
Loot, bribe, gamble, survive. The dice will be your savior or your downfall in this story-driven RPG. Every roll matters when trying to uncover cosmic horrors and outwit megacorps. Pray your next roll won’t be your last.
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): 0.29/day in the week to Aug 28 → 0.86/day in the week after.
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.
About

A dying city. A string of suicides. A detective with nothing left to lose.
Netherveil City eats the weak. Its streets bleed neon, its corpses crawl back to life, and its secrets? They'll gnaw through your sanity. Step into the worn boots of Detective Howard. Armed with a rusted badge, a sentient rose that won't shut up, and a pocketful of stolen dice.
Explore the city. Interrogate the dead. Expose the c*rpos.
Investigate. Make choices. Loot the dice. Roll the dice.
And survive. (Optional.)


Dice are oxygen. They keep you alive. Earn 'em, spend 'em, lose 'em. Hoard too long, and opportunities vanish. Roll recklessly, and resources burn.
There’s no perfect build. No power fantasies. Just survival... barely.



Your choices build character. Your character builds choices.
Intelligence picks locks in silence. Virtue pleads for mercy. Foolishness laughs at the abyss.
These fragments clash, corrupt, and rewrite your path mid-conversation. Choose your poison and deal with the consequences.


A hand-shattered art style. Where manga’s precision meets the raw nerve of American comics. Ripping pages from legends like Blame!, Biomega, Akira, and Berserk. Our artistry aims to evoke the same depth and intensity that made these series iconic.

Gear up for an auditory assault. Noir Jazz, Cyberpunk Techno, Death Metal. This isn't background noise. Sonic warfare.



Heroes don't last long in Netherveil. This is a manifesto for the forgotten, the erased, the expendable, those never given a chance. It’s about those who were never meant to survive, yet somehow still do. It’s about the existential terror of being alive in a world ruled by forces you can’t see. It’s about resistance.
“I’m here, and I won’t go quietly.”
Engagement
Reviews
Themes across 173 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I am new to visual novel games and I loved it. The dice and emotion system adds a lot to game. Also, the story is interesting. I am curious and excited for that.
Really loved this one. The art-style is superb, so is the music. Gritty, punk vibes throughout. I feel like I got the worst possible ending (maybe not?) but it also felt extremely appropriate for the story of doomed souls that the game was trying to tell. Nails the cyberpunk atmosphere and gives you a story full of rain, cigarette ash, and suspense. What more could you want?
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 173 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I would really love to recommend the game, but the core system - dice - is killing any pleasure I might derive from it. The creators say their inention was to force players to be "thrifty" with the dice, not to overspend. Ok, fine. I go into book 2, face a test that requires at least two dice (out of 6 I have) to pass. I fail. Do I progress forward in any way? NOPE. I have to pick another choice and spend more resources! The whole system encourages save scumming, not thriftiness. The game PUSHES YOU to just try to find a perfect roll, possibly with a single die, so just keep reloading until you get it (yes, the die roll changes on reroll). I don't want to reload through a story, and fail states you might encounter are NOT fun. Saying goodbye to the game. Won't be returning.
Hot take: this might be better than Citizen Sleeper 2. Better than Citizen Sleeper 1 or Disco? No, but hey maybe I wanna just see the world burn. It is cyberpunk afterall
кусок кода а не игра, этот мусор фризит будто я ведьмак 4 запустил, хотя это даже не игра а набор катинок с диалогами, так что возврат денег и забвение этому мусору
niiiiiiiice!
Honestly, the biggest compliment I can give is that I kept thinking about it after I stopped playing. There's an element of existence as a set piece in a world that doesn't care about you when being swallowed alive by these megacorporation who see you as just this resource cog in their wheel - and how do we refind this value of worth in a world where that feels strippe away. It's very much something that feels like reality now - so thumbs down for making me live reality in a game where I'm trying to escape reality, but thumbs up for a thoughtful approach and perspective to it
I love this game already and I'm excited to see how it'll improve and develop in the future! The soundtrack is remarkable, the art style unique and beautiful, and the characters are so far well rounded. [spoiler] And I really hope you'll explain the Mysterious Visitor some day. Come on... leaving some things hanging like that is just not fair. Mystery or not.[/spoiler] The only thing I'd want for this to be a better experience is a full voiceover like Disco Elysium - or a mod like Zero Parades has that turns the voices into the Disco Elysium ones.. maybe AI would enable to create a full voice track without breaking the budget too much. I've played the two mentioned games enough that my head almost plays voices when the internal aspects talk, but it'd be so much more immersive to actually hear them more often than just one cutscene. Other than that, the dice are not easy to manage and there are no means to get any other than coincidence. I think I'm now entering Elysium Tower with a total of three... wish me luck.
Miss the deep narrative, complex dialogue, and existential dread of Disco Elysium? Then Celestial Return is an absolute must-play for you as it masterfully blends cyberpunk aesthetics with cosmic horror. • The Dice Mechanic: Dice are literally your oxygen here. Rolling for choices feels incredibly tense, rewarding, and chaotic. • Incredible Art Style: The hand-drawn visuals are a gorgeous mix of gritty American comics and classic dark manga vibes. • Phenomenal Writing: Detective Howard and his talking sentient rose offer some of the best, most immersive storytelling in recent RPGs. • Superb Soundtrack: The shift between Noir Jazz, Cyberpunk Techno, and Death Metal perfectly captures the decaying vibe of Netherveil City.
I'm going to recommend it because I liked enough about it for it to outweigh what I didn't like. I really liked the willingness to not go all out on the cyberpunk weirdness but keep it at a measured level. It can get a bit overwhelming jumping into a story like this where you spend half your time wondering what things are. There was enough context to keep me going without feeling left out of the loop. The narrative, while being a bit disjointed and plagued with time skips, was a great exploration of a cyberpunk world with heart in it. The writing was good if a bit weird at times, but I imagine that was due to translation more than any lack of expertise. There were definitely some detracting factors though. For starts, the menus were a bit janky and without enough explanation. Passives and actives sat empty for the vast majority of my playthrough to the point where I wasn't sure there were any available to me. Over the course of the game, there are points of no return that you can get trapped in. I'd appreciate if there was something that would come up saying "Hey this is the chapter-ending area, are you sure?" so I don't miss anything. This meant a few occasions where I missed out on some additional lore or unlocks. Speaking of which, I HATED that I could see greyed out conversation points. Awful. If I haven't unlocked them, they should be hidden. Another thing I didn't quite get were the transitions between chapters. There were times when the title splash screens would come so often that it would take me out of the story that is being told. This was especially pronounced in the final chapter where there would be title screens after every conversation. On a similar note, I didn't quite get the point of the videos in the interscene transitions. Like the game is about to end and it's really high tension and then BAMN. Penguin? Still, I liked the vibe and enough of it to be excited to see what the team does next.
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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