
Spend your teenage years on an alien planet in this narrative RPG with card-based battles. Explore, grow up, and fall in love. The choices you make and skills you master over ten years will determine the course of your life and the survival of your colony.
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.
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.
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): 0.71/day in the week to Aug 10 → 4.43/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
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, GOG, 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 | $24.99 | 4.4Kreviews | 96% | — | $4.2M |
| $24.99 | 377ratings | 98% | — | 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 898 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you like visual novels at all, I think you'll love this game. While it does have elements of a card game, there are settings to play normal (which is fairly easy tbh), hard, and as a dice roll (though it's a favorable yes/no roll, really). Where this game really shines is in replayability. There are mutiple endings. I won't spoil how many or what changes, but you won't be able to unlock everything in a single playthrough. And after five times (in 21 hours), I'm still realizing how early choices affected my later stories. In fact, there are a few stories where I want to go back and change a choice, to see how it affects the story. Plus, there are quality of life settings for replayability, so you can move much more quickly through later playthroughs if you wish. This game does a lovely job with gender identity and sexuality (or lack thereof). The characters feel fleshed out and realistic (though it may take a playthrough or two to see the depth of some characters). This game also has whimsy and fun, alongside some darker themes...but it never feels like a dark or gritty game. I can see why this game has excellent ratings. I hope the devs make an even more in-depth, longer game. This does a wonderful job of scratching that visual novel itch (I never replay games let alone five times!!!) but, I can also imagine this game with additional features like base-building, etc. I'd say this is a must-play if you like VNs.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 22: 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $24.99 |
| 62ratings |
| 86% |
| — |
| not modelled |
| $24.99 | — | — | — | not modelled |
| $24.99 | — | 95% | — | 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 900 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I Was a Teenage Exocolonist is a deeply affecting narrative role-playing game that combines life simulation, choice-driven storytelling, and light deck-building mechanics into an experience that feels both intimate and vast in scope. Developed by Northway Games and published by Finji, the game follows a single life from childhood to early adulthood on Vertumna, an alien planet where humanity is attempting to build its first extrasolar colony. Rather than focusing on conquest or spectacle, the game is concerned with growing up—how identity forms, how relationships shape us, and how individual choices ripple outward to affect an entire community struggling to survive in an unfamiliar world. The structure of the game is built around time and routine. Each year is divided into seasons, and each season you choose how to spend your limited time: studying, working, exploring the wilderness, helping the colony, or deepening friendships. These decisions quietly but persistently shape who your character becomes, influencing skills, personality traits, and long-term opportunities. What makes this system compelling is how naturally it mirrors real life—there are no clearly labeled “good” or “bad” paths, only trade-offs. Time spent excelling academically might come at the cost of social bonds, while emotional investment in friends can leave you unprepared for looming crises. The game captures the bittersweet tension of growing up, where every choice closes some doors even as it opens others. Narratively, the game is rich, thoughtful, and often emotionally heavy. The colony on Vertumna is fragile, facing environmental dangers, political conflict, and moral questions about coexistence with the planet’s native life. These larger issues are always filtered through personal experiences: childhood friendships tested by tragedy, ideological rifts between authority figures, and the slow realization that adults do not always have the answers. The writing excels at portraying adolescence honestly, blending curiosity, fear, idealism, and insecurity without romanticizing the process. Loss and failure are not only possible but common, and the game does not shy away from letting the player sit with those consequences. A distinctive aspect of I Was a Teenage Exocolonist is its memory-based card system. Challenges and key moments are resolved through drawing from a deck composed of memories—experiences your character has accumulated throughout their life. Stronger memories come from meaningful events and relationships, while traumatic experiences can linger as permanent cards that complicate future challenges. This system elegantly reinforces the game’s themes: who you become is shaped by what you’ve lived through, and the past is never fully erased. Mechanically, it adds a layer of strategy without overwhelming the narrative, encouraging players to think about how experiences stack and interact over time. The cast of characters is one of the game’s greatest strengths. Friends, rivals, mentors, and potential romantic partners all feel distinct and human, with their own goals, flaws, and evolving arcs. Relationships are not static rewards but ongoing dynamics that change based on shared experiences and ideological alignment. Romance options are inclusive and thoughtfully written, but they never overshadow platonic bonds, which are treated with equal care and emotional weight. Over multiple playthroughs, characters reveal new facets of themselves, making it clear that no single life path can fully capture the depth of the colony’s social fabric. Visually, the game’s watercolor-inspired art style gives it a soft, dreamlike quality that contrasts beautifully with the often harsh realities of the story. Character portraits are expressive and memorable, while environments evoke both wonder and unease, emphasizing the alien nature of Vertumna without resorting to spectacle. The soundtrack complements this atmosphere with gentle, melancholic tones that underscore moments of reflection, tension, and hope. Together, the visuals and music create a cohesive emotional space that invites introspection rather than distraction. Replayability is woven directly into the game’s design. Each completed life unlocks new narrative possibilities in future runs, as retained memories allow your character to anticipate events, avoid past mistakes, or intentionally pursue different outcomes. This creates a powerful sense of growth not just for the character, but for the player as well. Subsequent playthroughs feel less like repetition and more like parallel lives, each exploring different values, relationships, and philosophies. The sheer number of possible endings ensures that the story never feels fully exhausted, even after many hours. Overall, I Was a Teenage Exocolonist stands as one of the most emotionally resonant and thoughtfully designed narrative RPGs in recent years. It is a game that asks players to reflect on identity, responsibility, and the cost of choice, using the framework of science fiction to explore profoundly human questions. Its blend of strategic systems and heartfelt storytelling creates an experience that lingers long after a playthrough ends, inviting return visits not for completionism alone, but for understanding. For players who value narrative depth, meaningful agency, and stories about growing up in an uncertain world, it is a truly exceptional journey. Rating: 9/10
Oh boy. What isn't there to say about this game. The characters all have extremely interesting stories to explore, and though it can be difficult to get the hang of it at first, the payoff is brilliant. I cried so much playing this one that it's not even funny. Also, nothing is more satisfying than discovering what you can unlock in your next run because of the decisions you made the last time you played through it. This is a game that demands replayabilty and delivers it in spades. My only complaint is that some of the stats are way harder to raise than others. (Organizing my beloathed).
