
In the shadow of a massive earthquake, you must brave a destroyed city where your choices will determine who survives.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About


Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 499reviews | 67% | — | $671.8K |
| $59.99 | 2.8Kratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Late with my review but how I felt at the time of completion is still how I feel about the game now. The concept is very cool, though it feels like more of a visual novel than a survival game. There's also zero consequences to your actions. For example, you can decide to blame an innocent person on a drinking water scam and the end result is no different than if you chose to take responsibility for your actions. There's a system where you need to eat, drink and use the bathroom to relieve yourself - yet none of these really matter or factor into the game. Your character might awkwardly squeeze their legs together as their bladder is about to explode but it doesn't affect a single thing. As for the narrative, it's serviceable? There's some amusing Yakuza-esque side quests and stories but unlike the Yakuza games there's no real payoff to any of them. That being said, there are some flickers of decent storytelling where I actually felt emotional and were pretty well handled given the sensitive themes of certain story elements. Unfortunately, the negatives far outweigh the handful of actually good moments. And yet despite all of that, I still went on and earned all of the achievements in the game - partly because I'm a masochist, but also because there was still *something* there that compelled me to keep playing. Was it the optimist in me trying to find the good buried beneath? Who knows. If there was a 'maybe' review option, this would be a strong candidate for one.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Korean, Traditional Chinese*languages with full audio support
| $59.99 |
| 77ratings |
| 58% |
| — |
| 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
Pains me to say it, but this game's not a good sequel. It feels hollow and doesn't really iterate on anything the previous installments have done. I haven't played D3 for more than a couple of minutes, but I played and finished both Disaster Report and Raw Danger. This game in a way feels less and more janky at the same time, when compared to those older PS2 games. It just feels like they cut production budget halfway through dev time. I know this game was delayed for several years due to a real-life earthquake in the early 2010s, so maybe that's why the game just feels disconnected. I also knew the game's reviews weren't very good and that fans tended to dislike it, but I still wanted to give it a try, after having peeked at it here and there over the last few years. I attempted to give it a try, but I inevitably quit after reaching the apartment section, day 2. Too much of the previous games' charm is gone. The original games had serious tones like assault and rape in them and the stories did tend to be written in a serious manner, but generally the game was still more "lighthearted", if you can believe it. I think the English dub helped a lot with it. It turned the rather serious (although unbelievable at times) story into a more goofy one, and I think that was for the better. Here, there's really no comic relief. Most of the time while playing I felt bored. Characters' dialogue is overall not every interesting. Progression triggers are vague at times and not very satisfying. Actual destruction is, believe it or not, a downgrade from the PS2 games. Oh and the game's littered with dialogue choices upon dialogue choices. I don't know how much they matter, some options seem to be the same, but I don't know if opposite choices would really give you that much different dialogue. I am not opposed to having more dialogue in this sort of game, but here it just feel off. Survival mechanics seem to have been downgraded too, as in survival mechanics are seemingly non-existent. To me it feels like the devs didn't really know what to do with this game and didn't understand why the previous games had a niche following. Like, incredibly niche. This game feels like it's for no one. I've also looked at the game's plot summary (was trying to look up how many days there are in total) and it seems rather grim. I'll leave it at that. Don't buy this game, play 1 or 2 if you haven't already and want something like this. I highly doubt there will ever be a 5th entry in this series, but if there is I hope the devs will have a shorter and more concise development cycle and that they go back to what worked and look at this game as an example of what not to do.
This company made one of my favorite of games of all time: Steambot Chronicles on the PS2 Though this game is not a Steampunk Life Sim with customizable robot vehicles, it still has a lot of the "Steambot Chronicles Spirit" - by that, I mean it still has: -Silly costumes and accessories (makes serious conversations much more enjoyable) -Awkward and inappropriate dialogue choices -Dramatic shifts from humor to dark themes -Strange and unique characters I played this game on Switch first and the graphics were so awful but I kept playing because the story kept unfolding in interesting ways so let that be a testament to the actual experience the game provides vs stunning realistic graphics. It's visually much better on Steam Deck, but feels like something between PS3 and PS4 I would lose my mind if they brought back Steambot Chronicles in any capacity, but Disaster Report 4 certainly gives me hope they can still do it justice if they had the opportunity One more thing I'll say is this company was midway through developing a game back in 2011 and basically lost everything due to a tsunami and earthquake and had to start from nothing, so the fact that they continued to make games about natural disasters and kept such a sense of humor around the topic is pretty admirable Fingers crossed Steambot Chronicles Remake and Steambot Chronicles II happen in my lifetime
None of the disaster events were very engaging or that large of a scale
This is my first time playing any of these disaster report games, and with not much context I will say the this became one of my favorites and one of my dearest experiences. I fell fond of it's humor, stories, characters, everyting. And I really appreciate the way it allowed me to connect with it. I know it's not perfect, but I can say for myself the it's not at all undeserving of my words. The game talks for it self, I'd say, in short, the game it's a worthy experience for what it is.
