
When the world is coming to an end, who would you want to speak to one last time? Schrödinger’s Call is a visual novel that lets you experience the pain and salvation of human connection, as if you were turning the pages of a picture book.
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): 5.14/day in the week to Jul 25 → 5.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
When the world is coming to an end, who would you want to speak to one last time?
In that final moment, if you could accompany souls wandering between life and death, what words would you choose to share with them?
Schrödinger’s Call gently unfolds a picture-book-like world.
It speaks softly to your heart, helping you notice what truly matters, once more.
Through the lingering regrets of others, we hope this story quietly shines a light on you too.
Twenty-one nanoseconds separate life from death.
The moon is about to fall, and only a moment remains before everything ends.
Mary wakes up in a strange room, her memories gone.
Guided by a mysterious cat named Hamlet, she becomes the “World’s Last Confidant.”
With a single phone by her side, Mary listens to the voices on the other end.
To the lives they lived, and the moments they left behind, just before the moon fell.
Phone calls left unfinished by the falling moon. Voices of those still trapped between life and death, waiting for someone to pick up the phone again.
Words left unsaid, feelings never realized, and the people they wished they could see one last time.
As Mary notes down these lingering regrets, chapter by chapter, she walks alongside the voices on the other end—and perhaps, you begin to see what truly matters as well.
How will Mary listen to the words of souls still wandering between life and death?
How will she walk alongside them?
And with only twenty-one nanoseconds left before the world ends, what words would you choose to share with them?
Genres
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 321 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
画面演出不错,音乐很震撼,但是有些画面和台词重复度太高。部分地方音乐衔接很生硬,比较影响观感。 选项很简单显得比较拖。剧情喜好因人而异,俗套里带点小巧思,个人比较喜欢第三章。 如果之前就玩过类似的可以入,没接触过的慎重
game of the year
