
The Gnosia lie. Pretending to be human, they’ll get in close, trick and deceive, and then eliminate one victim at a time...
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.14/day in the week to Aug 16 → 4.57/day in the week after.
About
Genres
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; PlayStation, Xbox, 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 | $24.99 | 5.1Kreviews | 94% | — | $3.6M |
| $24.99 | 728ratings | 96% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 905 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
很适合社恐且喜欢放空大脑的人玩的狼人杀,人物意外地都挺有个性,[spoiler]而且bug之类的机制和演出很有意思,第一次宇宙被炸的时候大脑也跟着回归寂静了(,不过类似恐怖游轮(?)的轮回时间线上乍一看还是有点小问题的,也可能是展现上比较迷惑,不过总体上不影响故事完整性[/spoiler]
Watched the anime and thought it was simply amazing. Bought the game to support the devs, why not. Named my character Yuri and chose Cyan as my color. Ended up falling in love with the characters all over again. 10/10 — easily the best time-loop mystery anime/game out there. With the sole exception of Steins;Gate of course.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
| $17.49−30% |
| 103ratings |
| 98% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Wow, just wow! [/h1] Damn, rarely ever do I encounter a piece of media just [i] this [/i] good. I could go on and on and on about how much I enjoyed Gnosia's visual art, plotline, dialogues, and the characters' overall writing and mutual dynamics. This game has got to be one of the best visual novels ever published, at least that's my humble opinion :) That would be lovely if it were to have a sequel or some kind of spin-off, but in the meantime I'll be happy to watch the anime :shigemichignosia:
As someone who loves social games like Mafia and Werewolf, GNOSIA really caught my interest. A visual novel with roguelike elements that hits all the right notes? Sign me up! I haven’t read that many visual novels, and the combination of this genre with roguelike elements turned out to be something fresh and unexpected for me. Due to the format of the game, which requires quick repeated playthroughs, it doesn’t feature an extensive, deeply immersive storyline. However, it does succeed in making the characters extremely memorable, as they’re quite vivid and distinct from one another, though of course, it doesn’t escape some standard anime-style cliché. Sure, the game can’t be considered a replacement for real-life meetups, and it has plenty of technical flaws, but I’ll still say it’s a great experiment, and I’m very grateful to the devs for it. In addition, I’d like to highlight the visual style: it’s very beautiful, warm, lively, gentle, and yet sometimes obscure and intimidating. I don’t know how Cotori pulled it off, but his style is very effective. These drawings, which look like they were done with crayons, have a certain charm to them, in a way that is difficult to describe...something nostalgic about it? Last time I was so surprised and deeply impressed by the art was with the first Zero Escape. On the downside, I’d note the game feels a bit slow as you go through the same loops, trying to trigger a specific event that will move the story forward. After finishing this game, I was left with the feeling that it would have been cool if there had been more variety and if the plot had been a bit more twisted. But maybe that’s just me being picky. Anyways, I’d highly recommend this game to anyone looking for something new in the genre, as well as to those who, like me, are fans of social deduction games.
