
Developed by 5pb. and Nitroplus, STEINS;GATE was awarded Famitsu magazine's coveted annual Game of Excellence award and was voted one of the most emotionally charged “tear-inducing games” ever made, in a Famitsu poll. It is a gripping and moving Visual Novel, which has already spawned manga and anime adaptations.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 8.83/day in the week to Aug 5 → 12.86/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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; App Store publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 27.1Kreviews | 97% | — | $13.6M |
| — | — | — | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1191 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
рукако 😋
神作无需多言,对我而言最打动人的是情感
tag:HE、科幻、时空穿越、中二病、多结局、傲娇女主、10年代 强烈建议: 游戏前期看不懂是正常的,为了铺开剧情,会有很多暂时看不懂的情节(比如因果、动机之类的)、出场很多未来有剧情展开的角色,千万不要因为好奇心跑去搜某些名词和可疑的角色,包被剧透的,之后就只会懊悔地想着“求一个没看过***的眼睛”“快把***从我记忆中删掉”了。 比较惊喜的地方: 1、我还是第一次在这类文字冒险游戏里面见到全语音的配置,除了没必要上语音的心理活动之外,所有台词都是有语音的,沉浸感给得不错。 2、汉化度较高,部分CG的文字、随游戏附赠的游戏手册PDF都有汉化。 3、TIPS中有很多10年代的二次元梗和日本的论坛梗等小知识科普,对于现在来说还挺怀旧的。 小瑕疵: 1、汉化文本的错别字分成两种,一种是正常的:表示角色口胡的故意错别字,还有的就是不正常的:拼音打字时出现的同音错字。 2、还是汉化文本的问题,像“18时55分”这种直接套用了日语原文,没有翻译。 3、从历史对话(INS键)的界面退出,有时候会不完全退出,要再按一次退出键(backspace键)。第一次遇到这种情况时还以为是卡了,直接强退。 4、古早键位布局过于非主流——和现在的游戏区别挺大的,以至于要先调出菜单,对着键位表熟悉一下操作方式。 [strike] 5、什么你说作画崩坏?早自适应了( [/strike] 游玩感受[b] (有剧透) [/b]: [spoiler] 1、逻辑似乎出了问题,无论怎么改变过去,世界线收束都会使真由理死去,改变的只是以什么方式死亡,但在β线这里,明明冈伦在第一次尝试拯救红莉栖时只是把死因从被中钵杀变成被自己杀害,但后面又变成了可以伪造死亡骗过世界了。难道是这里用了什么叙事诡计,让我认为β线收束也是红莉栖死亡,但实际上β线收束的是冈伦看到红莉栖倒在血泊中,至于是原文的提到的呼呼大睡还是死亡都没关系吗? [/spoiler] [spoiler] 2、前不久刚刚追完《瑞克和莫蒂》,那部作品里面讨论了平行世界、虚无主义之类的设定。在第10章红莉栖用平行世界论安慰冈伦时,我在想,如果平行世界是实际设定,那会让冈部拯救真由理的行动变得毫无意义——就算冈伦跳跃到了真由理不死的世界线,原来世界的真由理也还是死了,事实并不会改变,只是冈伦“逃避”到了真由理活着的平行世界。而单一世界的设定让这一切获得了意义,冈伦从α跳到β,真由理活着就是活着,这就是事实,而α线就从“发生过的事实”变成“可能性”了,这让冈伦的行动有了意义——无数次的去尝试拯救,无数次的目睹死亡,牺牲了诸多回忆和那个最重要的人,最终到达的所有人都活着的命运石之门世界线是有意义的。 [/spoiler] [spoiler] 3、一开始不看攻略,自信满满凭主观去选,结果推完真由理线游戏就结束了。