the term but it felt like it "insisted upon itself" with how much it focused on bite-sized pieces of "Oh man I am depressed"). With all that being said though, I still don't think this deserves a thumbs down. Despite how my personal experience with it was I still think it is fundamentally a good product. The writing is okay a majority of the time, the music has slight progression to it as you progress through the game which is cute, and it's ultimately not that long and thus doesn't demand a lot from you. You could probably pad out the playtime by actually turning on the bubble minigame, but I played it once and quickly returned to the option to turn it off. Not fun at all. Your biggest draw here is the pixel art. I'll be honest and say I bought the game because of the girl on the cover- NEET girl in thigh high socks? That's exactly my type. And while I was mildly annoyed at how she has a whole 3 outfits (School outfit for flashbacks, hoodie for literally everything else, and a workout outfit that popped up in a still image at the end), the fact that there are unique scene for every action and even new areas for going outside, I think getting to see that is ultimately worth the asking price. I'd definitely commission this artist for stuff if I had more money to throw around. But that's about all I can say. It sounds like this was either a solo developer or a very small team, and either way I hope that they continue to do good things in the future. More narrative experiences with beautiful [strike] girls [/strike] pixel art would be lovely.
this is alike my past story. I done the same as what she is in that situation. love it 10/10.
A lot of people go down this path at some point, but I don’t believe it’s talked about enough. This game really depicts this experience in such a realistic way it kind of took me aback. Very satisfying to slowly make Mia happy again. (This game's mechanic's are similar to “needy streamer overload” but less ‘over the top’. I love the message and motivation this game brings.)
worth playing
This game follows the heartwarming journey of helping a cute NEET rediscover happiness, drawing inspiration from Needy Girl Overdose. While its writing lacks the same depth, relying on lighthearted small talk, the cozy vibe and lovable character design make it a delightful pick for fans of slice-of-life stories who enjoy nurturing emotional connections through gentle interactions. The game is mostly relaxing, though the pesky bubbles add an occasional challenge to the otherwise tranquil experience.
Unavailed deserves some love. this game is worth every penny and not to get too personal it has a story that is near and dear to my heart. I have a lot of love for this game. Even though it's not very long, the game is about the experience not repeated play. I can see where the general public might not be a big fan of the game but it hits a specific audience like a freight train. 7.5/10
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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