
_전언:(_message:)은 심리적 공포 요소가 포함된 텍스트 어드벤처 게임입니다. 달에 잔류하여 지구에 있는 본부와 통신을 하는 사이, 당신은 점점 이상한 낌새를 눈치채기 시작합니다...
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
짧고 굵직함
컨텐츠 왕창 추가하고 가격 올려주세요 내가 넘 아쉬워서 그래
선택의 자유도 낮음 다회차 플레이의 메리트가 딱히 없음 할 수 있는게 이게 끝? 이라는 생각밖에 안듬 기대보다는 별로였던
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
간단한 조작과 해석의 다양성을 가진 게임 같습니다. 주인공이 달에서 근무한다는 점과 배경 스토리를 간략하지만 잘 전달해줘서 게임 분위기에 집중할 수 있던 게 좋았던 거 같아요 단편 소설을 게임으로 한 거 같아 상당히 인상 깊었습니다.
_message:, developed by TEAM 217 and published by PsychoFlux Entertainment, is a quiet, text-driven psychological horror experience that deliberately rejects spectacle in favor of tension built through implication, ambiguity, and isolation. Rather than relying on visual shock or mechanical complexity, the game places its trust almost entirely in language, timing, and the player’s imagination. From the moment it begins, it establishes a restrained, clinical tone that mirrors its setting and premise, encouraging the player to read closely, think carefully, and question every piece of information presented on screen. The narrative centers on a lone individual stationed on the Moon, tasked with maintaining communication with Earth while carrying out routine duties. At first, the situation feels grounded and procedural, with messages that resemble standard mission updates and technical exchanges. However, as the game progresses, subtle inconsistencies begin to creep in. Messages arrive that feel slightly off in tone or content, new sources of communication emerge without clear explanation, and fragments of restricted or unexpected information surface. What makes the story effective is its refusal to clarify these anomalies outright. Instead, it allows uncertainty to accumulate slowly, transforming mundane exchanges into sources of unease and suspicion. Gameplay in _message: is minimal by design, revolving primarily around reading, responding to, and interpreting text-based communications. There are no reflex-based challenges, combat systems, or traditional puzzles. The tension comes from decision-making and comprehension, as the player must choose how to respond to messages and which information to trust. These choices subtly shape the flow of the narrative, reinforcing the feeling that communication itself is both a lifeline and a potential threat. The act of reading becomes the core interaction, demanding attention and patience, and rewarding players who engage deeply with the material rather than rushing through it. The game’s presentation is stark and functional, using a restrained interface that echoes command consoles and communication terminals. This visual simplicity enhances immersion rather than detracting from it, as it keeps the focus squarely on the text and its implications. Without detailed environments or character models, the player is forced to imagine the emptiness of the lunar surface and the vast distance separating them from Earth. Sound design, when present, is subtle and atmospheric, reinforcing the sense of solitude and reinforcing emotional beats without ever overpowering the narrative. One of _message:’s strongest qualities is its thematic coherence. The game explores isolation, mistrust, and the fragility of communication in extreme conditions, using its mechanics to reinforce these ideas rather than merely referencing them in dialogue. The Moon setting functions not just as a backdrop but as a metaphor for emotional and informational distance, where even familiar voices can become suspect and clarity is constantly eroded by doubt. Horror emerges organically from this framework, not through sudden scares, but through the slow realization that something fundamental is wrong and that understanding it may come at a cost. That said, the game’s highly focused approach naturally limits its audience. Players expecting conventional horror elements, visual variety, or fast-paced interaction may find the experience too sparse or slow. Accessibility can also be a challenge depending on language support, as the heavy reliance on text means comprehension is essential to full enjoyment. For those willing to meet it on its own terms, however, the minimalist structure becomes a strength, allowing the narrative and atmosphere to remain tightly controlled and thematically consistent. Ultimately, _message: stands as a strong example of how interactive fiction and psychological horror can intersect in meaningful ways. It delivers an unsettling experience not by overwhelming the senses, but by quietly undermining the player’s confidence in what they are reading and who they are communicating with. Its impact lingers not because of what it shows, but because of what it withholds, making it a memorable and thought-provoking experience for players drawn to narrative-driven, introspective horror. Rating: 7/10
흥미로운 줄거리를 가진 짧은 게임. 나는 좋아한다
플탐 약 20분 엔딩 3개 정도인데 다회차 플레이의 메리트는 없음 분위기는 잘잡은거 같은데 분량이 좀 아쉬움
길진 않지만 생각보다 너무 재밌었음! 루트도 꽤 다양한데 재플레이 계속 하면서 새로운 사실들을 알아가는 것도 재밌고, 엔딩이 한정적인건 좀 아쉽지만 나름의 히든엔딩을 보고 만족함 ㅜㅜ 갑툭튀 없는 공포겜 너무 귀하니까 더 많이 개발해주세요..!!!
뭐라고? 왜 10분정도 밖에 안했는데 게임이 벌써 끝남???? 그래서 스토리가 뭐라고?
다회차의 메리트가 없는 아쉬움 가득한 게임 조금만 더 볼륨이 컸으면 좋겠어요
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Players by region
Where this game's players are, estimated from review languages.
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