
inKONBINI: One Store. Many Stories is a cozy slice-of-life game about running a small-town convenience store, inspired by early 1990s Japan. Meet regulars, stock shelves, and watch quiet, everyday moments turn into meaningful stories.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
inKONBINI: One Store. Many Stories is a cozy, narrative-driven slice-of-life game with light simulation elements, centered on human connection and everyday moments.
Play as Makoto Hayakawa, a college student spending her summer behind the counter of a small-town convenience store, in a colorful world inspired by early 1990s Japan.
Your days are shaped by simple, tactile actions. You stock shelves, tidy displays, and prepare the store for customers, not to optimize numbers, but to settle into a comforting rhythm. Between tasks, you explore the store and its surroundings, notice tiny details, and connect with regulars whose lives gently intertwine with yours.
Through branching conversations and meaningful choices, your interactions shape relationships and reveal intimate stories of a close-knit neighborhood.
A Cozy, Routine-Driven Store Experience
Engage in light storekeeping activities like stocking items, organizing shelves, and ordering goods. These moments create a calming flow that supports exploration and storytelling rather than complex management.
Narrative Focused Interactions
Experience branching dialogue and meaningful choices as you learn about the lives, routines, and secrets of your customers.
Nostalgic Early 1990s Atmosphere
Immerse yourself in a Japan-inspired setting with soft visuals, warm lighting, and lovingly crafted details that evoke comfort and familiarity.
Toy Capsule Surprises
Collect and discover charming capsule toys from the store’s gachapon machine. Each capsule holds a small surprise, adding moments of delight and curiosity to your daily routine and inviting you to uncover every little treasure inside.
Soothing ASMR Inspired Soundscape
Enjoy a peaceful ASMR-like soundscape filled with subtle everyday sounds that enhance relaxation and presence.
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; Xbox, 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 | $15.99−20% | 1.1Kreviews | 86% | — | $741.2K |
| $24.99 | 861ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 190 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played this on stream the past two days and completed it with tears in my eyes. There are some great stories and connections in this game. Highly recommend!
tres bon jeux
Very chill, I love that I can take it at my own pace and there's no punishment if I miss something. I would pay for an add-on that lets me play endless days even without any new story.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese*, Russian, Spanish - Spain, Simplified Chinese, Portuguese - Brazil, Korean, Traditional Chinese*languages with full audio support
| $24.99 |
| 428ratings |
| 86% |
| — |
| not modelled |
| $19.99 | 4ratings | 96% | — | not modelled |
| $19.99−20% | — | — | — | 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 190 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bão
it was adorable, so worth your time.
A very heartwarming albeit short game where you play as Makoto and help your aunt manage the inkonbini for a few days before we go off to college. I really love the sound effects and the designs of all the food and products. Initially I played because I just finished Coffee Talk Tokyo and Blue was talking about the "inKonbini life" so here I am. The people we meet as our customers are were going through their own problems, often sharing it with us just like how some would with their bartenders or friends. I love the game and I wish it was longer.
재미있긴한데 퇴근하고 하면 현타옴
3,75/5 stars from me! All in all it's a great cozygame, chill tasks, no strict time limits, and cute npcs. It could've been nice if there had been a "free mode/infinity mode" where you could create your own clerk, advance in the game like expanding your konbini, add new/extras to it, make more free orders, set your own prices, etc, rather than only having the story mode. However it shouldn't just be a konbini sim, there should be new customers with new stories. The steering mechanics (for me at least) had a little learning curve in the sense that there were a lot of key bindings that could’ve been reduced to just a few that were multipurpose. The movements felt a bit like they were in slow motion some of the times. In conjunction to this, "speed walking" should be a toggle on/off mode, so one doesn't have to hold the shift button a lot of the time. Lastly it would've been a nice touch to have the voice over at the beginning of each shift when Makoto reminisces. Over all it was a really positive gaming experience, and I hope to see a more sandboxy version or some patches to the game so it can reach its full potential ^-^
Cozy Game. Legal porém bem curto.
