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/day in the week to Aug 7 → 0.29/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
You arrive at a town you've lived in once before, years ago, to a familiar face that you spent so long trying to forget. You feel something pulling at you from inside, but you can't quite grasp onto it...
Step into the shoes of the person you once were as you make your way though the story of oath, the companion piece to vai5000's 2024 EP.
The story of oath:
Play a short interactive story mode, that switches between top-down RPG like explorable areas, and visual novel-style story elements. Progress through six small acts as you live your new life in this town, experiencing the mainly linear narrative.
Hand-drawn art and animation:
The main story of oath includes hand drawn animation, art and graphical work by vai5000, in a unique art style that ties the world of oath together
EP Player and art gallery:
Accessible from the main menu, a built-in music player lets you listen to the EP in which oath is a companion to at any time. By completing each act of the story, you can also unlock images in the art gallery for all the EP track cover arts and more.

Extensive Epilogue and bonus content:
Once you complete the main story, replaying the story mode will give you access to the Epilogue, a multi-hour section where you can explore the world of oath in a top-down format.
Visit every building, interact with everything you see:
The three massive towns of the City, Coast and Underwater Depths have numerous buildings all of which you can explore, with every item you see interactable and characters to find and talk to. Sing karaoke, collect seashells, go fishing, ... buy a house? Explore the vast world completing quests and learn more about yourself in the process.
Explore the environments of oath and discover all your past has to offer - with plenty of secrets, unique interactions and a rich world, try unlock all of the achievements to fully experience what oath has in store for you.

Assessable with passcodes at a point in-game, visit over 90+ unique rooms for other music scene artists, with a select few tracks from their discography able to be listened to in game! Finding a subset of the available rooms grants an achievement, but is not compulsory for completing the game. Getting the achievement lets you listen to more scene artist music in other areas of the game.

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 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i found it quite abstract and comforting. it's a letter that expresses the countless tragedies and experiences of guilt. you feel the suffocation and shame with each layer of dialogue. it's painfully familiar, so i'll keep my eyes closed a little longer. the bonus content has fun exploration and puzzles. you can tell the dev put alot of work into this project and i'm glad i was able to experience it :)
非常亮眼的美术和非常炸裂的bgm(物理)。其实有些曲子还算不错,但是序章感觉用力过猛了? 正片内容诙谐又冷静,和序章的意识流反差极大,让我难以抓住主干。游戏实际内容反倒没什么文本,更多的是类似“罐头”的东西,或许是让我们在支离破碎的环境和神奇对话中找到象征性的东西,这么来看说不定是更哑巴的艾迪芬奇式叙事(完全跑题)。 真的,我捕捉不到正文有关游戏名誓言的内容,这太奇怪了,真像阿莎雅说的“所有的违逆,都是白噪音,只是针刺般的痛痒”~正文更多的是在走存在与虚实的老路,甚至用梦作为媒介,是想要挑战梦日记这座高山嘛,还是要致敬金敏的电影?游戏中有一个幻觉的点子让我想到了《醉步男》,我觉得这个解法不错,诸如可以认知时间,但是“阻止波函数发散”区域被完全破坏~~ 总的来说其实是丸子完全没玩明白,没找到主干所以乱讲一通,可以看出游戏的制作还是相当用心的,而且结构上奇奇怪怪的包容性也展示出其独具特色的叙事逻辑。 但必须注意的是这部作品并不是传统的视觉小说或者rpg作品,其中的不少框架更是可以回溯到上世纪。 [quote] 这是丸子的评测 正在修缮自己的鉴赏家组 快来瞧[url=https://store.steampowered.com/curator/45084390/] 丸子鉴赏家 [/url] [/quote]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TL;DR: If this is your first time playing a kind of artsy, heavily emotional game like this, it's a good first experience and I recommend checking it out. If not (like if you're coming here from OMORI), I don't think it's the best thing you can try. NOTE: I did not play the free DLC, primarily because I just didn't like the gameplay of the base game and didn't feel like jogging through more of it. I'm judging this game primarily on the base game content, but this is by nature an incomplete review as a result of that. A really visually pretty