
In this casual sim set in China, you step into the shoes of an average kid from birth towards the end of your high school. Study hard, have fun, make friends and face your ultimate challenge, the “Gaokao”. What will your life be after that? And when you have a child, will you be a Tiger Parent?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 15 → 9.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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


Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 27Kreviews | 91% | — | $7.5M |
| $12.99 | — | — | — | 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.
Engagement
Reviews
Themes across 987 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不如预期. 多个小游戏拼合起来, 并且融了很多的时代梗. 但是平衡性, 合理性, 连贯性, 可复玩性感觉都差点意思. 时代感有一点, 但是因为发展太快了, 时代感本身就不好把握
本作游戏内容并不可圈可点 制作组的这款游戏完全可以在中国非法制国家家长可以剥夺孩子人身自由方面下文章 这在中国并不罕见 但既然制作者已停止更新那这作品实在无游戏内容剧情深度可言。
好玩
Media

Related
Related
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: Simplified Chinese, English, Japanese, Traditional Chinese
Hours played at review time, across 991 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挖格子的时间占比太多了,十分枯燥,对于我这种空闲时间不多的人很难有耐心玩下去
玩法走向还是不错的,就是到后几代,有可能会有些无聊
非常好
asd
好玩😍
越玩越上头,模拟器里面的小精品吧
如果你曾和父母有过隔阂、总觉得他们无法理解自己;如果你已经成年,渐渐体会生活与养育的不易;如果你怀念回不去的少年时光,这款游戏绝对值得静下心通关。 它从不是批判中式教育,而是用模拟养成搭建一座沟通桥梁。玩完一遍你会明白:所谓中国式家长,从来不是刻板的严苛代名词,他们藏在严厉之下的,是不善言说、倾尽全部的温柔。 我们终会从被管束的孩子,变成守护他人的大人。这场赛博养娃之旅,与其说是游戏,不如说是一次与过往、与家人温柔和解的机会。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.5M | 12.2K | 98% | $19.99 | |
| $7.5M | 8.7K | 79% | $34.99 | |
| $7.5M | 13.7K | 82% | $29.99 | |
| $7.5M | 30.3K | 96% | $7.99 | |
| $7.5M | 16K | 69% | $19.99 | |
| $7.4M | 15K | 94% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $60.5K | 266 | 88% | $10.99 | |
| $26.3K | 449 | 86% | $1.99 | |
| $85.2K | 666 | 69% | $3.99 | |
| $36K | 468 | 80% | $2.99 | |
| $11.9K | 228 | 86% | $1.99 | |
| $2.7K | 85 | 68% | $0.99 |