
*This game is only available in Japanese, Traditional Chinese, and Simplified Chinese. なんとなく大学生になった主人公、「加賀正午」。 それなりに一人暮らしの大学生活を楽しんでいる一方で、彼は漠然とした憂鬱さを感じていた。 その原因は数年前、理由も告げず突然消えた恋人、「黒須カナタ」だった。 カナタとの唐突な別れは彼の心に大きな傷をつけていたのだ……。 それから数年後── 偶然にもカフェで再会するカナタと正午。 失ったと思っていたカナタとの再会で彼の心は乱れてしまう。
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 Sep 5 → 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
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Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
在mo爭議挺大的一部作品,後面系列作還沒玩,先對比1,2代男主,這作男主-正午我感覺更渣了,雖然2代是在有女朋友的情況下搞曖昧,但後續都有好好的分手,這作的be幾乎都是與兩個女主交往被發現後的失敗結局,而難甚至無法在之間取捨,特別是在te路線更明顯但不過多劇透了,原本能剪斷的戀情被男主不停的左右腦互搏,讓我覺得be才是最有可能的路線,分數4/10,唯笑和兩學姊加分了。
首先就冲着MO系列在我年轻时心中的地位,好评是肯定要给的。只是时隔近20年后再玩,听着堪称梦幻阵容的声优们用128Kbps都不如的音质努力演绎,不禁感慨制作方的母带音源大概真的找不到了吧?难得萤酱在OP唱的那么卖力那么燃,这样的音质端出来真的合适吗? 剧情文案就不说了,据说是本系列争议最大几乎没有之一,我曾经玩的时候感慨确实如此,现在再玩一遍发现还是如此。不过总算随着年龄增长,发现在乏善可陈的文字中,也混合着需要些阅历才更能领会的人生哲理,比如“所谓的前进,并不单指往前进”。 于是通篇玩下来,印象最深的,居然是彼方各种魔性声调的“嗨~”和“bye~”。 另外批评下本地化,信达雅做没做到我不敢说,听得清清楚楚的“Bravo”能给翻译成勇敢也是还行。以现在大模型的水平,简直难以置信。
Omoide Ni Kawaru Kimi Memories Off is a romance-focused visual novel that places emotional baggage at the center of its story rather than treating love as a simple journey toward a happy relationship. As the third main installment in the Memories Off series, it carries forward the franchise’s interest in nostalgia, separation, difficult choices, and relationships shaped by the past. The game was developed by MAGES. Inc. and published by Spike Chunsoft Co., Ltd. This PC release preserves the character-driven nature of the original while presenting its artwork in Full HD, making it more suitable for modern displays without abandoning its early-2000s visual novel identity. The protagonist, Shogo Kaga, is a university student living alone and attempting to maintain an ordinary life. Beneath that routine is an unresolved relationship that continues to affect him. His former girlfriend, Kanata Kurosu, disappeared from his life several years earlier without giving him a proper explanation. Shogo has continued moving forward in a practical sense, yet emotionally he has never completely escaped what happened. The story gains momentum when he unexpectedly encounters Kanata again at a café. Her sudden return forces him to reconsider feelings he has spent years carrying and raises the uncomfortable question of whether a relationship interrupted by abandonment can ever genuinely be restored. This reunion gives the narrative considerably more weight than a straightforward romantic setup. Kanata represents both someone Shogo once loved and a painful chapter of his life that never received a satisfying conclusion. The game explores the difference between remembering a person and actually knowing who that person has become. Shogo must confront whether his attachment is based on present feelings, nostalgia, unanswered questions, or some combination of all three. That emotional uncertainty creates much of the drama and gives the story its characteristic bittersweet atmosphere. The café also becomes an important meeting point through which Shogo encounters several other women. These relationships expand the story beyond Kanata and provide alternative romantic directions. Rather than presenting the supporting heroines merely as distractions from the central reunion, the branching structure allows different characters to become meaningful parts of Shogo’s life. His decisions gradually determine which relationship receives greater attention and ultimately which ending the player reaches. This makes replaying worthwhile for anyone interested in seeing the complete cast rather than following only one route. Gameplay follows the familiar visual novel formula. Most of the experience consists of reading dialogue, observing character interactions, listening to Japanese voice performances, and making occasional decisions at important moments. There is little conventional gameplay outside these choices, so the