
Just as you begin to settle in for a fun day at your best friend's house, something changes in her and she kills you. And not just once—she ends your life time and time and time again.Your goal is to escape from this endless loop of despair.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 189reviews | 65% | — | $56.6K |
| $19.99 | — | — | — | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
+1 有中文 有成就
게임성- ★☆☆☆☆/★★★★★ 캐릭성- ★★★★☆/★★★★★ 성우- ★★★★★/★★★★★ 스토리- ★★★★★/★★★★★ 성우진보고 훅 해서 시작했습니다만, 초반에는 게임이 굉장히 불친절해서 진행을 어떻게하는지 설명을 꽤나 많이 생략합니다. 그래서 공략집을 찾아보며(이것또한 마땅한 공략집이 없기도하고, 공략 간의 오류도 많아서 많이 고생함) 겨우 업적 100프로 달성하고 후기를 남깁니다. 게임성은 진짜 꽝중에 꽝이지만 스토리와 캐릭터, 성우가 차력쇼를 통해 어느정도 끌고가줍니다. 제가 성우를 좋아해서뿐만이 아니라 연기를 굉장히 잘하셔서 몰입도 너무 잘됐어요. 스토리는 적절한 떡밥의 투척과 회수로 정말 제가 손에 꼽을정도로 스토리를 재밌게봤습니다. 이건 게임으로 나왔으면 안됐어.... 극장용 애니였어야했어....
생일날 친구의 집에 초대를 받았으나, 아무런 이유도 모른 채 그 친구에게 살해당하는 타임루프에 빠진 여대생 공포 게임이다. 등장인물은 주인공 노아와 급발진해 그녀를 살해하는 네무를 비롯해 총 4명. 플레이어는 노아를 죽이려고 식칼을 들고 다니는 네무를 피해 집안 이곳저곳에서 증거를 모으고, 퍼즐을 풀며 진실을 밝혀 살아남아야 한다. 우선 일러스트는 귀엽다. 그리고 전작 폐심과 마찬가지로 중요한 이벤트에서 등장인물의 속옷을 보여준다. 팬티를 자주 보여준다. 다만 폐심과는 다르게 interaction은 없다. 그래서 누군가에게 보여주기엔 좀 꺼려지지만, 그래도 보여주고 싶을 정도로 성우들 연기가 너무 좋다. 그래픽 역시 참 아기자기하게 귀엽다ㅎ 개인적으로는 배경음을 비롯한 연출도 나쁘지 않았다고 본다. 게임상 칼 들고 쫓아오는 네무도, 그런 네무를 피해 돌아다니는 노아도 같은 속력으로 걸어만 다닌다. 그래서 함정만 잘 만든다면 잡힐 일은 거의 없다. 그렇다면 무서울 일도 별로 없을 것 같다. 다만 공포게임에 익숙하지 않은 사람들은, 나처럼, 네무가 쫓고 있다는 것을 알리는 날카롭고 히스테릭한 비명에 깜짝깜짝 놀랄 수도 있으니 주의하자! 마이너스라면 진엔딩을 보기 위해 모든 사이드 스토리를 봐야 한다는 점이다. 도망 다니다 보면 나오는 노아의 독백이나 같이 있는 친구와의 대화가 그것인데, 처음 할 때는 사이드 스토리가 있는지도 몰랐다. 게다가 뭔가 발생은 하는데 규칙이 있는 것 같지가 않아서 한참을 돌아다녀야 했다. 아마 한 번 숨기나 함정을 써서 네무의 추격을 피할 때마다 한 번씩 사이드 스토리가 나오는 듯하다. 그런데… 몰라… 성공적으로 도망쳤는데도 안 나왔었어… 그래도 처음부터 다시 해야 하는 것은 아니다. 스토리가 부족한 부분을 골라서 볼 수 있으니 엄청 나쁜 수준은 아니다. 만약 처음부터 다시 해야 했다면 비추다 비추! 살해당하는 타임루프물이라는 점에서 주제는 조금 흔하고 플레이타임도 짧은 편이다. 하지만 여기까지 온 웬만한 분들이면 일부러 찾아온 분들 아닌가?ㅎ 초반 연출에 비해 사건의 절정과 결말은 다소 억지스러운 느낌도 있다. 그렇다고 막 "개쓰레기네" 할 정도는 아니다. 나중에 세일할 때 킬링타임용으로 한 번 해보면 나쁘지 않다고 본다ㅎ
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sentimental Death Loop is a compact narrative experiment that blends visual novel storytelling with light survival and puzzle elements, built around a single, unsettling premise: you are trapped in a time loop where your closest friend repeatedly kills you. Developed by qureate and IXILL, the game leans heavily on this concept, using repetition not just as a gameplay mechanic but as the emotional and structural backbone of the entire experience. It is not a traditional horror game, nor a pure visual novel, but something in between—an attempt to turn inevitability and helplessness into something interactive. The story follows Noa, who visits her friend Nemu only to be suddenly and violently attacked. Instead of ending there, the game resets, placing Noa back at the beginning of the encounter, fully aware of what just happened. From this point forward, the narrative unfolds through repeated loops, each one offering small pieces of new information. The relationship between the two characters becomes the central mystery, with each iteration revealing subtle changes in dialogue, behavior, or environmental details. The writing makes effective use of this structure, gradually building tension and curiosity rather than relying on sudden twists. However, while the core relationship carries emotional weight, the broader narrative remains relatively narrow, with limited development beyond its central dynamic. Gameplay alternates between visual novel sequences and top-down exploration segments, where players move through environments, collect items, and attempt to survive long enough to uncover new clues. The loop mechanic is integral here—failure is expected, and progress depends on what the player learns from each attempt. Over time, you begin to recognize patterns, anticipate threats, and use gathered knowledge to push slightly further with each run. In theory, this creates a satisfying sense of progression, but in practice, it often leans heavily on repetition. Many solutions require specific sequences of actions, and discovering them can feel less like solving a puzzle and more like trial-and-error experimentation. The presence of