
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 320 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
依旧集英社保证的顶级配乐和视觉效果呈现,但是依旧有《都市怪谈解体中心》的毛病:玩法非常单一、重复率高,为了最后一碟醋包了盘饺子。醋确实是好醋,甚至还有meta元素,但是至于要不要如此大费周章就看个人选择了(此游戏前期催眠程度堪比电子褪黑素)。
A story that dares to ask whether truth is always worth more than happiness. Beautifully written, quietly devastating. One of the best narrative games I’ve played.
真的太惊艳了,无论是设定还是剧情演出还有各种氛围真的夯爆了。 几个悲剧的小故事拼凑一个令人共情的缺爱小女孩。以及第四章双线反转,第五章全部串联加观测者直接变成玩家本人来拯救主角【前面几个故事都是主角拯救其他人】真的非常酷 情感体验很到位,故事其实倒是有很多解读的方向的【实际上确实有很多疑点,不过我倾向于是作者本身想留给读者自己的思考空间】 虽然剧情本身很简单但是他非要疯狂重复一直电话bb有点断心流,还好他的时长很短所以快速结束战斗,但是综合来说他绝对是值得好评的。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 320 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
过于臃肿的对话内容比较影响游戏体验,但扣人心弦的演出和配乐又很好的弥补了这一点缺陷。剧情方面,整体平淡俗套但是收尾处理较好,也算是平稳落地了。总体来说质量对得起这个价位,是一部不错的视觉小说,期望制作组今后能给大家带来更好的作品(剧情方面一定要加强啊)。 谢谢你,玛丽。 再见,玛丽。永别了
演出、音楽、物語。全てが大事な役割を持って一つの芸術作品を作っているように思える素晴らしいゲームです。演出と音楽が主人公メアリや彼女の通話相手の登場人物たちの心情をうまく表現してくれているおかげで、シュレーディンガーズ・コールの世界観への没入感がとてつもなく高くて、どこでゲームを切り上げてどこからプレイを再開してもすぐ感情移入できました。シーンの切り替えに伴うBGMの変化があまりにもシームレスで自然すぎて、まるで映画を見ているかのようでした。電話の音が音楽と一体化したところがまさに天才で感動しました。ゲームをクリアしたあと、しばらく椅子から立ち上げられず、ただただ泣きながら誰もいなくなったタイトル画面へ拍手を送っていました。本当に唯一無二で素晴らしい体験でした。ありがとうございました。
Jogo muito bom, eu como nao falante do ingles tive um pouco de dificuldade, mas deu pra sentir o jogasso. Recomendo
Believe it into reality
画面演出7分,情绪渲染8分,但可惜剧情6分,篇幅过短,不够严谨顺畅,在流程中后部分重复情节太多,拖慢了游戏整体节奏,但在同类型中对节奏的把控还算比较不错的。我仍然认为这是个值得体验的好游戏,玛丽的故事如同我们自己一样,充满了暗面,情绪恶意和自我怀疑,但仍然有值得我们继续下去的那份理由,仅仅属于我们自己的,理由。 [spoiler]孤身一人也要活下去,自我厌恶的感受,为了别人的幸福,最让我出乎意料的就是我能在一个小体量文游里得到这样的共鸣。我和玛丽一样, 甚至经历也很像,电话那头父亲的冷漠让我恐惧,就好像我不应该存在,我的话语和情绪都是多余的需求,我只是想说说话,我只是想有人看得见我,听得见我,只是想有人能够陪着我,我希望有人告诉我,我应该作为我自己活下去,我想要被肯定,但得到的总是忽视,冷漠,否定,这不仅让我怀疑自己,也萌生了很多不应该存在的想法。我会和玛丽一样,想要成为一个有用的人,将不属于自己的责任捆绑在自己身上,强迫自己成为一个“能够被他人需要的人”,只是这样就有了存在的理由,只要我做一个“好孩子”,一个懂事乖巧善良的人,足够有作用的人,就能够被爱被认可。甚至直到长大后也还是被小时候这些事影响着,在亲密关系里迷失自我,怀疑是我太过在意,是我偏执病态,是我不够乖巧不够懂事。最后的结果也和玛丽一样,是一次次在电话后流泪都不敢说出来,是确认没有人爱着自己,是理所应当的认为自己的性格不会被任何人认可。 我也和玛丽一样,会固执的认为自己可以帮助别人,自己是那个厉害的人,有能力的人,我能够拯救所有人,只要是我想帮助的人就应当被我改变,这就是我值得被爱的证据,但事实不是这样的,世界上本来就不该存在救世主,没有人应该抹消自己的情绪和意义,一味的奉献他人。这更不是被爱的理由,顶多只能称作利用价值,并不是爱,爱应该是独特的,不存在付出和回报。 所以当我看到玛丽眼眶有泪,握着话筒的时候,是那样的不知所措,就好像小时候的我自己,我甚至已经想到了当时控制不住颤抖的感觉。我很想穿过屏幕摸摸玛丽的头,我想抱抱瘦小的她,我想告诉她“你只需要做你自己,会有人爱你认可你的,不要强迫自己去改变,甚至迷失自我,不要怀疑自己是否应该被爱,你应当作为你自己好好活下去,只是你自己而已。” 希望我和玛丽都能够怀揣着爱,守护好自己心里的那份善良和真诚好好活下去,我知道这并不容易,但总要固执一点,总要对抗的,笨笨的也没关系。[/spoiler]
シュレディンガーズ・コールってタイトルにしたのが良かった。 演出表現力が秀逸なインタラクティブドラマでした。
心に爪痕残していくすごい作品(上手く言語化できなくてごめんなさい)
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.
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