
Eternal Threads is a single-player, first-person story-driven puzzle game of time manipulation, choice and consequence.
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 23 → 0.43/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 2,400 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; PlayStation, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 908reviews | 86% | — | $174.4K |
| $19.99 | 89ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sevmek için uğraştım ama yok ne anlattığını hikaye ne de oynanış dinamikleri sizi oyun içinde tutmaya yetecek kadar iyi değil.
Норм бродилка-головоломка с контекстным включением оной в геймплей, да и все остальное на уровне.
интересной будет игра что Предвидел
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Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $19.99 |
| 46ratings |
| 80% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | 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 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
.
Un excellent petit jeu d'enquête mélangé à de la SF, c'est bien mené. On doit jouer avec le temps pour sauver le plus de personne possible. Un petit jeu qui vaut le détour
好玩。特别喜欢这种选择剧情类的游戏。可以观察到每个人的性格。并且有一点窥探隐私的感觉,可以知道每个人的秘密。最喜欢拉奎尔这个角色,很有个性,是我喜欢的艺术性文艺青年,为人也很好。 玩法是在一栋房子里走到不同地点,查看各个时间线发生的事并做出选择。重复过剧情的时候会有点无聊,不能快进。但好在如果没有收集癖,没有需要反复重复的地方。画面渲染得有点恐怖,但是别怕,其实剧情不恐怖的。胆小的人也可以玩。 唯一的疑问就是,我找到了保险箱密码(从拉奎尔那拿了钥匙,打开暗房的柜子就有密码了),但是我没找到保险箱在哪??
This is a fun and interesting puzzle/mystery game. I would love to see a sequel.
<3
有几个点让我印象深刻, 一是关于保守秘密,如果完全保密,可能导致被保密的人,得不到邻右的援助,最终得不到救赎;要袒露秘密,甚至在一切场合示弱,以获得友谊,以及必要时的援助。 某角色的一句话非常好,“我会替你(的行为)保守秘密,但若我觉得必要的时刻,就不会保密了;XX是我最好的朋友,如果我觉得她有必要知道你的秘密,我会告诉她”。一方面维持了亲密关系,同时也不会承诺永远来保守这个秘密。 向他人透露个人信息的过程就是自我表露(self-disclosure),它是亲密程度的指标之一:如果两个人彼此之间不共同拥有一些相对秘密的私人信息,他们的关系就称不上亲密。 From 罗兰·米勒 《亲密关系》 二是关于越界,向对方,提出你要做什么,要如何做,是越界,也是一种控制。黑小伙的前女友就是典型的控制狂,她甚至要求小伙时刻陪伴,甚至不能有自己的时间和朋友圈。 也包括代替对方做规划和决定,比如某角色的弟弟,干涉她处CP的权利,认为姐姐缺乏自我判断。 什么不算越界呢?讲出对方的行为,对自己的影响,自己有什么感受。这不是越界。当自己感到痛苦时,不要把责任推给对方。这种痛苦很可能是自己过往的经历导致的。 三是关于,愤怒的时机。 游戏中,我很喜欢医生这个角色,而有一次,他把自己的自行车送给一位室友小A,以帮助该室友通过运动,控制自己易怒的情绪。小A第一次骑车时,车就被以前的仇家劫走。小A纠结很久,还是找到医生坦白。 小A:“抱歉,我第一次骑车出去,就把车弄丢了” 医生:“车丢就丢吧,你人没事就好阿” 小A:“我骑车出门,车被那几个混混抢走了,你难道不生气吗?” 医生:“生气?你这次没有做错任何事,我为何要对你生气呢?但确实有点生气,但那只是对抢走车的人生气。” 第二个场景,小A因为从小被父亲家暴,姐姐安慰他。姐姐并未指责家暴中不作为的母亲,也没有过多的指责父亲;而是告诉弟弟,如果自己的孩子被丈夫家暴,她会第一时间选择离婚,给与弟弟极大的安慰。 她没有告诉弟弟应该怎么做,而是说母亲可能知道,也可能不知道,如果母亲知道却选择不作为,可能是担心失去自己的婚姻。建议你要先和母亲沟通,而不是在家庭聚餐时,把自己的愤怒甩给父母。而弟弟最后独立的做出了决定。 最后一点,就是关于帮助对方。替对方做,只能帮对方这一次,帮助对方克服心理问题的根源,才能真正的拯救他/她。游戏中出现过很多次,我不能直接提供帮助,或者我帮了也没用,这是她/他自己的事,必须由他/她亲自解决。 怎么说呢?这游戏虽然披着一个视觉小说和解密的皮,但这些只是玩法和题材。而主要的剧情,是告诉玩家,如何获得和维持亲密关系,以及如何帮助亲友对抗创伤/心理问题。 当然,如果有时间,试着读一读《亲密关系(第6版)》也好呢。
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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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