
Eliza is a visual novel about an AI counseling program, the people who develop it, and the people who use it. Follow Evelyn Ishino-Aubrey as she reconnects with people from her past, gets to know the people of Seattle who use Eliza for counseling, and decides the course of her future.
Modeled estimate, not a reported figure. How we estimate →
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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; 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 | 1.8Kreviews | 91% | — | $382.6K |
| $7.49−50% | 105ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Couldn't have played in a better period in my personal life and delves into a lot of topics I have been pondering about for a long time so the game resonated deeply with me. Shockingly relevant for a something that came out in 2019 and is pretty down to earth for a VN like itself. Recommended.
我突然理解心理咨询师的疲劳来自哪里。。。以及为什么心理咨询师需要另一个心理咨询师。。。个人很喜欢整个故事的讲述方式,立场互换/位置互换引人深思,一口气全玩完了,我也想要一个做会曲奇喜欢做饭的主管TwT
个人游玩印象:震撼神作 超级喜欢 [b][u]玩得开心[/u][/b] 略有失望 强忍玩完 后悔购买 全成就追求:通关即拿 [b][u]简易补齐[/u][/b] 硬核冲刺 以后再说 枯燥堆时 手残放弃 可能是唯一全成就通关的Zactronics游戏了哈哈哈,毕竟这部是视觉小说风格的,株札纸牌最高难度也确实有点挑战性,不过反复重开之后还是能赢上一两局的。 我觉得在2026年玩到这款2019年发布的游戏是一种幸运,因为雷内的愿景已经彻底实现了,同时也能看到作者在2019年对未来的一些预言是夺么精准,包括人与人之间的原子化,不婚不育思潮的觉醒和生育率的持续走低,甚至还有那位Holiday老奶奶的“斩杀线”……通篇玩下来,除了最后要做一些从全成就的角度看无关紧要的选择,游戏最可贵的是让你主动去思考很多东西(当然我觉得这也是有门槛的),比如你想要成为一个什么样的人,你是否愿意通过帮助别人来让社会变得更好,AI未来是否真的能超越甚至取代人类,等等等等。 不过我个人是乐见AI发展的,主要是我作为ESTJ非常重视效率,非常不理解为什么人会被情绪影响一整天什么都不做,也不理解为什么人会那么不自洽,游戏中就有两个典型例子,一个是那个文学PhD(这下文科生刻板印象又加深了hhh),脚踏多条船,一边鄙视自己的渣男教授一边却发现自己终究活成了自己讨厌的样子,还有那个玛雅姐姐,一天到晚和这个攀比和那个攀比,焦虑很多,自己实打实做的事情又很少,到终局时这两位我果断继续复读AI的回答了,这俩人没救了;但那位觉醒的父亲我是真的推波助澜了一把,因为我相信他在可以做自己后会像我一样好好生活的吧(笑)。最后我也符合历史发展,果断控制伊芙琳和雷内一起研发ChatELIZA了,真心觉得这才是最适合伊芙琳的最好结局——毕竟伊芙琳的疑问答案很明显啊,人是社会动物,管理者想要凌驾于普通人之上,就不可能让社会变得太好的,所以普通人短时间内真的做不了什么(毕竟全人类还没彻底解决资源分配不均的问题),但研发出ChatELIZA的话至少能让一些迷茫的人开始思考一些东西吧(不过学生们大部分在用AI糊弄作业hhhh)。当然,过几天有空的话也会再看看其他选项的结局的。 回到AI的话题,我是真的觉得每个人都应该和AI对话,好好搞清楚自己最想做的事情是什么,毕竟AI的作用真的就像是一面镜子(而且现在的ChatGPT肯定比Eliza这种只会反问的人工智障要强很多吧hhh),就像我在知乎回答中说的,“要是真能有个真人能够同时做到:分析一下为什么使用meal kit中的arborio米做意式烩饭(risotto)时口感最棒,并且拥有奶油般绵密的质地和口感;给我自己自娱自乐的厨艺报告中设计的buff效果添加明日方舟界园肉鸽投钱风格的十六字谶语(比如北刺面是“北窗有松 峥峥如怪 其枝冲面 