震撼的视听演出
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $343.2K | 729 | 71% | $14.99 | |
| $343.3K | 983 | 71% | $11.39 | |
| $342.9K | 2K | 96% | $14.99 | |
| $342.8K | 3.4K | 84% | $4.99 | |
| $343.4K | 724 | 49% | $29.99 | |
| $342.6K | 410 | 77% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.4K | 67 | 100% | $34.99 | |
| $5.5K | 18 | 100% | $7.99 | |
| $3.3M | 7.3K | 95% | $9.99 | |
| $1.2M | 2.6K | 94% | $29.99 | |
| $81.6K | 254 | 97% | $16.99 | |
| $38.1K | 82 | 87% | $39.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 321 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
美术演出很棒,这方面绝对的神作。音乐方面只能说普通,且重复太多,也就无功无过吧 ,游戏里角色说话时哔哔叭叭的声音听多了不太舒服,我曾经安利过我的朋友玩这个游戏,因为我挺喜欢游戏的美术演出和故事的,但是她直接被角色说话那个重复的电子音劝退了,说听多了脑子有些难受,这是我很遗憾的。 故事方面,如其他评论所说,车轱辘话来回说 ,未完通话演出重复的问题当然存在,这游戏每章的故事大多数都比较简单,但是都要两小时左右才能打完就能看的出来,但是还在我的接受范围内。 几个故事里我最喜欢的是第二个狐狸和兔子的故事《嫉妒朋友的感受》,第一个母子的故事太简单白开水,第三个富家千金被骗婚复仇的故事更是算得上老套,但是美术演出的优秀把这些简单的故事表现得很好。最后玛丽自己的故事,[spoiler] 怎么说呢,我大概能看明白她有多孤独,想要家人,但是完全理解她也是做不到的。剧情里说她被人渣爸爸抛弃一个人生活,我无法理解她这样的小女孩要如何独自一个人生存下去不饿死。还说她因为孤独没人说话,乱给陌生人打电话骚扰别人,还有为了引起爸爸注意假装把房子烧了打电话求救,这爸爸也是神人一个,让她自己去找房间里装水的花瓶自己逃出去,不然就死了算了,神人。她还为了有伴儿,吸引别人注意,主动说自己被诅咒会引发火灾把自己送进了实验收容机构里。[/spoiler]总之因为这些设定内容太不常见奇葩离谱,很难理解共情这些情节。 [spoiler] 虽然不能共情玛丽的行为动机,但是我能理解她为什么一定要全程扮演其他人跟小故事主角打电话了,因为她就是这样的人,这样的设定,非常的自卑,孤独,可怜,觉得不做别人就不会有任何人理她,就不会得到爱,这些我都理解了。但是我最遗憾的是,为什么游戏都到了最后结尾了,我扮演的都不是玛丽了,我就是我自己,我不是那个觉得不扮演别人就不行的玛丽了,为什么我最后救她的时候,我还是得假扮那个讨厌甚至仇恨她的假爸爸给她通电话,说些我爱你我关心你的假话来骗她。前面的剧情都能看出那个爸爸有多后悔愧疚不想和她继续扯上关系了,还要伪装他来安慰玛丽。都到故事结尾了,就不能打破伪装,不再进行什么角色扮演,跳出伪装来让玩家来安慰她吗?[/spoiler] 除此之外,这个游戏都挺棒的 ,美术演出绝对满分,我很喜欢和章节主角们对峙时的万花筒演出,[spoiler] 还有玛丽抹去自己,戴上面具决定成为另一个人的那部分,她自己化成沙的部分太震撼了。[/spoiler]
BETTER THAN WHAT I EXPECTED!!! I thought this was going to be like a lot of other emotional visual novels out there, but I was wrong. The art and soundtrack really make it a masterpiece. Thank you, Mary, and goodbye...🥹
这个作品最合适的欣赏方式就是把文字显示速度提到最高然后打开自动播放一边吃饭一边看,如果有个人能帮你点点鼠标就更好了…适合的年龄层应该是小学高年级(无贬义 另:从视听体验来说对话的信息量实在是太低了所以车轱辘话真的令人难以忍受而且非常苍白,语音的设置更是意味不明完全是噪音。
一场救赎之旅,但是,玛丽,你救赎了所有人,谁来救赎你呢? [h2] 接起电话 [/h2] [b] 喂? [/b] 每个人心里都有一个死小孩,在伤心的时候,在痛苦的时候,在处理繁重工作的时候,在学习枯燥的知识的时候,在孤独的时候…… 就算有一个人也好,给我打电话吧,我想聊天,陪我多说说话…… 会有人的,总会有人拨通那一通电话的,你要相信,你以爱温暖世界,世界必回报以歌。 会有救赎,会有美好,会有爱。 所以,不要沉溺在那些痛苦的淤泥中,去相信吧,和玛丽一样, 毕竟…… [h1] 相信就能心想事成 [/h1]