胸糞要素が多すぎる
THIS IS 1 OF THE BEST GAMES I PLAYED IN A VERY LONG TIME. 10/10 I RECOMMEND. GOOD STORY LINE. COOL CLOTHES AND COMPASSES. LOVED IT
Disaster Report 4 is completely devoid of all things that make the previous games so fun and engaging to play. This entry feels more like a point and click walking sim with an extremely dry and depressing setting. Even the linear adventure feel of the previous games are gone, instead you are basically forced from one small area to the next where you must intereact with X amount of things to progress the story. This is a genuinely bad game and I hope Disaster Report 5 goes back to the high stakes action survival elements of the first 3 games.
2代给了我很深的印象 从此对此系列念念不忘 当年首发白金了日文PS4版 如今出了PC版且首次官方中文化自然是要支持一下的 但除去这一层回忆与好感滤镜再看这一代的话 其实是很不及格的 无论是画面还是剧情都很难让人满意 而且中文版阉割了当年日文版的防灾手册 给贫瘠的游戏本体又砍上了一刀 但无论怎样 在我看来这一作能延期十多年终于问世还是难给差评 希望下一代能全面进步才不负这一路走来的粉丝的支持
Disaster Report 4: Summer Memories is a survival adventure that stands apart from most games in its genre by focusing less on combat or spectacle and more on the human experience of catastrophe. Developed by Granzella Inc. and published by NIS America, Inc., the game drops players into a city devastated by a massive earthquake and asks them to survive not by fighting monsters or stockpiling weapons, but by navigating collapsing environments, managing stress, and interacting with people whose lives have been abruptly upended. It is a game deeply interested in vulnerability, moral ambiguity, and the fragile balance between self-preservation and empathy. The story begins with the player character arriving in Hisui City for an ordinary reason, such as a job interview, only to have normalcy instantly shattered by a violent quake. From that moment onward, the city becomes a constantly shifting danger zone, with aftershocks, fires, floods, and collapsing structures forcing you to remain alert at all times. Rather than presenting a tightly scripted narrative, the game unfolds through episodic encounters with other survivors. Each character you meet has their own priorities, fears, and motivations, and the way you respond to them helps shape both your personal journey and the tone of the experience. These interactions form the emotional backbone of the game, turning it into a mosaic of human stories rather than a single heroic arc. Gameplay emphasizes exploration and situational awareness. Moving through the ruined city requires attention to environmental hazards such as falling debris, unstable ground, and blocked pathways. Aftershocks can strike at any time, forcing you to quickly decide whether to take cover, run, or assist someone nearby. There is a light survival layer involving health and stress, with hunger, exhaustion, and fear affecting how effectively you can move and respond. While these systems are not deeply complex, they reinforce the game’s central theme: survival is not just physical, but mental and emotional as well. One of the most distinctive aspects of Summer Memories is its dialogue and choice system. Conversations often present you with multiple responses that reflect different attitudes, ranging from altruistic and polite to cynical or self-serving. These choices do not always lead to clear rewards or punishments, and sometimes being kind may put you at risk, while being pragmatic may ensure your safety at the cost of someone else’s well-being. This moral uncertainty gives the game a grounded tone, reflecting how real disasters often force people into uncomfortable decisions with no perfect outcome. Visually, the game presents a city in ruin with a mix of effective atmosphere and noticeable roughness. The environments convey destruction convincingly enough to sell the premise, but technical limitations are evident in stiff animations, awkward camera behavior, and occasional performance issues. Controls can feel clunky, particularly during tense moments that require precise movement, and these shortcomings can break immersion at inopportune times. However, for some players, this roughness adds to the game’s distinctive identity, evoking the feel of older Japanese adventure titles that prioritize concept and atmosphere over polish. Tonally, Disaster Report 4 can be uneven, blending serious and somber moments with unexpected humor or surreal situations. Some scenes are emotionally heavy, dealing with loss, guilt, and desperation, while others introduce exaggerated characters or odd situations that border on dark comedy. This contrast can feel jarring, but it also gives the game a unique personality, preventing it from becoming relentlessly bleak. Whether this tonal mix enhances or detracts from the experience largely depends on the player’s expectations and tolerance for unconventional storytelling. Overall, Disaster Report 4: Summer Memories is a flawed but deeply interesting survival game that dares to focus on the psychological and social impact of disaster rather than power fantasies or action-driven gameplay. Its strengths lie in its human-centered storytelling, moral ambiguity, and willingness to portray survival as a messy, uncomfortable process. Its weaknesses, particularly in technical execution and pacing, are impossible to ignore, but for players willing to look past them, the game offers a rare and thought-provoking experience. It is best suited for those who value narrative experimentation and emotional depth over mechanical refinement, and who are open to a survival story that feels unsettling precisely because it feels human. Rating: 6/10
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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