
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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!
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
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 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很有特色,就是字看多了眼睛是真的花
好评给创意,差评给游戏。 游戏性太少了,本来就是纯文字游戏,还给一片一片无互动性文本,本来剧情就老套,随便想想就能猜到差不多的结局,结果还搞那么少的互动点。无用无聊的文本太多了。而且存档很无语,要回去打只能读一章档,还得再看一遍无聊的文本才能打你想打的部分。 简单来说,就是游戏性太少了,这是纯文本互动小说吧?真想玩玩看的玩家,打折再入手吧,本体没有demo惊艳。
不能主动存档啊!除了这一点很让人火大以外,整体是非常新颖并且很震撼的! +宿命总是残酷而美丽+ 还有打到最后也太劲儿了吧!TOT
結局很好
个人很喜欢解谜,字谜,谐音梗。这款游戏多年前玩的,时隔四年还是觉得非常有创意,打算再次体验一下不同的结局。
文字工作者很难不喜欢的一篇故事。通过熟悉的文字做出不同的演出,谜题大部分比较简单。除了洞穴里找到删除键之后的谜题需要切换到繁体把“规划”拆分,其他的都可以简体游玩。 个人很喜欢的以恶搞小彩蛋,第一章第一个门的门锁可以打开。这个演出很有趣,而且呼应了门变成间, 每一章和工具呼应的小谜题会让人觉得会心一笑。 以及艾斯能不能二周目在第四章救下来啊———— [spoiler] 隐藏文本 [/spoiler]第三个结局还是很有设计的,不过希望给剧情加速键。刷成就的时候被最后一章按头反复观看剧情了,没必要啊。包括简章开头有一些按头必须看的剧情。 总的来说会给8分,两分扣到按头。
建议开繁体玩 谜题都很巧妙,反馈和叙事也很不错 虽然不是rpg但是玩家的成长还是太少了,就我个人而言玩完第一部分就没什么动力玩了
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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