
In "Welcome to Doll Town," explore a cursed village where lifelike dolls roam. Uncover the dark secret that led a prosperous town turn into a living nightmare.
Modeled estimate, not a reported figure. How we estimate →
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About
Once a bustling village known for its exquisite handcrafted dolls, Doll Town now rots in silence and shadows. Abandoned factories, empty schools, and forgotten shrines are all that remain—haunted by memories of the students who perished here years ago.
In this short story, you play as Yumi, a student who takes a part-time job at the town’s only convenience store, unknowingly stepping into a nightmare that refuses to stay buried. As the line between reality and dream dissolves, Yumi must uncover the truth behind the deaths, the cursed dolls, and the macabre love story that destroyed the town.
Navigate abandoned streets, school corridors, and peculiar places where every corner hides secrets—or threats.
A nightmarish blend of rural Japan’s quiet beauty and suffocating dread.

Piece together the fate of the students and the chilling love story at the town’s heart.
Experience a slow-burn descent into horror, where nothing is what it seems.

Horizontal cinematic scenes and environmental storytelling draw you deeper into the tragedy.

A town built on dolls.
A love that ended in blood.
And a curse that won’t let go.
Welcome to Doll Town.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Japanese, German, Portuguese - Brazil, Portuguese - Portugal, Italian, Simplified Chinese, Russian, Korean
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
I got a refund. not worth your time Reason One: I was unaware that the game used AI and in your ko-fi during my purchase I was not informed of AI usage. Reason Two: the game is shorter than expected and the you barely play as the main character making the outfits useless Reason Three: The amount the bugs is unacceptable being soft locked three times from my save Reason Four: This is the main reason why I requested a refund and any backers should as well. Asking your backers to defend you from rightfully criticism is just wrong. Calling the criticism "haters" just paints you in a bad look. Anyone who backed this game using pay pal dispute it and demand a refund
I recently noticed that this game bears a strong resemblance to Kagemura, a canceled project by the developer Jeistar. My reasoning is based on several similarities: a comparable Japanese town setting, identical assets for the store (searching "Anime Convenience Store" shows a 1:1 match), the shrine, and the dolls, as well as a map layout that is roughly 80% identical. https://www.youtube.com/watch?v=Y2UAedmB1is Given that both developers explore similar themes, I wonder: are Jeistar and Bad Wish Games the same entity, or is the similarity simply due to the use of identical assets and thematic choices?
Waste of my 100$ donation unfortunately. But I guess that's what you get when you gamble on crowdfunding. The asthetic and idea was good but execution on release was very disappointing.
Was expecting a lot from this game after seeing the trailers on Instagram and stuff, but with only 2 hours of mostly walking with extremely little unimersive combat, I'm sorry but it's not really worth it
I saw a funny YouTube Short about this game, and the combat and pro wrestling moves are WHY I wanted to try this at all, especially with a little school girl doing them. THAT was what sparked my interest. I bought and downloaded the game, only to find the controls so janky on the menu, that I tried the usual "disable/enable/default" Steam Input settings, but nothing fully worked. I found that the PS5 Dualsense controller uses an analog stick like it's a mouse pointer, and R2 is "left click". So I start the game and find that the O button is interact and X is cancel, like how a lot of Japanese games typically map their accept and cancel buttons and reverse them in Western versions of their games. (O is for "yes" or "okay" in Japanese culture, and X, as in cross, is for no.) The game allows me to move around with the left analog stick. The turning for the camera is done with right analog stick, but at the default sensitivity at 2.0, I lowered it to 0.5, and it was still jarring, just looking up, down, and turning with that awful camera view and super close FOV. The L2 button is for blocking and it seems to "lock on", sort of. SOMETIMES, I feel like I can hit R2 to attack, but only during combat, and a lot of the time, it feels like i MUST hold guard to "ready" my R2 like I am trying to aim a gun in a classic Biohazard/Resident Evil game. The thing is, you don't always attack, no matter how much you mash the button. All while some white mannequin thing punches you, because you can't seem to get the character to punch back half of the time. If the controls were more intuitive, I could forgive the story, the pacing, and not having a map or compass to mark where I need to go, but the basic controls are terrible and need to be polished a LOT further for this game to fun. At the risk of being sophomoric, I told a friend that Super Mario Bros. on the 8-bit NES felt more sophisticated than this game, but to be fair, teams of people worked on even a game that old. I have seen amazing things come from "one dev" teams, so the whole "It's just one person working on this game" thing is not a valid excuse for a game of this level of graphical and technical simplicity. Look at the game, "Wicked Seed". That was one developer. Look at "Astlibra", that was one developer. Granted, Astlibra, at the time of release, was something like 15 years in the making, but it's a life-changing experience if you never played it before. Wicked Seed, by a one-man team, was and still is a really great work. To the developer of THIS game: PLEASE, work on the controls, camera, and the jank. Don't take my harsh criticism as an insult and just leave it to die. You have the foundation for something potentially great here if you just work at it some more, and if/when you do, I'll give your game another go and even buy any cool DLC. I wanna beat up stuff with the cool little character you designed. i WANT to see your game succeed, but I want to be able to play it and for the game to FEEL fun to play. It doesn't need to be a huge combo heavy musou or Chinese gacha ARPG. it can still keep the whole Silent Hill-like aesthetic, but the controls should not make the game feel like a chore to play.
I saw a trailer for this game on Twitter and immediately added it to my wishlist. I bought the game as soon as it came out, but didn't try it for a while. Started playing and enjoyed the atmosphere, but it is so unintuitive. I played it for thirty minutes, enjoyed the jumpscare, then hopped off. Booting back up I had to find the lego to put in the door code, which is stupid, and the game threw me back to the beginning. If you're going to have a continue playing option, make sure it works. Just overall very boring, not what I was hoping for. Uninstalled, probably never going to redownload.
I wanted so bad to like this game... I really wish there was a neutral option. I think it has good bones and I appreciate that it was a solo endeavor and I think there's a lot of promise here, but this game itself just isn't really that good. I got soft locked multiple times, was able to clip through multiple areas, got stuck upside down as the cat and had to restart the area, multiple crashes on my laptop, including the game becoming stuck in the inventory screen (not sure why the inventory even exists honestly). The art was good, the music was good, the environment was good, a lot of it was really solid, but in the end it just didn't feel fun or like a good investment of my time. The story itself wasn't necessarily bad, it wasn't necessarily good, it told a story, I appreciate that story, but the lack of combat and substance really kind of just killed it for me. The dev had some really ♥♥♥♥♥♥♥ killer marketing, I fell for it, it made the game look like a nice little WWE meets Silent Hill game that had a lot of potential, but it was literally an hour of pressing spacebar with ~3 fights, a few sidescrolling interactive cutscenes and a lot of reloading the game to get unstuck. To the Dev: I may have been a bit harsh, but don't stop making games man, you definitely have the talent and a knack for marketing, you just gotta refine it and maybe get working with a team to really shine. For a first try as a solo dev this is a good solid project, I don't think most people could do better, just keep at it!
So i played the game for almost an hour when it first came out. The controls are so weird. The camera angles are annoying and sometimes nauseating. Constant video and image changes of promotion. Original videos shown rooms, gameplay and puzzles that were deleted. And Gen AI was used several times at one point, but i think my be removed now. Barely any actual fighting in game. Unfortunately, i could not get a refund as i forgot to send one on time. Hopefully the game will be fixed in the future as i do like the style and some of the story. Then i will try replaying it and hopefully make a better review.
The camera is killing me which is great because this game makes me wish I was dead.
This game feels so unfinished in every possible way that I don't even know where to start.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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