
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 913 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't really know what I can say about this game that would illuminate it further for you if you're on the fence. I think you know inside yourself if you'd actually, genuinely enjoy this game already, like a primal truth waiting to come out. All that to say that it's one of my favorite games of all time, already, and I think if you even think it might come close to that for you, you won't regret the money spent/
What a masterpiece. It does become quite slow and tedious towards the middle but the ending is definitely worth it.
Media

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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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
| $24.99 |
| 104ratings |
| 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 918 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
狼人杀其实还行,剧情中规中矩,比较感动人吧 最厉害的地方在我看来,是以狼人杀游戏规则为模板,通过设置技能和人物属性数值等角色扮演要素,真的塑造出了一群性格各异策略不同的角色形象,[spoiler] 比如重道就是个傻逼,吉娜非常不擅长玩狼人杀,夕里子大人所向披靡,以及废柴SQ。和乔纳斯玩狼合作非常愉快,还有byd沙明与他卑鄙的复活甲 [/spoiler] 我这十五个小时的体验一定可以说是很愉快的,如果你喜欢这种类型的游戏,完全可以尝试一下。 我给9.5/10
豪玩,非常的豪玩~动画党补票~
单人可玩的狼人杀游戏,推荐给像我一样没朋友的玩家(笑) 这个游戏在某种程度上可以称为是逆转难度曲线游戏,也就是前期很难,后期非常简单,所以新玩家如果前期想玩得舒适,我个人有以下建议 ①:[b]不要在意输赢,最重要的是活下去。[/b]先以积累经验值提升能力为目标,当作RPG游戏来玩,多活1天就能多获得一些经验值。为了活得更久,不要树立敌人而是增加同伴,不要随意怀疑他人,找个喜欢的角色,先不考虑是敌是友,袒护此人,这样他也会袒护你,你就有机会活得更久。可以把人数设置到最大,把条件设置成对自己阵营有利以提高存活率和胜率。另外尽量不要扮演守护天使以外的特殊身份,会飞速死亡。 ②:[b]保持低调,暗中观察。[/b]扮演人类时,即使发现破绽,(在能力很低的情况下)也不要妄图带动会议的风向,可以附和他人的怀疑或辩护。扮演狼的时候就完全交给队友,顺便观察狼队友的行动模式,日后为敌的时候就可以作为参考。 ③:[b]不要用非客观的信息来推理。[/b]NPC的行动大多基于概率,因此(像我一样在前期还不了解NPC的行动模式和游戏机制时)试图通过会议和投票记录分析NPC的思路完全是徒劳。喜欢推理的玩家建议启用工程师、医生、守护天使和留舰者,然后扮演守护天使,这样就有很大机会营造有足够的客观信息可以推理的场景。 ④:[b]最重要的是玩得开心![/b]再重复一遍,不用在意输赢,自己给自己定下目标。“这局能解锁某个事件就已经赚了”,“虽然被冷冻了,但是我怀疑的对象确实是狼”,“跟喜欢的角色活到最后了,虽然他是狼,但是我死而无憾”,抱着点乐观的想法愉快的玩游戏就好了,没必要跟自己过不去。 后期能力高了,NPC的行动模式熟悉了,除了客观上的逻辑破绽以外,几乎没有控制不了的局面,可以说是为所欲为了。 以下是一些涉及重大剧透的个人感想 [spoiler] 这个故事有一个重大的谜团是主人公的银钥匙究竟起源于何处?塞思的银钥匙是主人公从拉琪奥那里获得,最后交给了库库西卡=玛南;而主人公的银钥匙是塞思从上一个次元的主人公那里获得,又重新交给了主人公,这变成了一个先有鸡还是先有蛋的无限循环!结合银钥匙的“以信息为食”以及主人公是被玩家“超越次元仅以意识相连”的设定,我个人的臆想是这个银钥匙是这个宇宙的BUG,是所有玩家“想了解这个游戏中的角色”的意志的体现,正是这个银钥匙将玩家带入了游戏中,带到了主人公身上。上一个次元的玩家的银钥匙,最终会交给下一个次元的别的玩家,我们所有的玩家都在传递这个银钥匙,传递这些角色的故事。为什么明明已经满了的银钥匙交给下一个次元的主人公又空了呢?因为下一个次元的新玩家当然什么都还不知道!信息并不是填入了银钥匙中,而是银钥匙反映出了玩家已知的信息。 尽管这是个设计给像拉琪奥一样聪明到没朋友的人玩的游戏(?),但它最后还是希望我们玩家能通过这样的方式联系在一起。正如同前期的游戏体验一样,如果只是树立敌人定然活不久;增加同伴、与他人建立联系,才能利于自己生存。 [/spoiler]
would be a 10/10 without sha-ming
喜欢这作品的可以支持一下动漫喵,因为动漫做的是真好
이 모든 일의 종결 후, 모든 의문이 해결된다.
yeah i recommend it !
Really fun!! If you liked playing werewolf/town of salem/resistance (the board game/among us, you'll LOVE this game! Even more so if you liked the aforementioned, but found it stressful to play with other people due to eg. social anxiety <3
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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