Chronique complète sur le blog. Extrait : J’avoue ne pas trop savoir où ranger ce titre, tant il coche différentes cases de ma mise en page sur le blog. Aventure Narrative car l’histoire des personnages est importante, à choix, parce qu’il y a plusieurs évolutions possibles, simulation et gestion, puisque l’on gère un magasin. Pour l’importance, je dirais que c’est l’aventure narrative qui l’emporte sur le reste, pour moi en tout cas. Le jeu nous place dans le quotidien de Makoto, qui va aider sa tante pendant une semaine pour faire les nuits. On joue dans un konbini, une petite épicerie de proximité Japonaise qui est ouvert toute la journée sans distinction. On y trouve surtout de l’alimentaire et des produits du quotidien. Dans le cas présent, il y a également un gashapon extérieur ainsi que des magazines et manga. Je ne sais pas si la boutique en elle-même coche toutes les cases d’un vrai konbini, comme je n’en ai jamais vu moi-même. Toutefois, je trouve que la ressemblance est assez proche pour en donner l’illusion. Les aliments font tellement envie que j’aimerais bien goûter à certains d’entre eux moi-même. Tandis que certaines boissons sont des marques bien connues, même si leur nom a changé. C’est peut-être aussi le cas avec la nourriture d’ailleurs, mais celle-ci a l’air d’être vraiment plus régionale que les boissons. Peut-être juste les chips qui ressemble aux Pringles, mais à vérifier. Pour le gashapon, c’est un objet qui permet de tirer des figurines aléatoires avec une pièce. Le thème des figurines sont liées à un manga visiblement original, où les personnages ont des super pouvoirs liés au Thé. J’apprécie vraiment beaucoup cette idée. Par contre, je ne pense pas que la zone réservée aux employés soit ouvert dans la réalité. C’est juste pour un côté pratique je pense. Pareillement, la taille de la caisse et ce que l’on peut mettre dedans me paraît un peu excessif. Je ne me vois pas porter sa charge maximale en tout cas. Le jeu porte plutôt bien son titre, puisqu’il y a bien un magasin et plusieurs histoires, celles de ses clients, mais aussi de ses employés. Pour les employés, on ne rencontrera personne directement. Les échanges se feront via des messages ou des livres tenus par ses collègues. J’adore ces moyens de communications, même si lire leurs journaux intimes me rend un peu mal à l’aise. Niveau gameplay, on tient également un journal, celui-ci nous permet surtout de tenir la liste de chose à faire et celles qu’on a faites. Certains noms de produits ne sont pas évidents, mais on s’y retrouve au final assez facilement. Comme certaines personnes, j’aurais bien aimé un autre mode, déblocable après une partie. Dans ce mode, on pourrait alors juste s’occuper du magasin et encaisser les gens. Un peu un monde infini en somme. Le souci, c’est que ce genre de magasin de proximité ouvre à la discussion. Même si ce mode serait alors que secondaire, je pense qu’il dénaturait tout de même le but premier du jeu. Après tout, il serait compliqué de faire des histoires qui tiennent la route dans un mode infini. Tout ce qui pourrait être mis en place, ce sont des discussions aléatoires et répétitives (comme parler du temps qu’il fait). Ainsi, même si j’aimerais avoir ce mode juste pour gérer le magasin, une autre part de moi ne veut pas perdre le côté humain proposé par ce titre. On reste également dans un petit konbini de campagne, dans un village où il y a assez peu d’habitants visiblement. Jouant également de nuit, il est assez logique que l’on croise assez peu de personnes. Un mode journée avec possiblement des gens pressés ou qui mangent sur place pourrait aussi être sympa. Au final, se seront les développeurs qui auront le dernier mot à ce sujet. Pour ma part, même si j’aimerais le voir arriver, je pense qu’il vaut mieux rester sur ce qui est déjà présent. Le but du jeu est de s’intéresser aux histoires des personnages, le côté gestion est vraiment plus secondaire. De nombreux autres jeux permettent de gérer totalement des magasins, autant laisser celui-là avec ses histoires et partir vers un autre jeu pour la gestion. Il ne faut pas avoir les yeux plus gros que le ventre comme on dit. Vu la fin de l’histoire, on ne peut pas vraiment espérer une suite. Par contre, je verrais bien un DLC sur les débuts de la tante à Makoto, pourquoi pas ? D’ailleurs, en MAJ il y a déjà eu un petit ajout, celui de marcher plus vite, pour ça, il faut activer l’option dans les paramètres. [...]
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.
Related
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