没办法只能找攻略,读档从第四章开始推,然后推到第五章都没看到攻略提到的助手互动短信,再深入调查发现事情的起因居然是我在第二章的时候和助手在街上碰面时拿手机出来回复邮件,而这是助手觉得不尊重人的行为,理所当然地失去了进入真结局的资格TAT。痛苦面具······于是乎重新开始推,途中增加了很多和助手互动的对话,两人的关系的走近和帮助冈伦的合理性也比起真由理结局要顺得多,而且一些对话也有了改变,特别是第10章,标题变了我也还不放心,直到冈伦敢继续说两个人都要救时,悬着的心这才放下来,这时我才敢确信已经进入了真结局的线。而真由理线里冈伦说了两人都不想放弃,被红莉栖说那是不可能后,就没再继续说了,当时我就觉得怪怪的,红莉栖不救了吗? [/spoiler] [spoiler] 迫切地想玩到结局而选择快进也十分的坐牢,稍有不慎就跳过过多导致错过助手邮件回复时机,要及时存档和反复读档,在这点上,稍微有点体会到冈伦反复时间跳跃的感觉了( [/spoiler] [spoiler] 4、铃羽真是全游戏最大的挂啊,从2036年来的时空穿越者。时空穿越的情报、世界的构造、改变世界线的关键等等信息都是她带给冈伦的,包括在SERN堵门的时候帮冈伦创造机会和返回1975获取IBN5100,没有这些,冈伦大概尝试多少次跳跃都弄不明白救真由理的办法吧。而她之所以会穿越时空又多多少少是α世界线未来发生的事所导致的必然,因果的链路到此也闭环了。 [/spoiler] [spoiler] 5、说到闭环,整个故事从开头到结尾也构成了一个闭环。结合现实的科学理论和作品的科幻设定来描绘了一个围绕时间机器展开的故事(开篇关于时空旅行的讨论和解说看得十分过瘾,自设的世界线设定也较为抽象),掺进了因果论(冈伦在α世界线漂流的经历不能被否定,不然就没有时间旅行的知识和与红莉栖的感情;冈伦必须失败一次,才会在接下来的15年里有拯救红莉栖的执念,才能制定出斯库尔德作战计划;DMAIL改变了过去,就会引起蝴蝶效应造成世界线大的变动)。剧情完成度极高,伏笔也悉数回收,有心人也能注意到支线而触发特殊剧情(比如15年后的小动物回来找萌郁复仇),各角色的结局能充分体会在冈伦视角下角色的感情。连着几周推,一路推到真结局的happy ending是十分满足——冈伦和助手在没有任何人死亡的SG世界线上重逢(并且还是觉醒“前世记忆”的助手,惊不惊喜!),之前各种发刀,各种绝望也都悉数烟消云散了。 [/spoiler] 啊对了,一人血书推出有石头门主题的动态头像和动态头像框,重置版的STEINS;GATE RE:BOOT怎么还把点数商店给删了,你们这是在开倒车!(恼)
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.6M | 16.6K | 96% | $29.99 | |
| $13.6M | 8.5K | 73% | $39.99 | |
| $13.5M | 17.1K | 83% | $29.99 | |
| $13.6M | 18.8K | 92% | $39.99 | |
| $13.6M | 37.9K | 93% | $16.99 | |
| $13.6M | 8.9K | 79% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.8M | 1.1K | 90% | $59.99 | |
| $0 | 0 | — | Free | |
| $9.6K | 54 | 83% | $6.99 | |
| — | 1.7K | 90% | — | |
| $3.3M | 7.4K | 93% | $29.99 | |
| $1.8M | 4.9K | 82% | $19.99 |
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*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
я умру в депреси
GOOD
demasiado peak, GOTY of the year del año
Masterpiece
这一切都是命运石之门的选择!
EL PSY KONGROO 一切都是命运石之门的选择
这部作品对涉世未深的我的冲击 大到无法用语言形容 神 神中神 在准高二的暑假就能接触到这部作品 由衷荣幸 2024年的一天 当时打折 顺手买了 躺在库里吃灰 那时我以为这便是我与命运石之门全部的交集 2026年的暑假 在无聊的驱使下 我打开命运石之门 ———一切都是命运石之门的选择 El psy kongroo 谢谢你
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.