game with a fairly compelling basis and plot that unfortunately tumbles over itself in the gameplay and writing departments. I'm unfamiliar with the musical artist who created this game, but it definitely feels like their musical skills are much more well-honed than their storytelling and game design skills. I really respect the effort that went into creating this game considering how difficult game dev is, but it didn't leave the best impression on me The plot is fairly simple, all things considered; despite the story revolving around a very heavy topic, the meat of the narrative impact is entirely condensed into about 30 minutes of interspersed cutscenes at the beginning and end of the game, and the whole narrative can be explained in about one or two sentences once it reveals itself. It's something I can respect getting emotionally invested into, especially in conjunction with the music and animations that play during those segments, but in comparison to other games I've played of this style (like OMORI and Hello Charlotte), there's not a lot of depth or worldbuilding outside of the moments where the story is explicitly telling you what's going on, and the fact that multiple replays are required to unlock the actual ending of the game makes that much more apparent. There's also a lot of tonal dissonance between the game's attempted themes and the cameos, nods and general dialogue in the exploration half of the game; a lot of the dialogue is silly or overly casual without actually having a meaning behind it (and the dialogue that [i]is[/i] serious feels overly so, putting words in my mouth without letting me ponder them myself), and sometimes it feels like the out of place or surface level references and nods to various things take away from the tone the game's trying to set. The general gameplay is the primary reason I'm not recommending this game, with the main culprit being generically bad filler quests in the exploration part of the game (stuff like fetch quests and arbitrary tasks disconnected from the main plot); there isn't enough actual story to justify slower segments like that here, and unlike similar games that also have long, uneventful segments (OMORI Sweetheart's Castle comes to mind), what happens during exploration here is almost entirely irrelevant to the actual meat of the story. The actual gameplay of these segments also feels terrible due to a general lack of polish in aesthetic design and controls; there are multiple moments where you have to find specific NPCs or items for quests, but because the whole game has a faded monochrome aesthetic and all NPCs look identical, it's a real pain in the ass to finish those without a guide. Often, it's difficult to see where to go due to cluttered environments and inconsistent wall placement (it's about a 50/50 whether you can go behind a prop or not), and the beauty of the environments and music can very quickly fade away when you have to clamber through each room as if you're climbing a rock wall. I'd say for 3 dollars, this is a worth it game to try out, even though I just spent actually like 30 minutes dunking on it. If you're here because OMORI ruined your life and you want to find something that can fill the void left behind as a result, I'd recommend Hello Charlotte instead, as that series has a similar price point for a much longer and more thoughtful experience. This type of game is always the best the first time you play one of them, and from that perspective, I absolutely agree with the other folks in the reviews here in it being a potentially really impactful experience; my opinions come primarily from me having played these games for years at this point and comparing them with each other. The fact that oath was able to reach people emotionally is proof that, despite my complaints, there's still something here to enjoy. Also, it's like 3 dollars.
游玩与演出的内容量惊人,极强的氛围 目前似乎存在存档会互相污染的问题,导致一些错过的时机哪怕重新读档也无法弥补,稍遗憾
独属于两人的故事,概算两人间的距离 用叙述长久地磨损 我并不疲惫,我的骨头里沁出恐慌
another underground gem, why do i always find games like this? upd: just finished the DLC... peak game, thanks vai5000!