thank you for make
[h3] [b] 月亮坠落的那一晚,听完那些来不及说完的话。[/b] [/h3] [h3] ^薛定谔的猫^ [/h3] 在世界毁灭的瞬间,所有灵魂生死未卜,而电话本身就是观测行为。当拨通号码、听到对方声音的那一刻,对方的量子态才就此坍缩、故事才真正发生。倾听会改变被观测者,这个概念被完整地织进了叙事逻辑里。 [h3] ^柔美动听的彩绘本^ [/h3] 画面柔和又充满张力,色彩渲染情绪(已截约莫240张)。音效与配乐更是重头戏,承接起整个故事难以表述的人物气场和氛围。极具感染力的演出令人沉浸。 [h3] ^矛盾的动物们^ [/h3] 亲情与伤害、梦想与错位、爱情与复仇、失去与替代、[spoiler] 遗憾与救赎 [/spoiler]。围绕着未能传达的思念,借别人的遗憾窥见心里那些还未表达的爱。 [h3] ^拨号盘^ [/h3] 玩法极其简单,甚至没有惩罚。因为作者只是想交给你一个笔记本、一个亲手拨号的老旧电话,一本温柔的故事。这就导致这个故事的推理更像叙事机制而非推导演算。因为只有一个结局,没有任何分支。节奏完全由绘本控制,你要做的只有跟随情绪起伏。尽管代价是重复看回忆、打电话、记笔记、“选择”答案,游玩前期令人单薄又枯燥的参与感。 *以下涉及完整剧透* [spoiler] [h3] ^玛丽^ [/h3] 我是从六月中旬开始玩这部游戏的,断断续续,中间一度想弃坑。前期几个章节的故事,坦白说有些单薄。桥段似曾相识,文字也有些重复臃肿,探案过程循环得人疲惫。真正把我留下来的,是一个慢慢浮现的疑问:那个坐在椅子上的世界最后的倾听者,她自己又是谁?因为那句“我是谁”,向锚点一样落在了我心里。真的是每一个动物的声音吗?少女不也在提问? 这个疑问吊着我打完了全程。而回头再看才发现,前期那些浅薄的感受,全是伏笔。 游戏开头会让你回答一些问题——“想要孤身一人活下去,还是希望为了某人而活着”、“带给你痛苦的是嫉妒朋友,还是自我厌恶”等。当时我以为是共情测试,是为了匹配灵魂之海里同频的来电者。玩到最后才明白:[b] 那些选项根本就是玛丽自己的人生。 [/b] “希望为了某人而活着”,“自我厌恶的感受”,“坚信就能心想事成”,“为了抹消自我”——这些不只是玛丽背负的东西,也是她倾听过的每一个灵魂背负的悲伤。她救赎过的人,原来都是她自己散落一地的碎片。她不是在听别人的故事,她是在一片一片捡回自己。 [h3] ^坏孩子^ [/h3] 玛丽为什么觉得自己是坏孩子? 按我的理解,她觉得自己是坏孩子,是因为不被父亲需要,所以得不到爱;因为撒过谎,所以不配得到爱。她制造了那场炽热鲜红的火,却没有等来那个令她痛苦内耗的至亲之人。于是玛丽把自己关进了蓝色的庇护所里,她不愿面对“根本没人在乎真正的她”。谎言代表假象。但对玛丽来说,谎言意味着希望。她不想痛苦下去,她也曾自救。菲利普对于她是致命的温柔,在他面前她没办法做自己。她太想成为能够拥有爱的样子了——她成为了艾丽。她必须不断倾听别人的倾诉,才能证明自己被需要。因为在她的信念里,不被需要,就等于不被爱。就这样,在努力成为别人的过程里,她把自己一点一点弄丢了。 [h3] ^是谁观测了谁^ [/h3] 游玩前期,我一直以为自己是玛丽。我在观测那些灵魂、拯救那些灵魂。直到最后才发现,我从头到尾观测的只有一个人——玛丽。游戏里没有任何一个选项会改变结局,因为作者根本不想让你选择:你改变不了任何事!你唯一的作用,是去观测。看见她的谎言,看见她的模仿,看见那个蜷缩在蓝色庇护所里、以为自己不配被爱的好孩子。你做不了任何事!你只能看她陷入绝望。 情绪铺垫到结局,最痛的却是逆转观测方向。我拯救了玛丽,像她那样。可为什么会这么难受?我想了很久,大概是因为关系是反的:我以为是我在救她,其实是她救了我。是她隔着话筒替我倾诉了那些我说不出口的遗憾,是她让我这个观测者,也被人需要了。玛丽是个好孩子,这是我必须说的。 [h3] ^月亮坠落的那个夜晚^ [/h3] 这是我凭直觉的猜想。玛丽之所以是世界最后一个倾听者,我们从未听过一段清晰的话语,从未见过她有任何表情,她的思绪是万花筒状。是因为她在那个夜晚,用生命碎裂了海面的月亮。不断显示倒立面对月亮的玛丽,以及屏幕尽头波光粼粼的海面。丹妮拉提示“坠落的其实是你,而月亮升到了空中”,世界会基于观察者的规则轻易反转。 谢谢你玛丽。 [/spoiler]
Captivated by the OST and visuals, I thought I was buying this as the way to cleanse my palette from usual games I play. Got much more without even realizing I needed that.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.