
SAY NO! MORE is the world’s first NPG (NO!-Playing Game). Play as an intern with a burning desire to say NO! to everything and everyone. Customize your character, say NO! in different styles and languages, clap back at mean colleagues and change the world!
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): 0.57/day in the week to Sep 12 → 0.83/day in the week after.
About


Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−80% | 1.8Kreviews | 91% | — | $62.6K |
| $14.99 | 37ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Say No! More plays like a silly little interactive story rather than a game, which I needed to be able to take a rest from big games with more than 40 hours of playtime so both the playtime and the 'gameplay' was welcome for me. I enjoyed creating my own character, choosing a voice I thought fit my character best (I LOVED female Korean voice for its pouty and silly tone which I think is suitable for a sarcastic fed up intern) and using different modes and emotes as if I was roleplaying. The fun exaggerated animations and silly voice acting made this a more enjoyable experience. So if you can get into the mood, you'll realize the 2-3 hours will pass like nothing. Even though it had a silly narrative, the story still had a good point to make and it resonated with me. Always saying yes to please others in fear of losing something or someone always causes you to slowly lose parts of yourself. It's easier to reject strangers, but saying No to your closest ones always puts you into a dilemma. By trying to avoid being the bad person to them, you sometimes do more malice to yourself as highlighted by our best friend in the game wen he calls out our passiveness. This game made me realize how much I avoid/ghost people or be roundabout in my answers to not say No when I know I won't be saying Yes either. I guess that's why spamming No in different situations made me feel a lot better. Overall, Say No! More was a silly game to squeeze into your evening to have some chill and rebellious fun.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $14.99 |
| — |
| — |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
上上次大促位数买的,本来以为会是非常普通的小游戏,前期确实无厘头,和公司里的人一直大声讲no还有无厘头笑话看的很开心 下面有剧透 我觉得真正感动的是和朋友说no那一段,把平时不敢说的话只用最简单的字捅出来反而没有遭到厌恶,朋友说谢谢你的坦诚我会好好找份工作晚上见的时候真的哭了,no就是这么简单一个字有时候就是怎么也说不出来,包括像ceo那样,祝大家永远都有说no的勇气吧!
NO
Très original, cette petite fable bien conçue me rappelle que je peux dire non! quand on me propose de l'ananas sur ma pizza
No!
Um jogo bem fofinho! A gameplay pode entediar muita gente, já que é basicamente assistido e de vez em quando você aperta no espaço, mas, pessoalmente, não me incomodei. O jogo por si só é bem ok e fofinho, mas o que realmente se destaca nele é o quão bonito ele é e a dublagem bem gostosinha dele.
A funny game with a surprisingly real message about saying NO! The characters you meet along the way are honestly great, they're basically caricatures of real types of people you may run into in everyday life. There's a strong idea behind the whole game too: learning to say NO when you actually need to, but not all the time, some situations here are actually about staying and being supportive instead. The power of saying NO feels real in this game, it's genuinely useful for showing how important boundaries are when real life throws similar situations at you. And as easy as saying NO! sounds, the game makes you say it in different ways and actually teaches you real ways of doing it (in a funny weird way). If you want something funny that also leaves you with a genuinely good message, go for it.
No thank you. The game takes a pretty good 15 minute gag and tries to stretch it out for two hours, and even then it needs to rely on long unskipable cutscenes to pad the running time.
DID YOU KNOW GAMING?: In this game, we can say "No" and it is both immediately recognized and is even respected. This is a subtle allusion to the fact the game is "fiction", meaning it is "not real" We're gonna be entirely real here this review is gonna be skewed to ♥♥♥♥ because we're coming off a really, *really* ♥♥♥♥♥♥ up day. (If the opening didn't give the game away on that, oops.) So we don't feel like we really got to like... Sit and appreciate the videogame as much as we usually do. So like, we don't know if our more negative takeaways are like, actually problems with the videogame, or if it turns out that, hey, maybe the fact the videogame is confronting the fact we low-key need to look into if we have problems with learned helplessness is a *little* on-the-nose in a way we don't like. So uh. Instead of that hilariously charged endeavor of trying to pick out which one it is, we'll just say, we did indeed enjoy the videogame as an audiovisual experience. Even if the gameplay is like... It's literally one button. That's kinda the bit. The game has a bit going on. You can like it or not, but what matters to us is if they committed, and it's doing a good job with committing to its bit. (Even if we do imagine this is... Not really a videogame you can replay, if that matters to you?) The voice acting is on-point, the visuals are kinda Katamari-adjacent and we think they got a lot out of the faux low-poly stuff. More video games need to look like if you tried to put Wind Waker on the Nintendo 64. Is that an aesthetic comparison that makes sense? ...Please just tell us no if it doesn't, or else, we think we have problems.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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