appeal depends heavily on enjoying narrative progression and character development. Players looking for puzzles, exploration, combat, or complex simulation systems will find the interaction minimal. However, that simplicity also keeps attention firmly on the emotional consequences of Shogo’s decisions instead of introducing mechanics that would distract from the story. The package includes the main scenario alongside AfterStory content, giving players additional material beyond the core narrative. Multiple endings encourage experimentation with different choices, while achievements connected with progression and collection provide extra goals for completionists. Unlockable music and album-related elements further reward players who thoroughly explore the available routes. Although the underlying structure reflects the design philosophy of an older visual novel, the amount of branching material provides enough incentive to revisit important sections and discover outcomes that a single playthrough cannot reveal. Visually, the Full HD presentation improves usability on contemporary monitors while retaining the distinctive appearance of its original era. Character artwork is particularly important in a game where portraits and dialogue carry most of the storytelling, and the designs by Yukihiro Matsuo and Takayuki Koshimizu give the cast a recognizable identity. The aesthetic inevitably looks more traditional than that of newly produced visual novels, but this can also be part of its charm. The presentation feels like a preserved piece of Japanese visual novel history rather than a modern game attempting to imitate an older style. The supporting cast gives the narrative considerable variety, including Neo Kashima, Mifu Kashima, Kako Narumi, Takano Suzuna, Nayuta Kitahara, Hibiki Kodama, Tamaki Momose, Shizuru Shirakawa, and several additional characters. Their presence creates a broader social environment around Shogo and prevents his personal struggle with Kanata from becoming the story’s only source of drama. Japanese voice acting further strengthens these interactions, especially during emotionally delicate conversations where tone can communicate uncertainty or affection more effectively than text alone. The most significant accessibility problem is language support. The Steam release provides Japanese, Simplified Chinese, and Traditional Chinese options but no official English localization. Because this is an extremely text-dependent game, that limitation matters far more than it would in an action-oriented title. Players who cannot comfortably read one of the supported languages will struggle to appreciate the subtleties of the relationships, choices, and emotional conflicts. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Overall, Omoide Ni Kawaru Kimi Memories Off succeeds through its mature treatment of romantic memory rather than mechanical complexity. Its strongest quality is the way it asks whether returning to an old relationship means rediscovering love or simply refusing to release the past. The branching romances, multiple endings, additional story content, voice performances, and nostalgic presentation make it an appealing entry for dedicated visual novel fans. Its traditional mechanics and limited language support narrow its audience, but players who can access the story will find a thoughtful romance built around reunion, regret, emotional uncertainty, and the possibility of moving forward. Rating: 8/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
비 오는 날은 우산을 쓰고 가자
渣男2.0 勉強給好評..
一周目环篇坏结局。孩子们,我不想走她的线的,但我没意见。man,what can i say
如果说前作是纵向切分的感情线,这一作就是横向杂糅的,对过去的回忆即停留在过去,也萦绕在当前
跟其他作比起來真的是屎 我為了玩沙子線浪費時間看了無聊的共通線日常、演出,結果最後GE跟被腰斬沒兩樣,倉促結束 整個單人線全是那由多 劇情能搞得比柚子社還無聊,也是很不簡單 千萬別浪費時間玩,哪怕有喜歡的角色 本作的優點只有兩個 1.川澄綾子的聲音 2.阿保剛的音樂
给我一种女主们是精神病男主是精神病院的主治医师的感觉,和前两部没有任何可对比性。
系列作玩到現在,最最最無聊的一代。劇情真的是神爛;毫無邏輯
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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