
MOOD is a short visual novel combining horror, dark humor, and dialogues on a wide variety of topics, from old movies to ancient wars. You were the one who summoned your new companion, there is no backing out now!
Modeled estimate, not a reported figure. How we estimate →
About
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MOOD is a gloomy, philosophically-walking visual novel beyond it's genre. The player will meet a girl and take a walk with her through the backstreets of a decaying city. Ask the right questions, listen to your interlocutor and find the truth in the dialogues. Nothing bad will happen, we promise. ⠀▓▓
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The game doesn't have “right” endings or choices. A good intention can turn out to be a bad one in the future, just as a bad deed can turn out to be the safest. Make choices with your heart, show her the real you.⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀▓▓▓▓▓
Did we mention that every choice affects the environment? Oops…
Clouds overhead and dirty snow underfoot. The game's locations reflect the realities of provincial post-CIS cities. Our story begins in one of them. Not the most cheerful landscape, is it?
Every scene is inspired by real-life streets.
A unique visual style done in the “dirty” shades of a winter city.
Melancholic and gloomy soundtrack, in the genres of Dark Ambient, Post-punk and Witch House.
4k artwork.
Locations tell their own story, just look closely.
An environment that changes depending on "darkness" scale.
Tons of undertone for the riddle enjoyers.
New content on re-runs.
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You can steal beer and smoke cigarettes! Lots of cigarettes!
Hand-drawn art. No AI.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
НЕ ВЕРЬТЕ ЖЕНЩИНАМ ИЗ ДРУГОГО МИРА ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Визуал хороший глаза радует ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! Присутствует свой вайб ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! музыка мне понравилась
ХОКУСЕЙ, РУБИРОИД и АПОСТОЛ - ХУЕСОСЫ. А КРИС - ЛЕГЕНДА.
дали потрогать рога, жаль не членом
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, Russian
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
MOOD, developed and published by MAT Affect, is an experience that deliberately distances itself from conventional game design in favor of something far more abstract and interpretive. Rather than presenting clear objectives, structured progression, or mechanical challenges, it invites players into a space where atmosphere and emotion take precedence over action. This makes it less of a traditional game and more of an interactive exploration of feeling, one that depends heavily on the player’s mindset and willingness to engage with its minimalistic design. The core of MOOD lies in its simplicity. There are no overt goals pushing the player forward, no explicit instructions outlining what must be done, and very little in the way of traditional gameplay systems. Instead, the experience revolves around movement through abstract environments that seem to shift in tone and meaning depending on how they are observed. This design choice creates a sense of openness, allowing players to interpret the world in their own way. However, it also means that the game offers little guidance, which can leave some players feeling disconnected or uncertain about their purpose within the experience. Visually, the game leans heavily into abstraction, using color, lighting, and motion to evoke specific emotional responses rather than depict realistic settings. Environments often feel dreamlike, with shapes and spaces that exist more as impressions than as clearly defined locations. This approach gives MOOD a distinctive identity, as it communicates primarily through visual language rather than narrative or dialogue. The sound design complements this direction, relying on ambient audio and subtle shifts in tone to reinforce the emotional atmosphere. Together, these elements create a sensory experience that can feel calming, unsettling, or introspective depending on how the player engages with it. What makes MOOD particularly interesting is how much it relies on individual perception. Without a structured narrative or clear mechanics to anchor the experience, players are left to derive their own meaning from what they encounter. This can make each session feel personal, as different players may interpret the same environment in entirely different ways. For some, this open-endedness is the game’s greatest strength, offering a space for reflection and emotional exploration. For others, it may feel like a lack of substance, as the experience does not provide enough direction or variation to sustain long-term engagement. The minimalist design, while intentional, also highlights some of the game’s limitations. The absence of progression systems or evolving mechanics means that the experience remains largely unchanged from start to finish. Once players have explored the environments and become familiar with the audiovisual style, there is little incentive to return unless they are specifically interested in revisiting the atmosphere. This can make the game feel short-lived, particularly for those who prefer more dynamic or layered gameplay experiences. From a technical standpoint, MOOD is straightforward and accessible. Its simplicity allows it to run smoothly on a wide range of systems, and its uncluttered design ensures that performance rarely interferes with the experience. However, this same simplicity can sometimes make the game feel underdeveloped, as if its concept could have been expanded further through additional mechanics or interactive elements. In the end, MOOD is a niche experience that will resonate strongly with a specific audience while leaving others unmoved. It succeeds as an artistic experiment, offering a space where players can engage with atmosphere and emotion in a way that is uncommon in more traditional games. At the same time, its lack of structure and limited replay value may make it difficult to recommend broadly. For those who appreciate experimental design and are willing to approach it with an open mind, it can be a quiet, reflective journey; for others, it may feel too abstract to leave a lasting impact. Rating: 6.8/10
грустная игра с грусным концом. раз 5 можно перепройти, скип хорошо работает и останавливается на новых диалогах. музыка хорошая, персонажи красивые, но увы выбор всех действий прямо как в жизни: [spoiler] приводит либо к суёёёду, либо к смерти в нищете [/spoiler]
Mood... игра для психов, которые дрочат на гуро и уподобляются гневу (ну для меня). Визуал. Он хорош, эти резкие линии. Приятно отпрессована Ревви. Музыка. Ну норм, но они работают только в купе с картинками. А ВОТ В МАГАЗИНЕ там да, там треки взяты с саунклауда. Вайб. Ну хтонь присутствует. Персонажи: Ревви. Как раз демонеса из-за которой всё происходит. 50 на 50, если не быть мудаком, то она с натяжкой неплохо прописанный персонаж. Паскаль. Нужна что-бы повторное прохождение не было бы таким скучным. Так и сработала, но на уровне "это кто ♥♥♥♥♥?" Окончательный итог: Ну с пивом потянет, но текст прям душный, читать сложно. У автора была мысль в роде: ыыыы всё хуёво, вот бы девочку демона которая тоже страдает в своём мире, материться и курит Чапман. Если вам больше нечего читать, то по скидке можно взять. А ну и прикольные смайлики за очки стима можно купить.
руби я люблю тебя возьми меня в жены умоляю
Хорошая новелла на пару часиков. Прекрасная рисовка, интересный сюжет с несколькими концовками.
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Одно жалко, что ВСЕ визуальные новеллы такие короткие... Ну ладно, история получилась интересной, а рисовка приятна глазу. В общем - спасибо за проведённое время.
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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