Hot men.
Just finished my first playthrough. The story of this game is beautiful and heartbreaking. There might not be ENDLESS replayability, but there certainly is a lot. I'm already thinking of what I want to do differently next time. The ending felt a little unsatisfying, but it fits the tone of the game. There are no real endings in life, you go from one year to the next until death. There won't be a nice neat perfectly satisfying ending, and you have to live with that. ...Or, of course, you can start a new playthrough. LOVE the queer representation!!!! There's a canonically trans main character, a canon nobinary character - YOU can even be nonbinary! One of the characters even has polyamorous parents, and I think that's the first time I've EVER seen polyamorous representation in any media. The game is worth playing just for the diversity and representation, if you weren't convinced by everything else. Oh and the art is absolutely gorgeous.
A friend recommended this game to me on the basis that there would be an amazing time loop torment-nexus. I was not disappointed.
从游戏系统来说,养成+选择取向+卡牌+探索的组合不错,剧情和绘画也不错,可以说如果没有以下两条绝对是评论中其他人说的“伟大的作品”。 可惜有两条—— 一是可攻略角色,和我们现实中的地球人相比,基本上都有很大的“家庭观、性观念”的分歧,或者是性格上的缺陷。 请玩家们务必看Romance Outcomes/Preferences——里面写到了,包括“不想生、不能生、非得生”,以及“开放关系”,“最终还得分(估计是因为Tang不想做人了)”。 这就让选项大大缩小,感觉这群人做朋友还好(Marz的性格做朋友都不行),做伴侣要命。(我没打完1周目,现在自己的情况是,作为想要孩子的单偶制直女,为了避雷,可以说只能选Cal和Dys了,但Dys性格别扭(我知道有人很喜欢),Cal太乏味……) 二是死人太多令人麻木,依赖读档机制。要救一些人就得靠读档,而要救父母主角得专攻生物学,不过我不明白为啥解决饥荒和病毒“离了主角就不行”。 还有,我想吐槽,这个殖民地的LGBTQ+人口比例大大超过现实中的。
Amazing story, it made me cry. The deckbuilding aspect of the game is fun, but it's nice that it's optional. I had to keep playing until I got the perfect ending. I love the characters and how diverse they are. The soundtrack is also amazing!
THIS REVIEW CONTAINS SOME ENDING SPOILERS My main problem with this game is that I fundamentally disagree with the direction the devs took some of the endings. Humanity's submission to an alien AI is treated like a good ending only because it stops humanity's constant struggle against the AI's efforts at exterminating us, but the ending where you destroy that AI instead isn't given a proper set of epilogue screens. This means that version of peace isn't given equal weight to surrender, in spite of the fact it would still have prevented basically all of the tragedies from the neutral "endless warfare" endings. It's clear the devs think of surrender as the best outcome, in spite of the fact that The Array ending is literally just self-defense on the humans' part. And of course, The Array (and Tangent's Cure, I guess) is the only option for humanity to escape submission or constant warfare, because there is literally no option to negotiate humanity's equal co-existence with the AI. This is compounded by the fact that the humans are not a colonial force sent to steal the planet from the native populace, they're basically a bunch of anarcho-communist climate refugees fleeing a decaying Earth who thought the planet had no intelligent life on it and can't leave because their ship was destroyed (some fascist humans do show up later but you can depose them). Apparently that doesn't matter and we all need to surrender our freedom to a hive mind? Annoying. Still, the option to fight back is still there even if it feels like the game resents you for taking it, so I won't fault them for it too much, and if you find surrender particularly annoying and still want all the special epilogue screens, you can just flip off Noctilucent and do the neutral endings. Besides that, the biggest issue I have is that after I played it, every other game I played in this genre felt like a bunch of shallow twee anime ♥♥♥♥♥♥♥♥ in comparison. It's a really good game, the characters are delightful, the gameplay is fun, the philosophical themes are intriguing, and doing repeat runs allows for some really interesting new options because of the time loop mechanic. Absolutely a recommend, and if I didn't love the game so much I wouldn't be so frustrated by the ending. (Also you shouldn't be able to tell Tangent you remember growing old with her in a past life if you literally can't stay in a relationship with her in any ending no matter what. That's just mean.)
I haven't finished the game yet but I already know I'm going to put so many more hours into it. It makes you feel all the feels, and sometimes it feels bad, sometimes good, but 100% real. It's so immersive, I find myself thinking about the characters and what I want to achieve in my in-game life all the time when I'm not playing
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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