
Having lost everything, a retired, hardboiled detective, John Cooper, must take his last case to find a missing upper-class girl among the lowest parts of the dystopian city-planet Terrahive. Choose your unique path in this atmospheric narrative future-noir thriller.
Modeled estimate, not a reported figure. How we estimate →
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): 0.13/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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
"Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like the vibes, but it's surprisingly easy to run into bugs.
The vibes >>>
很少有文字游戏能用莫名其妙来形容
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $44.5K | 112 | 93% | $14.99 | |
| $44.5K | 230 | 79% | $9.99 | |
| $44.5K | 211 | 87% | $9.99 | |
| $44.5K | 626 | 91% | $2.99 | |
| $44.5K | 384 | 89% | $5.99 | |
| $44.5K | 249 | 81% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20K | 102 | 68% | $11.99 | |
| — | 0 | — | — | |
| $185 | 2 | 50% | $4.99 | |
| $142 | 0 | — | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Let Bions Be Bygones, developed by Bohemian Pulp and published by MicroProse Software, is a story-driven point-and-click adventure that leans heavily into its noir inspirations while wrapping them in a futuristic, dystopian setting. It presents itself less as a puzzle-centric adventure and more as an interactive narrative, where player choices and dialogue shape the direction of the story. The game’s identity is firmly rooted in its writing and atmosphere, offering a detective tale that prioritizes mood and character over mechanical complexity. The narrative follows a down-on-his-luck investigator navigating a sprawling, morally ambiguous world in search of answers to a missing person case. What begins as a relatively straightforward investigation gradually expands into a more layered and intricate story involving corporate interests, hidden agendas, and the blurred lines between justice and survival. The writing embraces classic noir elements—cynicism, dry humor, and moral uncertainty—while integrating them into a cyberpunk framework. This combination gives the story a familiar yet distinct tone, allowing it to explore themes of identity, power, and consequence through its characters and their interactions. Choice plays a central role in how the story unfolds. Dialogue options are varied and often reflect different attitudes or approaches, allowing players to shape the personality of the protagonist and influence how events develop. These decisions can affect relationships, unlock alternative paths, and lead to different outcomes, giving the experience a sense of agency that encourages replayability. While not every choice results in a dramatically different branch, the cumulative effect creates a narrative that feels responsive and personal, particularly in how characters react to the player’s actions. Gameplay is intentionally streamlined, focusing on exploration and interaction rather than complex puzzles. Players move between locations, gather information, and engage in conversations that drive the story forward. Interactive elements are clearly indicated, reducing the frustration often associated with traditional point-and-click design and keeping the pacing consistent. This approach makes the game accessible and easy to follow, though it also means that players seeking challenging gameplay mechanics may find it lacking in depth. Visually, the game stands out with its detailed pixel art, which effectively brings its cyberpunk world to life. The environments are rich with contrast, depicting both the neon-lit glamour and the darker, more decayed aspects of the setting. This visual style plays a significant role in establishing atmosphere, creating a world that feels both vibrant and oppressive. The art direction complements the narrative tone, reinforcing the sense of a society divided by power and circumstance. The audio design supports this atmosphere, with a soundtrack that enhances the mood and helps maintain immersion. Voice acting adds another layer to the experience, though it can be inconsistent. Some performances capture the tone and personality of their characters effectively, while others feel less polished, occasionally disrupting the flow of dialogue. These inconsistencies are noticeable but do not completely detract from the overall experience. Pacing is generally steady in the early stages, as the game introduces its world and characters, but it can become uneven as the story grows more complex. The narrative introduces multiple threads and layers that are not always clearly explained, which can lead to moments of confusion. While this complexity adds depth, it also requires careful attention from the player to fully grasp the connections between events. In some cases, certain story paths feel more developed than others, reflecting the challenges of balancing a branching narrative. Technical and design issues also appear at times, including minor bugs and occasional unclear progression points. These moments can interrupt the flow of the experience, though they are not frequent enough to overshadow its strengths. The game’s ambition in delivering a choice-driven narrative is evident, even if its execution is not entirely consistent. Ultimately, Let Bions Be Bygones succeeds as a narrative-focused adventure that offers a compelling blend of noir storytelling and cyberpunk aesthetics. It may not deliver deep gameplay systems or perfectly polished execution, but its strength lies in its writing, atmosphere, and the sense of agency it provides to players. For those who value story-driven experiences and enjoy shaping outcomes through dialogue and decision-making, it offers an engaging and memorable journey through a morally complex world. Rating: 7/10
Good Game with many Bugs. Gutes Spiel mit vielen Bugs.
This Game is INCREDIBLY Intriguing. You will Never Guess how intriguing until you play. For sure, take notes as you play because the twists and turns are many and important.
It's full of meaningful choices, with an interesting noir story presented with very cool visuals that mix pixel art and 3D effects. The endings feel abrupt, though, and some bugs can mix various storylines and block achievements, so it's better to get it at a deep discount.
タワマンのバルコニーからションベンできる希有なゲーム 主人公の選択を積み重ねて性格を調整し、タワマンのバルコニーからションベンしよう
没记错的话,很早之前就预购了,正式发售初期没有中文也玩了两章后面才闲置。只能说之前有多期待现在有多失望吧。美术很精美,但游戏制作得实在太粗糙了。体量过小的问题(一周目2小时速通),考虑到网状叙事以及明显的多周目元素暂且还可以体谅一下,发售初期bug众多也看在修复了很多的份上暂且不表(没有现在没有bug了的意思,实际上我个人就遇到结局对话黑屏的问题),但其他问题就不得不提了。 作为一款文字冒险游戏,首先对话方面得做好吧?发售初期已经选择过的选项可以再次选择且会重新解锁线索,导致了极大的混乱,这一点现在似乎修复了不太确定。 实际游玩中忍不住被每个npc不同的语音音量吸引注意力,尤其是卡门的语音经常音量大得过分。 对话树内的“线索”个人实在很难评价,至于“任务”更是连“[]”格式都打不对。 世界观方面,没有太多新意,游戏里也不存在百科之类的东西用于记录和查询游戏里揭露的零散信息。至于任务板个人认为完全没有实用性可言。 游戏的本地化也极其灾难。首先中文的字体和其他语言相比显得格格不入就算了。也暂且不去评价翻译质量的问题(因为苯人只用中文游玩了很少一部分),但,漏翻译的情况也太多了吧?线索版完全没有线索不说,对话中也经常出现没有翻译的段落,甚至设置里都有没翻译的选项。而且我很好奇,语言选择部分其他语言选项文本都是语言名称本身,只有中文是“库伯”?为什么?难道英文那边写着Cooper了吗?至于翻译本身的小巧思比如“爆金币”这种内容已经无力吐槽了。 我很想喜欢这款游戏,之前也很期待去玩多周目游玩不同路线,但一周目给我的体验实在是让我不想浪费时间在这款游戏上了……下一作请好好打磨吧。
Short, hard to understand the story in full, and even if the game asks you to replay and try different paths, after one go (something about 2 hours of playgame) I really feel no need or interest to try the other paths.
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.