
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
[h1]80/100[/h1] [h1]心有余而力不足。[/h1] 前期几章挺有创意的,到后面城堡解密开始就有点为了解密而解密,为了难而难了,有些字句根本不是很通顺但是也会成功,而且挺费眼睛,如果不是手机拍下来(蛇咬牙,成语转圈等等)找的话估计要累死啦!!! 一共八个章节,真结局也打了,呃呃呃感觉有点自我感动是怎么回事?不过真结局挺升华了挺好,跳出了稀松平常的勇士打败魔龙拯救公主的“童话故事”~
本质其实不是解密,不是类似baba is you那种,而是一个线性流程的剧情游戏。 但剧情非常优秀,不剧透,也不建议看任何剧透。 唯一的剧透就是,这不是传统的魔王与勇者的游戏剧情。 当然,有个严重缺陷在于费眼睛,是真的费眼睛... 以及玩法本身上限本来应该挺高的但目前来说就是中规中矩的具有唯一选的线性解密 给个8分客观分,但主观我愿意给9分,剧情演出是真的加分。
太好玩了,这游戏确实可以,相当有创意,虽然故事比较老套,但是玩法确实新
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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
相比机制,其实演出倒更令人惊叹。 可能也是我第一次如此深刻地体会到一个游戏的演出。
我喜欢这个故事,希望你也喜欢这个《文字游戏》
优点: 1. 玩法新颖且解法令人大开眼界。 2. 虽然剧情老套,但是可以看出“我”(即勇者)自我认同的变化,在后续的大部分“教条式”语言中,也可以看出“我”这个形象的自我意识不断得到肯定。 3. 一些场景如三维展开、下坠、碎裂等设计有创意。 缺点: 从“我”牺牲往后的“打破第四面墙”后开始游戏逐渐崩坏。 1. 情节上,没有解释“人”如何获得三把在上一次战斗中失去的圣物; 2. 艺术风格上,前半段是偏中世纪风格的,但后文出现的诸如“黑洞”等场景,破坏艺术风格; 3. 语言上,很多时候都是把道理点破,缺乏必要铺垫,无法让读者自动地感受到制作者想表达的内容,导致玩完后觉得上了一场廉价道德课; 4. 人物上,多数为扁平人物,不见性格复杂性; 5. 主旨上,比较混乱,全程并没有围绕着一个固定的主题,而是在漂移着的,直到最后我都不知道表达的内涵,或者说表达的内涵比较浅薄。 6. 真结局的反转有些老套,并且前文没有足够的暗示,略显突兀
非常优秀的作品!o(╥﹏╥)o 感觉玩法和解谜挺有意思的,花样不少,配合演出很能表现汉字的精妙和魅力(不过有些地方为了谜题和演出效果,显得文案有点...非日常?但我个人而言还挺喜欢这样的文风的)使用汉字做出来的动画非常有气势,也很精致;音乐很有rpg的感觉,我也很喜欢,加上极其精彩的演出很能调动人的情绪,而且从剧情中也能看出作者的思想,这部分就不剧透了……我真的觉得高潮部分极其精彩,希望大家都能玩玩并体会一下感动 不过个人感觉艾斯的塑造稍微薄了一点,(剧透注意)[spoiler] 虽然看到他死了,配合那段的情绪渲染我很难过,但是感觉更多是为有人详细深刻地死在自己面前而难过,没有很感觉到和“艾斯”这个人的情谊 [/spoiler][spoiler] 并且我原先还以为到哪都能看见他这一点别有深意,结果最后发现真的只是去送货的啊! [/spoiler] 主题里关于“爱”的探讨的部分好像也不是非常完整,以及[spoiler] 选择结局 [/spoiler]的部分我有点没get到,这之后的描写也很简短,比起高潮部分来说收得有点突兀,(二编)倒是有个猜想,但不知道作者是不是个意图:[spoiler]前面的高潮揭示了这是关于“人”的故事,那选择结局是不是就是选择成为什么样的“人”呢?如果是类似的意图的话,感觉还可以把这部分再打磨得细致和完整一点[/spoiler](二编结束)关于[spoiler] 公主会引来文字的腐烂,前面好像也完全没提到“腐烂”的设定, [/spoiler]如果前面能稍微有点伏笔就好了 不过不管怎么说,这仍然是部让我觉得瑕不掩瑜的作品!期待一下续作,希望有更开放的玩法和更完整丰满的剧情!
牛 玩
文字遊戲創意和劇情呈現都相當驚人, 玩完後,我的中文考試都一百分!
漢字真的很有趣
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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