
Step into a world where dreams and reality mix. You find yourself in a dream-like world, and explore a different traumatic experience each day. Your choice determines if the boy accepts these moments and moves on, or stays in the past.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 6 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Play as a boy trapped between waking life and a dream, exploring his memories each day. Each day uncovers a different part of his life, from school and family to love and loss. Your choices influence his journey: will he find hope and awaken, or remain lost in darkness?

Explore hand-drawn environments that bring the boy’s memories to life
Shape the boy's fate with your choices: confront trauma or remain stuck in the past
Uncover flashbacks by becoming a ghost and witnessing moments from the boy’s life
Solve simple puzzles and overcome challenges to progress through the story
Experience a soundtrack that contains 84 tracks and reflects the game’s atmosphere, blending calm, energy, and emotion
4 Main routes
Option to reduce cutscenes' brightness/speed
K-pop!

Genres
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a short (roughly 3-hours long) game about accepting and moving on from your traumas. I often feel like these kinds of games can feel heavy-handed or even be teetering on sob-stories, and this one is definitely not entirely free of that feeling. But the incredibly refreshing hand-drawn scrapbook presentation and spectacular sound design makes the experience so relaxed and mellow that it feels like you're having a personal one-on-one venting session with the developer themselves. To not acknowledge the soul put into this would be doing it a great disservice (there's an incredible amount of references and easter eggs to other games all over the place), it absolutely deserves its award and I hope Daver The Dave keeps creating. By the way, there's a note for you in the game files, as well as some bonus cats.
7 Days is short, but it's simultaneously gut-wrenching and offers a retrospective look at facing the past and moving on. I felt very emotional, partly because some aspect hit home, and I couldn't help but reflect a bit on my own life as well. The loose, rough hand-drawn style did a superb job evoking art-style dissonance and emphasized the game's atmosphere even more. The soundtrack is also great. I was just looking for another surreal RPGMaker title and didn't really read the game description or reviews, but I'm glad I played it. Whether you're looking for an RPGMaker game, surreal, or emotional titles, I strongly recommend this game. [hr][/hr] I can see why others have made comparisons with OMORI, but I don't think there's any game that feels strongly similar to 7 Days. At best, I feel Faye Falling and The Endless Empty are a bit more similar to 7 Days than OMORI.
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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: English, Portuguese - Brazil, Dutch, Spanish - Latin America, Italian
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Первый русский отзыв на эту игру Прикольная игрушка, хорошо нарисованная, история может заинтриговать, до конца пока не прошел. 6.8/10
steam game
короче я её прошёл и вот вам краткий отзыв: 1. тем кто играл в омори 100% понравится я отвечаю берите 2. игра короткая при желании можно за день - два пройти 3. есть несколько концовок и много крутых секретов 4. так же есть полный гайд на ютубе по прохождению на все концовки и на все отчивки 5. саундтрек это полный пиздос очень круто из минусов нет русского языка но экранный переводчик может решить эту проблему. В общем берите не пожалеете
7 days, i have no words. This may be my top 3 games i've ever played. Hits hard emotionally, animations are great, and i love the hand drawn maps if you enjoy story heavy experiences where choices genuinely hurt, this game is absolutely worth playing thank you, 7 days
true freedom lies in embracing suffering and finding meaning beyond it.
интересная и достаточно короткая игра похожая но омори, но без боевки. хотелось бы увидеть еще игр от разработчика. также в игре очень подходящтй ост. 6 день идеальный
incredible, deeply emotional and personal, honestly changed the way I see things
7 Days, developed by Daver The Dave and published by IC Industries, is a deeply personal, narrative-focused experience that places emotion and interpretation at the center of its design. Rather than relying on complex mechanics or traditional gameplay loops, it builds its impact through atmosphere, symbolism, and player-driven choices. From the beginning, it becomes clear that this is not a game concerned with challenge in the conventional sense, but one that aims to explore memory, identity, and emotional growth through interactive storytelling. The story follows a young boy navigating a fragmented, dreamlike version of his past over the course of seven symbolic “days.” Each day represents a different stage of his life, touching on themes such as family relationships, personal struggles, and moments of loss or confusion. Instead of presenting these events in a linear or literal way, the game uses abstract environments and surreal imagery to reflect how memories are experienced rather than how they actually occurred. This approach gives the narrative a layered quality, encouraging players to interpret meaning from the spaces they explore and the events they witness. Gameplay is intentionally minimal, serving primarily as a vehicle for the story rather than a source of challenge. Players move through environments, interact with objects, and solve light puzzles that are designed more to guide pacing than to test skill. One of the more notable mechanics involves shifting perspective to observe past events, allowing players to revisit moments from a detached or altered viewpoint. This reinforces the game’s central idea of reflection—looking back on experiences in order to understand them more clearly. A key element of the experience is its use of choice. At certain points, players are asked to make decisions that influence how the protagonist processes his memories. These choices are not framed as right or wrong in a traditional sense; instead, they shape the emotional direction of the story and ultimately determine which ending you reach. This gives the game a sense of personal involvement, as the outcome reflects not just the narrative itself, but how the player chooses to engage with it. Visually, the game adopts a hand-drawn style that emphasizes mood over detail. The environments are often soft, abstract, and slightly distorted, mirroring the fluid and sometimes unreliable nature of memory. Color is used deliberately, with shifts in tone reflecting changes in emotional intensity. While the art style may appear simple at first glance, it becomes increasingly expressive as the story unfolds, helping to convey meaning without relying heavily on dialogue. The audio design plays a significant role in reinforcing this atmosphere. A varied soundtrack accompanies each stage of the journey, shifting between calm, melancholic, and more intense compositions depending on the scene. Music is used not just as background, but as a storytelling element that enhances emotional moments and guides the player’s experience. Combined with subtle sound effects, it creates a cohesive and immersive environment that supports the game’s themes. Despite its strengths, the game’s minimalist approach may not appeal to everyone. The lack of complex mechanics or challenging gameplay means that players seeking a more interactive or skill-based experience may find it lacking. The puzzles are straightforward, and the focus remains firmly on narrative and atmosphere. Additionally, the abstract nature of the storytelling can make certain elements feel अस्पष्ट or open-ended, which may be frustrating for those who prefer clear and direct narratives. Another consideration is the emotional weight of the content. The game explores themes such as trauma, loss, and personal struggle, which can be intense depending on the player’s perspective. While this adds depth and meaning to the experience, it also makes it less suited to casual or lighthearted play sessions. It is a game that benefits from being approached with attention and reflection rather than quick engagement. In the end, 7 Days is a thoughtful and emotionally driven experience that prioritizes meaning over mechanics. It offers a quiet, introspective journey that lingers beyond its relatively short runtime, leaving players to reflect on the choices they made and the story they experienced. While its simplicity and abstract design may limit its appeal to a broader audience, it succeeds in delivering a memorable and impactful narrative for those willing to engage with it on its own terms. Rating: 8/10
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.
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