
Blue Wednesday is a relaxing and lovely adventure game focused on story, music, and characters. Explore the city, meet various characters, and have conversations. Listen to their stories, play mini-games, collect music albums, and play music.
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 Aug 24 → 0.29/day in the week after.
About



Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 219reviews | 85% | — | $85.2K |
| $1.49−90% | 130ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A bit boring, I didnt even realize I dont want to even know the ending after a long time no playing,.........
Oynamaya değmez
Вот ради таких игр, стоит жить.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, French, German, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Thai, Traditional Chinese +1 more
| $8.99−40% |
| 8ratings |
| 58% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏一共三个章节:春、夏和冬,唯独没有收获的季节 就跟游戏里的主角莫里斯一样,不管是音乐、工作、生活还是爱情都一潭死水,没有一样是称心如意的 虽然这不是爵士乐最好的时代,但莫里斯的爵士乐确实平平无奇,还不如躺平算了
음악이 좋습니다 좀 불편한 점도 있고 게임으로서 좀 모자란 부분도 있는데 나쁘진 않았음 달리기가 있었다면 좀 낫지 않았을까
A short and wholesome story about amateur musicians feeling hopeless, which I'm sure is relatable to any amateur musicians. Cute style, lots of little details, a good amount of walking around the city and enjoying the view, and, of course, a healthy dose of wonderful jazz music. If you're a creative person of any type, some of the notes might hit too close to home.
Blue Wednesday is a story-driven adventure centered on music, uncertain dreams, and the complicated emotions that accompany adulthood. Developed and published by Buff Studio, it follows Morris, a jazz pianist living in the city of Evans while trying to make sense of his circumstances and his relationship with music. Rather than building its story around saving the world or overcoming some enormous threat, the game concentrates on personal experiences, everyday encounters, disappointment, relationships, and the question of what happens when life does not develop according to plan. This intimate approach gives the adventure a distinctly reflective personality. Much of the gameplay involves exploring Evans, interacting with the environment, meeting its inhabitants, and learning about their individual stories. The city is presented as a collection of places and encounters rather than a huge open world, keeping attention firmly on Morris and the people he meets. Conversations are particularly important because they reveal information about the characters while allowing certain decisions to influence how events develop. These choices provide some agency without turning the game into a sprawling branching RPG. Collectible elements also encourage players to pay attention while exploring, including albums and sheet music connected to Morris' passion for music. Jazz is the creative heart of the experience. Morris being a pianist is not merely a convenient piece of characterization, as music repeatedly becomes part of both the storytelling and gameplay. Rhythm sequences allow players to participate in performances, while the soundtrack incorporates different musical influences such as cool jazz, modern jazz, bossa nova, and tango. The variety prevents the musical identity from becoming monotonous and helps individual moments establish their own moods. Players who already appreciate jazz are likely to get additional enjoyment from this approach, although knowledge of the genre is certainly not necessary to understand the story. The adventure also uses numerous mini-games to represent different situations Morris encounters. These sequences add mechanical variety between exploration and dialogue, preventing the entire experience from becoming a passive visual narrative. Most are deliberately accessible and relatively straightforward, emphasizing context and storytelling rather than difficult mechanical mastery. Consequently, players seeking demanding puzzles, complicated combat, or extensive character progression will not find those elements here. Blue Wednesday works better when viewed as an interactive drama where gameplay mechanics are used to express particular moments rather than as systems designed for hundreds of hours of repetition. Its character writing gives the quieter structure greater purpose. Morris is presented as an imperfect person rather than an idealized hero, and the game is comfortable exploring failure, uncertainty, and emotional vulnerability. The supporting residents of Evans similarly contribute their own experiences, making conversations valuable beyond simply advancing the main plot. There is a sense that everyone is dealing with something beneath the colorful appearance of the city. This contrast between cheerful