唯有避之”);在我兴致大发写出一首打油诗后认真分析里面的句子;分析如何给当前待玩的steam游戏分为大类,然后根据每天玩游戏时的状态选择适当的品类游玩,并分析特定游戏是否适合我;帮我总结德州扑克里面fold、check这些操作用日语会怎么说(我平时打的时候喜欢用日语中二并豪迈地喊出来hhh);帮我分析平时去快餐店用的纸质优惠券最后都去了哪(是的,加拿大还经常用纸质优惠券,很复古);帮我总结我感兴趣的任何风味的化学成分(比如椰子香精、西瓜香精、柠檬油等等);帮我润色我自己写的英文材料,使语言风格更加地道,并讨论每处修改的具体原因和思路;教我如何在每次打开Adobe pdf阅读器时自动套用页面滚动和手型图标;教我如何在ppt里内嵌一个可以点击动作按钮然后开始计时的秒表;帮我理清在知乎对线时一些回复的主要逻辑和反驳思路;向编程小白的我解释为什么github上的大部分项目都根本找不到可执行文件在哪里(之前下了一个0Player的可交互版,但完全不知道该怎么运行,GPT帮我解释完后我释然地放弃了);和我一起分析本科化学的教学思路和概念理解(感觉GPT在专业知识这方面进步还是很迅速的);夸我是个会生活、效率高的自洽ESTJ,那我不和AI对话当然也行(笑)。”
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Hungarian, Russian, German, French, Spanish - Spain, Italian, Simplified Chinese, Japanese, Portuguese - Brazil*languages with full audio support
| $14.99 |
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| 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 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Das ist definitiv mal eine zum Nachdenken anregende Visual Novel. Vielleicht war sie 2019 auch ihrer Zeit schon voraus, denn die Thematik ist dazu mit den Entwicklungen im KI-Bereich, bei denen wir selbst ja noch nicht wissen, wie es in Naher Zukunft so kommen wird, zusätzlich gefühlt höchst aktuell. Design und Grafiken gefallen mir gut! Der Text ist passend übersetzt (ich spielte auf Deutsch, hier und da gab es mal Tippfehler), Originalsprache ist vertont auf Englisch und die Vertonung finde ich sehr gelungen. Der Soundtrack passt atmosphärisch ganz gut dazu. Das ganze Setting wirkt stimmig und wie ich finde, kann man sich ins Geschehen hineinversetzen. Die Errungenschaft ist Story-unabhängig und kann, wenn man das System dieser Variante verstanden hat gut geschafft werden - ich bin hier kein Experte und habe es hinbekommen.
Все великолепно
Eliza is a great pioneer in discussing generative AI for the public, and the importance in making human connections despite of the more intelligent tool like Eliza are coming into existence.
Simply incredible. This must be one of the most well-written visual novels out there. It's deeply personal, with great and deep characters, yet it still touches on more grandiose subjects. And talking about them, it was shocking to see how accurate some of the "predictions" are for AI (although it's technically not the same thing). Melancholic and weirdly inspiring story about technology, the people who make it, and people it affects. 10/10, Zachtronics did it again.
