
Beneath the shadowed sea of trees below the volcanic mountain lies a mysterious facility probing the afterlife, as omens of the world’s end approach. A loved one missing, reality twisting, a volcano stirring below. Once more you enter the maze, seeking the exit hidden in spectral forest shadows.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.13/day in the week to Aug 3 → 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



Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.59−20% | 116reviews | 88% | — | $11.5K |
| $6.99 | — | — | — | 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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
比前作有意思不少,希望还能有续作。
用一句話概括就是 能證明好好讀書上完大學有多重要的故事(ry 主線還沒打完不知道結果 但是笑到差點把我嗆死的神經病分歧值得一個好評
配信にて遊ばせて頂きましたが、思った以上のボリュームで配信外でも続けて遊ばせて頂いてます!!選択した答えによって未来が変わったり選択肢が解放されたり推理していくミステリーゲームですが、専門的な話が盛り込まれたりコミカルな描写が盛り込まれたりとホラー要素は無いので、じっくり展開を考察しながら小説を読む感覚で楽しめます!! 主人公がこれまでにない独特な性格をしているので、一風変わったノベルゲームを楽しみたい方におすすめです!!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩,故事很棒,大推!
本作为《神无迷宫》的续作,整体游戏表现形式和流程与前作基本一致(除了前作的人物模型由素体升级成为了有具体形象的人物,但升级之后反而显得男主更窝囊了),没有玩过前作也并不影响,因为剧情和前作没有关联性且涉及到的设定的理论基础在本作中会再次提及。虽然我给了不推荐但本作也并非没有优点,只是在前作珠玉在前的情况下,这部续作给我的游戏体验甚至是不如前作的,在剧情几乎无关联的情况下不如去玩《神无迷宫》。 先说一下剧情吧,基本就是熟悉的致意的风格,和《神无迷宫》的整体故事线也别无二致,可能我已玩过太多致意的游戏了,几乎到了看开头就能猜到结尾的程度,对我而言就缺少一些新意吧。我不知道致意对于这个系列的设计是怎么考虑的,但我其实我不太理解既然沿用了男女主波立和霜月的设定,为什么没有延续前作中两人的成长线,从故事的前半段来看,波立和霜月根本不像经历过神无迷宫的那些冒险,霜月从前作的聪明冷静直接变成了不善言辞全程0沟通的人物形象,而男主依旧就如前作一般软弱无能,毫无长进,让我在男主第一视角中非常难以代入。 如果说剧情问题只是本人主观原因导致的,那么本作最大的客观问题其实是游戏整体稀烂的节奏。首先,我不清楚为什么为男主设计了这样的人设,他不仅非常不讨喜,还有大量下三路内心戏,让人非常出戏甚至不适。在前作我提过没必要的选项分支太多的问题,在本作这个问题也仍然存在,每当我看剧情快要看进去的时候就会出现一些莫名奇妙的选项和剧情, [spoiler] 比如男主说自己想放屁以及在织田包里找到tt这种剧情, [/spoiler]让之前铺垫的紧张刺激的悬疑气氛荡然无存。其次是感情线的问题,由于男主毫无魅力的设定以及他在剧情中的大量窝囊表现,为数不多的高光使其他女角色对男主的喜欢和爱实在难以说服我。更何况男主的高光戏份很多时候刚开始就被游戏稀烂的节奏打破了,他要不是突然说一些怪话要不就是又重新回档又变回原来的样子了。 [spoiler] 在大结局里霜月说自己爱男主是因为男主很真诚我真的理解不了。 [/spoiler]最后还是我在前作里提过的流程图设计问题,很遗憾在本作中我仍然为拿到钥匙之后不知道该回档哪个节点而困扰,虽然上锁的节点会解锁,但有时候这个节点我根本没开,看到流程图并没有新解锁的节点的时候我真的拔剑四顾心茫然。 总体来说本作给我的感觉是不如前作,虽然完成度和精细度提升了,但是悬疑氛围的塑造和整体游戏节奏都差强人意,稍微有点遗憾吧。
This one is very simple and very, very earnest. It's as if 428: Shibuya Scramble was a student film project, or Kamaitachi no Yoru was directed by an impressionable teen who kitchen-sink'd the whole script over a single weekend. Still, none of what I said should be perceived as great criticism of the game. It is, just like the developers' previous game, Kanna Maze, a decent exploration of the Zero Escape: VLR-like 'flowchart with story locks and branching narrative' concept. The only questionable decision is having full 3D models for the characters instead of charming Kamaitachi no Yoru-reminiscent blue sillhouettes (this makes everything look a bit like a Western porn game...)
前作に続いて2.5時間ほどで全実績解除しました。 テーマは同じで前作に比べて操作性や音声がとても良くなっていました。フローチャートのボリュームも増えていて快適にプレイできました。 ストーリーに関しては前作同様序盤に風呂敷を広げるのが上手なので、終盤は結構雑な感じがしましたw 気軽に買える値段でここまでボリューム満載で遊べるのは素晴らしいと思いました。
比起上一作神无甚至更喜欢这一部 主角小糖人结合恰到好处的神经质剧情有点别致= = 好吧我有点理解了,如果主角不这么糖的话玩起来会由于过于沉浸而极度压抑。。。 病院研究什么的题材很喜欢 但是一周玩过了制作人十年的作品之后,很想严肃查询其精神状态。。。大量非常搞笑的暴力美学又压抑又诡异 。。。。。。。。。。 结局好甜 很认同女主的话 心情全程被拿捏了
楽しかったー!驚きもあり、伏線回収もあり、とても気持ちのいい8時間でした! 主人公の序盤の演技と後半の演技の差分もいい感じ
前作が面白かったので引き続きプレイ。 超次元的なノリは抵抗ないし、フローチャートを埋めていく楽しさは変わらずあるんだけど・・・ 舞台が地続きではなく暗転して切り替わるのがよくなかったと思う。前回のような「バッドエンドを回避するために遡って正しい選択を探す」という試行錯誤をしている感が失われてしまった。推理パートという推理パートもない。クリア後のカタルシスが薄かったのはたぶんこのせいだと思う。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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