oath, developed and published by vai5000, is a narrative-focused role-playing experience that combines exploration, interactive storytelling, emotional introspection, and music into a deeply personal journey. Rather than relying on traditional RPG conventions built around combat systems, progression trees, or large-scale adventure design, the game takes a more intimate direction. It places atmosphere, emotion, and reflection at the center of the experience, creating something that feels closer to an interactive artistic project than a conventional role-playing game. Built alongside musical work created by the developer, oath uses storytelling as a way to explore emotional themes and internal struggles through a mixture of visual novel presentation and top-down exploration. The experience unfolds gradually, encouraging players to move through symbolic environments while uncovering memories, personal conflicts, and fragments of a larger emotional narrative. Instead of presenting events with direct explanations, the game often communicates ideas through atmosphere and interpretation. One of oath’s defining strengths is its willingness to trust players to engage with its themes on a personal level. The story avoids excessive exposition and instead allows moments, conversations, and environmental details to carry emotional meaning naturally. Players are encouraged to absorb information rather than simply consume it. The narrative structure favors reflection over urgency, creating a slower experience designed for emotional engagement rather than constant action. The world itself contributes heavily to immersion. Exploration moves players through spaces that often feel symbolic rather than purely realistic. Locations function as emotional landscapes just as much as physical environments. Certain areas communicate feelings of isolation, uncertainty, or vulnerability without requiring large amounts of dialogue to establish those ideas. The environmental design works alongside the narrative rather than existing separately from it. Music naturally plays a major role throughout the experience. Because oath exists partly as a companion to the creator’s musical work, audio becomes one of the strongest storytelling tools available. Soundtracks reinforce emotional moments while helping define the atmosphere surrounding important scenes. Rather than functioning as background decoration, music feels integrated directly into the identity of the game itself. The visual presentation adopts a minimalist approach that supports the game’s emotional direction effectively. Instead of pursuing visual spectacle, the art style focuses on establishing mood and reinforcing narrative tone. Simplicity becomes an advantage because it keeps player attention centered on emotional context and storytelling rather than visual complexity. Gameplay remains intentionally straightforward. Exploration and interaction drive progression far more heavily than traditional mechanical systems. Players navigate environments, experience conversations, uncover memories, and slowly assemble emotional context from fragmented information. Those expecting combat encounters or more conventional role-playing progression may initially find the structure unusual, but the game’s priorities become clear early on. Pacing also reflects its narrative goals. oath moves carefully and deliberately, allowing emotional moments room to develop naturally. It avoids rushing major ideas and instead encourages patience and attention to detail. The slower rhythm strengthens immersion while giving players opportunities to absorb atmosphere fully. One of the more interesting aspects of the experience is how personal it feels. There is a sense that oath was built less as a commercial genre exercise and more as an expression of individual artistic intent. The result creates a stronger emotional identity than many larger productions despite its smaller scope. However, that same artistic focus naturally limits its broader appeal. Players seeking complex gameplay systems, extensive progression mechanics, or traditional role-playing depth may find the experience too minimalistic. The narrative style also leans heavily toward interpretation, meaning emotional impact may vary significantly depending on player perspective. The shorter structure benefits the experience overall. Rather than extending ideas beyond their natural limits, oath remains focused and purposeful. Every scene contributes toward atmosphere, emotional development, or thematic exploration without unnecessary distractions. vai5000 clearly designed oath with artistic expression as the primary goal rather than genre expectations. The result feels distinctive because it commits fully to its identity. It does not attempt to become a large-scale RPG or a mechanically demanding adventure. Instead, it offers a smaller but more emotionally concentrated experience built around music, memory, and introspection. For players who appreciate narrative-driven games, emotionally focused storytelling, atmospheric exploration, and artistic projects willing to prioritize feeling over convention, oath delivers an experience that feels thoughtful, personal, and memorable long after its final moments conclude. Rating: 8/10
overemotionalized and too ambitious when compared to developers' rpg maker skills, brother youre not omori. the vocaloid videos were pretty cool tho. worth its price.
[i][url=https://www.youtube.com/playlist?list=PLEkE1EljPFOc]ᵐᵉ ᵖʳᵒᵐᵉᵗᵉᵘ ᵒ ᵐᵘⁿᵈᵒ ᵐᵃˢ ⁿᵃ̃ᵒ ᵉⁿᵗʳᵉᵍᵒᵘ ⁿᵃᵈᵃ [/url] ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ʜᴜᴍᴀɴᴏs ʜɪᴘᴏᴄʀɪᴛᴀs⠀ ⠀ ᴇ sᴀᴏ ᴀʀʀᴏɢᴀɴᴛᴇs ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[url=https://www.youtube.com/playlist?list=PLER7QIBu0lmiGeu4t0TUWtkNEI2TBpeTv] Qᵘᵉ ᴰᵉᵘˢ ⁿᵒˢ ᵖᵉʳᵈᵒᵉ ːcrossedː ᵖᵉˡᵒˢ ⁿᵒˢˢᵒˢ ᵖᵉᶜᵃᵈᵒˢ[/url] ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3715707326] ːlovesignː [/url] ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ᵀᵒᵈᵒˢ ⁿᵒ́ˢ ᶜᵒᵐᵖᵃʳᵗᶦˡʰᵃᵐᵒˢ ᵒ ᵐᵉˢᵐᵒ ᵈᵉˢᵗᶦⁿᵒ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[url=https://youtu.be/mZ0FoJ0fILc?si=7Dk2EpE-_ckRGQYj] ːplayingaroundːᵉᵘ ᵃᵐᵃᵛᵃ ᵛᶜ[/url]
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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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