surroundings and more complicated personal realities helps the narrative avoid becoming relentlessly gloomy while still taking its themes seriously. Visually, the colorful 2D artwork is one of the game's strongest qualities. Evans has an illustrated, almost storybook character that immediately separates the game from more realistic narrative adventures. Character designs are expressive, environments are attractive without becoming visually overwhelming, and cinematic sequences provide additional emphasis during important scenes. The presentation works especially well alongside the music, producing an atmosphere that can move between comfortable, playful, romantic, and melancholic without abandoning its established visual identity. There are limitations to this style of adventure. The relaxed pacing may feel too slow for players who prefer constant mechanical engagement, and some of the mini-games are intentionally simple enough that they may not remain memorable independently of their narrative context. Exploration is also relatively contained, so anyone expecting a large city filled with complex systems should adjust expectations accordingly. The rhythm gameplay is meaningful but does not make this a dedicated rhythm title. Its appeal comes from the combination of all these smaller elements rather than extraordinary depth in any single mechanic. The game also deals with mature subjects and contains material such as nudity or sexual content, despite the friendly appearance of its artwork. These elements exist within a broader story aimed at exploring adult relationships and personal experiences. The narrative is therefore better suited to players comfortable with mature themes rather than those assuming that the colorful presentation necessarily indicates a family-oriented adventure. Steam Deck compatibility is a notable advantage. The game is officially Steam Deck Verified, with its core functionality working through the handheld's controls and its interface remaining usable on the smaller display. Controller prompts and general navigation are appropriately supported, while the game can run using settings suitable for the device. Its viewpoint and methodical pacing also translate naturally to portable play, although demanding visual settings can still make sensible performance adjustments worthwhile for players prioritizing battery life or consistent performance. Overall, Blue Wednesday is most successful as an atmospheric musical narrative rather than a mechanically ambitious adventure. Its combination of jazz performances, exploration, conversations, decisions, collectibles, mini-games, and expressive artwork gives Morris' journey a distinctive identity. Some players will find its deliberate pace and uncomplicated mechanics limiting, but those who appreciate intimate stories and games willing to explore disappointment alongside hope should discover something memorable. It understands that an engaging protagonist does not need to be extraordinary; sometimes watching an ordinary person struggle with dreams, relationships, and the direction of life can provide a compelling journey of its own. Rating: 8/10
캐디랑 음악은 괜찮은 정도긴 했다. 게임부분. 즉. 캐릭터. 스토리. 미니게임. 리듬게임 전부 뭔가 만들다 만 느낌. 게임하자마자 마주하게 되는 알수없는 리듬게임. 카운트다운도 설명도 없이 시작되고 이해할수 없는 키 배치. 미니게임. 만들다 음악에 투자할 비용이 없었는가 할정도로 지금까지 리듬게임을 메인으로 진행되다가 만난 의미를 알수도. 재미도 없는 미니게임들. 호감이 안가는 주인공과 관심 안가는 배경 인물들. 매사 그렇게까지 부정적이고 애매한건. 병 때문이라기 보다 주인공 자체가 이상. 이건 스토리에도 이어짐. 그 알수없는 이상한 주인공이 뜬금없이 러브라인이 잡히더니 알수없는 어디선가 본듯한 미적지근한 스토리라인에서 그나마도 찜찜함만 남기고 에필로그조차 주인공에게 정 떨어지게 만듬. 동네사람들과도 어느정도 스토리 라인이 있나본데. 차라리 자잘한 사이드 스토리랑 미니게임부분을 다 없애고. 주인공과 여주와의 관계를 깊게 다루고 4시간 분량의 어드벤쳐 스토리 게임이였으면 더 좋았을거라 봄. 주인공의 성장과정을 그린것도 아니고 애절한 러브스토리가 남은것도 아니고 이도저도 아닌 애매한 스토리만 남은게. 쉽게 던저버리면서 비관적이기만 한 주인공과 닮은 게임인거 같음. 진짜 못해줄 게임이다. 정도는 아니지만. 중요한 부분에 집중하고 쳐낼거를 좀 구분했으면 했다는거임. 하다못해 한 30곡 넣어서 리듬게임으로 가고 게임 구성,디자인이라도 바꾸던가. 아니면 정교한 퍼즐을 만들어서 푸는 재미를 주던가. 7~80점짜리 하나를 만들어도 개발력이 모자랄거 같은데 5~60점짜리를 몇개씩 양산해놓은 느낌임.
ben rezil bir piyanistmisim
O kadar oyun oynadım bu tarz bir oyun daha bulamadım. Hayattaki anlamsızlıklarımızı, hayatımızın müziğini bulamamak ile betimleyip daha sonra hayatının müziğini bulduğundaki değişimi anlatıyor. Bunu 1 - 2 yıl önce oynamıştım çok sevmiştim. Tabi o zamanlar bu oyunun steamde olduğunu bilmiyordum. Rasgele bir oyun sitesinden kurmuştum.Şimdi ise steamde olduğunu gördüm hemen kütüphaneme ekledim. (Oynanış tarzı olsun, çizim tarzı olsun veya konusu olsun) Sonunun kötü bittiğini hatırlıyorum ama çok güzel bir oyunda hala ikinci bir devam oyunu olur mu diye bekleyiş içindeyim. Oyunda beni sinir eden tek bir şey vardı o da piyano tuşlarının kombo durumları -_-
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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