The greatest social deduction game ever made is single-player... Fundamentally, GNOSIA seems to have set out to do two things. Creating an engaging mafia/werewolf game, and also making you care about its characters. Obviously, these two goals complement each other greatly, but every aspect of the game supports these goals without compromise as well. You can tell that the game has a clear, definitive design direction, and it's just so refreshing for that. From your overarching goal of collecting information on the characters to even how the save game slots have art of the characters, GNOSIA is aware of its goals no matter the size of the detail. All that, despite being such a unique game, which tends to be a far less polished experience. Petit Depitto did not have a slew of games to take inspiration from, and yet, has executed on their vision so flawlessly. I freaking love this game. There is, first, the gameplay. Every character, including you, have certain stats that evolve over time. These stats interact with the social deduction side of things, such as the ability to lie / spot lies, convince people / stay stealthy / be charming etc. This obviously ties into the gameplay, but it also creates unique characters. Raqio isn't just written to be an ♥♥♥♥♥♥♥, he also gets "hanged" every time because he has such low charm to match with it. Gina isn't just uncomfortable with telling lies, she is also terrible at it. Yuriko isn't just written to be terrifying, she also has some insane stats from the get-go and thus has access to skills that others don't. I even think characters with a high Logic stat make better decisions (and I know for sure that characters with high Perception will suss out lies and immediately flip the table.) Tutorial? Instead of some popup or whatever, usually its taught to you by some story event. Or Raqio just quizzes you on deduction because he is such a smartass. New skills? Instead of some skill tree or whatever, you unlock skills after some character event that showcases its use (or just illustrates a funny situation related to it). Relations? Instead of the game telling you that "Oh Stella suspects you" via some UI bar or whatever, their dialogue and even character art changes. New roles/mechanics? Once again, story events that are quite well written introduce them to you. The characters and the gameplay is so well interlinked and polished that it's worth playing just for that. And yet, what makes you pass the 10/20 hour mark into the 40+ hour mark? Part of it is how unique it is, and how it solves such a specific problem for this kind of game. I've only enjoyed social deduction games with very specific friend groups. After all, when playing such games with friends you run the risk of people not paying full attention/the game devolving if even one person gets bored, and when playing with strangers, especially online, it sucks 9/10 times. They are still fun, but I don't remember having fun with almost any of them nearly as much as GNOSIA. The ability to play a game like this on demand with characters as unique as when playing with real people (within the context of gameplay mechanics ofc LOL) is just so novel to me. And then, there is the loops. Each one of them feels different due to the spread of roles / your role etc. The starting conditions change every time as you search for various character events. The aforementioned new skills / roles etc. also add a lot ofc. Also, all the characters grow in stats separately and unlock new skills over time. You'll be surprised when after many loops Raqio suddenly starts using new skills such as Definite Human, Yuriko suddenly retaliates instead of simply refuting suspicion on her, or Comet asks for everyone to say that they are human so that she might catch them on a lie. The overall behavior of the AI is done pretty well too. Every character genuinely has its own list of affinities, changes its stance depending on what is going on / stat checks / abilities, and acts on their beliefs without any "cheating." It genuinely creates a lot of replayability for me. And, well, the writing? The game does heavily dabble in themes of self-sacrifice, has "anime-y" characters without being distasteful, some wacky designs with quite the unique cast whether it be because of their goals/perspective/speech/relations or THEY ARE A ♥♥♥♥♥♥♥ DOLPHIN. It's a freaking well-executed time loop story to boot. It dares to be well written, with humor that lands, with situations that pull you in, while accomplishing so much else. Few games manage to lock down what they want to do, and execute so well without any compromise on precisely those goals. GNOSIA feels so polished because it has managed to do that so well. I would have loved GNOSIA for its characters. I would have loved GNOSIA for being such a delightful mafia/werewolf simulation. And, well, I really really really love GNOSIA for being able to pull off both.
Gnosia é uma visual novel de dedução que lembra bastante Among Us na sua estrutura, mas com uma identidade própria graças às artes excelentes e à história misteriosa que se desenvolve aos poucos. As partidas são rápidas e muito prazerosas de jogar, sempre deixando aquela vontade de fazer mais uma rodada. No início, sem as habilidades evoluídas, algumas decisões dos NPCs podem parecer injustas ou aleatórias, mas conforme você entende melhor os sistemas e fortalece seu personagem, fica muito mais fácil influenciar as discussões e manipular as votações. A narrativa é contada de forma fragmentada, com várias histórias aparentemente soltas que acabam se encaixando de maneira bastante satisfatória. Senti falta de dublagem e de uma ambientação sonora mais rica, mas a experiência foi tão divertida que me motivou a buscar o 100% do jogo.
迷茫不知道第一轮投谁??那就投拉琪奥吧! 还有这个泪目男当队友不啃声当狼疯狂跳的,要智商有颜值。
I love this game alot. It's like I met 14 new friends. But some of them are trying to kill everyone in secret and are lying about it. That's perfectly understandable. Who needs humans anyway?
21h、150週強でトゥルーエンド到達 人狼ゲーの皮を被った育成ゲーのため、人狼要素はかなり薄め(一種の作業ゲーム) ただストーリーを追う為だけの周回だから正直飽きる……が、それでも追い求めたくなるほどストーリーは面白い アニメ未視聴、ネタバレなしでプレイしてよかったって思えるぐらい面白いし、キャラもいいし、スチルもよき 是非プレイしてみてほしい一作
It's unique yes, but it's kinda unnecessarily taking too long to progress the story so i kinda gave up on finishing it. I don't love or hate it.
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.
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