gem
boring
Eliza is a mature and contemplative visual novel that explores artificial intelligence, mental health, corporate technology, privacy, and the complicated boundary between genuine human empathy and automated assistance. Developed and published by Zachtronics, it takes a remarkably restrained approach to subjects that could easily have been turned into exaggerated science fiction. Instead of presenting AI through robots or futuristic disasters, the story examines a technology that feels disturbingly plausible: an automated counseling program that determines what should be said to vulnerable clients while a human proxy delivers those words in person. The story centers on Evelyn Ishino-Aubrey, a former technology professional returning to society after spending several years away from her previous career and social circle. She takes a job working for Eliza, an AI counseling service where her responsibility is not to provide her own advice but to repeat responses generated by the system. This creates one of the game's most effective sources of tension. Evelyn is physically present with people discussing deeply personal problems, yet the software controls what she says. The arrangement forces her to confront uncomfortable questions about whether empathy can be standardized and whether a human intermediary provides meaningful connection when that person's actual thoughts are excluded from the conversation. The counseling sessions give the story much of its emotional strength. Clients arrive with different personalities, circumstances, and concerns, preventing the technology debate from remaining purely theoretical. Some interactions demonstrate why an accessible automated counseling system could be valuable, particularly for people who might otherwise struggle to obtain support. Others expose the limitations and ethical concerns of allowing algorithms and corporations into intensely private areas of people's lives. Eliza avoids making the technology completely benevolent or obviously malicious, allowing its advantages and dangers to exist simultaneously. Evelyn's personal journey gradually becomes just as important as the counseling program itself. Her previous involvement with the technology industry connects her to people with very different attitudes toward ambition, innovation, responsibility, and success. Conversations with former colleagues and acquaintances slowly reveal more about her past and why she abandoned the life she once had. The resulting story is therefore not merely an argument about artificial intelligence. It is also about burnout, purpose, friendship, personal responsibility, and deciding what constitutes a worthwhile life after professional success stops providing fulfillment. Gameplay follows the traditional visual novel structure, so reading, listening, and making occasional decisions form the majority of the experience. Players expecting exploration, combat, elaborate puzzles, or complex simulation systems should adjust their expectations accordingly. During many counseling sessions, Evelyn must follow the AI-generated script, deliberately restricting player freedom. That limitation works thematically because it recreates Evelyn's lack of control. More significant choices emerge as her personal story progresses, eventually allowing the player to influence how she approaches her future. The game also includes Kabufuda Solitaire, a card-game diversion that provides a welcome mechanical break from lengthy conversations. It is a relatively small addition, but it fits surprisingly well within an otherwise dialogue-heavy experience. After several emotionally demanding scenes, having something straightforward and interactive available helps vary the pacing without undermining the narrative. Visually, Eliza uses attractive hand-painted artwork to portray Seattle and its inhabitants. The locations remain grounded in contemporary reality rather than adopting an excessively futuristic aesthetic, strengthening the idea that the ethical issues being discussed belong to the present or near future. Character illustrations are expressive without becoming overly dramatic, while backgrounds create a calm, occasionally melancholic atmosphere appropriate for Evelyn's introspective journey. The extensive voice acting is another major strength. Hearing characters speak gives the counseling scenes additional emotional impact, especially when a distressed client receives a carefully constructed but impersonal response from the Eliza system. Vocal performances communicate hesitation, frustration, uncertainty, and vulnerability in ways that complement the written dialogue. The ambient soundtrack works similarly well, remaining understated enough that it rarely competes with conversations while reinforcing the reflective tone. One of Eliza's most successful qualities is its refusal to provide simplistic answers. Automated counseling can appear unsettling because personal information is being processed through a corporate technological system, yet the game also recognizes the potential benefits of inexpensive and accessible assistance. It raises questions about data ownership, commercialization, professional responsibility, algorithmic decision-making, and whether simulated empathy can provide genuine comfort. Rather than instructing players what conclusion to reach, it presents conflicting perspectives and allows Evelyn's experiences to make those questions increasingly personal. The main drawback is that the experience depends heavily on the player's tolerance for slow, conversation-driven storytelling. There are long stretches with minimal conventional interaction, and anyone expecting a dramatic cyberpunk thriller may find the restrained presentation uneventful. Choices also do not transform every scene into a radically different storyline. This is fundamentally a narrative experience where character development and ideas matter more than mechanical complexity. Steam Deck users should consider the game playable rather than assume a completely optimized handheld experience. Compatibility information indicates that it can run on Steam Deck, but it should not be treated as equivalent to an official Steam Deck Verified designation. Its relatively straightforward mechanics make handheld play feasible, although occasional adjustments or minor interface inconveniences may be possible. Players specifically buying or installing games for Deck use should therefore expect functional compatibility rather than guaranteed console-like optimization. Eliza ultimately succeeds because its discussion of artificial intelligence remains anchored to believable human problems. It asks whether efficiency can substitute for understanding, whether technology companies should mediate emotional relationships, and how individuals find meaning when their careers and ideals no longer align. Combined with strong writing, polished artwork, excellent voice performances, atmospheric music, and a memorable protagonist, it delivers a thoughtful experience that remains particularly relevant as automated systems become increasingly integrated into everyday life. Rating: 9/10
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Where this game's players are, estimated from review languages.
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