Nemu as a constant threat adds a layer of tension, especially during exploration segments where she can appear unpredictably. Avoiding her, setting up simple traps, or finding temporary ways to escape creates moments of urgency that break up the slower investigative pacing. However, these mechanics remain relatively shallow and do not evolve significantly over time. Once players understand how to navigate around her behavior, the sense of danger diminishes, and encounters can begin to feel routine rather than suspenseful. Atmosphere is where the game consistently succeeds. Despite its bright, anime-inspired visuals, it manages to create a persistent sense of unease through its structure and sound design. The repetition of the same space, combined with the knowledge of what is about to happen, creates a psychological tension that lingers throughout the experience. Each loop feels slightly more oppressive than the last, not because of new threats, but because of the growing familiarity with the situation. The game uses this familiarity effectively, turning what should feel safe into something increasingly uncomfortable. Visually, the presentation is clean and expressive, with character designs that convey emotion clearly and environments that are easy to navigate. The top-down perspective during gameplay segments keeps interactions readable, though it also limits the sense of scale and variety. Audio plays a crucial role in reinforcing tension, with subtle cues signaling danger or change. While not particularly elaborate, the audiovisual design works well within the game’s scope, supporting its tone without distracting from it. The main issue lies in how the game sustains its concept over time. The loop structure, while initially compelling, becomes predictable as players settle into its rhythm. Without significant variation in mechanics or environments, repetition begins to feel less thematic and more structural, exposing the limits of the game’s design. Certain sections can feel unnecessarily prolonged, especially when progress depends on discovering specific triggers that are not clearly indicated. This can lead to frustration, particularly when the player understands what needs to be done but is required to repeat familiar steps to get there. Pacing reflects this tension between concept and execution. The early loops are engaging, as each new piece of information adds to the mystery and encourages further exploration. As the game progresses, however, the lack of mechanical evolution becomes more noticeable, and the experience can feel drawn out. The narrative continues to build, but the gameplay does not always support that momentum, creating moments where the player’s engagement depends more on curiosity than interaction. Ultimately, Sentimental Death Loop is a game defined by its premise and the way it commits to it. It offers a focused, atmospheric experience that uses repetition to explore themes of inevitability, trust, and emotional conflict. While it succeeds in creating a memorable tone and a compelling central idea, its limited gameplay depth and reliance on repetition prevent it from reaching its full potential. It is best approached as a short, experimental narrative piece—one that leaves a strong impression through its concept, even if its execution is uneven. Rating: 6/10
폐심 제작진의 작품이라고 하는데 일단 폐심은 비추 줬지만 그래도... 나름 개선은 된 느낌 폐심은 진짜 쫒아오는 순간 문 열면 바로 도망갈 곳 없이 뒈짓 하는데 그래도 그 부분은 다소 개선이 되어있음 단지... 함정을 안 파면 미리 숨어 있어도 무당마냥 용케 알고 푹찍 하는 건 진짜 아님;; 마치 불합리한 우리의 인생을 보는 듯한 불합리 아직 퍼즐의 억지성은 좀 느껴지고 쓸데없는 조사 물품이 너무 많은데다가 스즈카가 아니면 리모컨에 건전지 넣기조차 못하는 주인공의 발달장애급 지능 등 불편한 부분이 굉장히 많긴 하지만 폐심은 진짜로 팬티 보는 거 밖에 없었던 거 생각하면 그거보다는 발전했기에 1추 줌 아 근데 애초에 노아는 칼빵을 그렇게 맞아놓고도 "우리 다시 칭구먹을 수 잇성!" 하는 건 진짜 ㅋㅋㅋㅋ 에바지 ㅋㅋㅋㅋ 결론) 1. 스토리와 편의성을 기대하진 마라 2. 팬티가 너무 보고 싶으면 해도 될 듯? 3. 할인할 때 사라 정가주기엔 너무 아까움 4. 게임성은 몇몇 억까 수준 퍼즐 말고는 그래도 무리 없이 킬링타임 할 만한 난이도
剧情也到还能忍受吧,但是这个弱智解密手感,好恶心啊,优化下解密环节还行吧
♡
its alright, not epic but good enough
屎
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Players by region
Where this game's players are, estimated from review languages.
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