
Word game is literally a game of words. Player controls "I" to find clues between lines, delete words to change the meaning of sentences, or shift words to rewrite facts. “I” must be wise and brave enough complete the mission of words. May the best "I” win!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
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): 1.29/day in the week to Aug 22 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 838 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
故事,只由人来书写。 从“开房门”开始,在“开温室门”结束, 这是无数勇者离乡、成长、独当一面的旅程, 这是一个人无数次失意、彷徨的回忆。 自此,已成艺术。 ——文字,是有力量的!
总的来说还是很有意思的游戏,很大程度体现的汉字的可塑造性,整个流程里经常出现想到谜题答案后的那种兴奋感,但感觉部分解密有些强行,虽然说得通,但一下还真想不到这些文字组合,
很不错的创意
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Traditional Chinese*, Simplified Chinese**languages with full audio support
Hours played at review time, across 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
如果完全不考虑玩家体验,何来的可玩性? 难度高一点确实没啥问题,但是对于技术不好的玩家呢?卡关了怎么办?完全不考虑。这完全不是一个提示文本可以解决的事。这是玩家技术层面的问题。好吧,没有选择难度跳关之类的选项。玩家在一个boss战卡关几小时甚至几天,换来的除了一个看起来很”好看“的时长数据别无他物。 我说白了,我就是那些技术不好的玩家之一。玩家花钱买的游戏,想要开心一下,不是卡关在那里烦心的。 解谜游戏就可以无限叠难度吗?你还是探索类游戏啊。剧情不要啦?! 【衷心建议】 如果你不想挑战自己,至少在这个游戏加入跳关按钮选项之前,务必谨慎考虑是否要购买此游戏。 什么?你说我因为技术不好就给差评?这是对游戏设计方面和玩家可玩性直接的建议。如果你不这么认为,你尽管去看好评。我只是一个玩家。 还有,这是一个Godot游戏。
杜尔手套那些句子是给人拼的啊,纯粹的史
主要玩法就是删字,推字,拆字,但是解密难度很低也没什么很高的可玩性,剧情也是老套的勇士救公主,后期还一转现实世界,剧情突出一个无聊加神秘,没想象中的好玩
剧情非常的好,就是有点烧脑,游戏内很多动画都做得非常棒,也非常震撼,结尾的主角被杀死后又复活更是震惊我了
6.7小時! 連續玩了6.7小時終於破關了! 當初玩完試玩版就很期待正式發售,沒想到隔這麼久才有時間把這款遊戲拿出來玩。 劇情真的很不錯,屬於漸入佳境的類型,設定也很令人喜歡。遊戲關卡相當講究,想出答案的瞬間,常感到設計者是不是在炫技,讓人耳目一新。
真的是非常棒的游戏,玩法富有创造性,剧情也很有哲学(说实话真的很羡慕作者的文学功底) 其实一开始玩的时候还是有很多疑问的,比如为什么非要拉我来当这个勇者,包括后面玩到结局也感觉不明不白的,但是后面玩到隐藏结局感觉所有的坑都填完了,剧情真的太棒了而且很好哭。(隐藏结局好像有很多个,我只玩了其中一个,全玩完估计得再来两个小时,游戏体量还是很大的,只要48块钱说实话性价比拉满了。所以强烈推荐所有人去玩,而且一定要去玩隐藏结局。 玩完后真的很深有感触,所以发表一下自己的想法: (以下涉及轻微剧透) 而且说实话我也真的很花心思去等过一件事,所以才知道这种等待的痛苦,尤其是完全不知道自己能不能等到之时(虽然我最后是没等到但是觉得过程也无悔了),也更能理解勇者的含义,所以我真的很想向这种人致敬,每一个默默等待的人都是自己人生中的勇者,引用一句名言:“只要活着就一定会有好事发生的。” 最后强烈推荐没玩过隐藏结局的一定要去玩,隐藏结局才是游戏的精髓,同时十分感谢制作组能做出这么有创意又有深度的内容,希望你们可以再接再厉,继续创作出优秀的作品!!!
游戏性和创意是神。让人十足感受到汉字强大的魅力
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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