
A story about the self—and about others. A toy factory, several cursed dolls, and a horror novel… This quiet seaside town throws Noele's love life into chaos and dredges up the old wounds she has tried for years to forget.
Modeled estimate, not a reported figure. How we estimate →
About
This is a first-person psychological narrative game. Your choices shape the story, reveal the heroine's past, and open a path toward the people around her.
Noele is a police officer whose biggest monthly expense is treating her chronic neck pain at a massage parlor.
Late in the fall, a strike erupts at a toy factory. Cursed dolls begin appearing in an abandoned tower…
And a reunion with her ex-girlfriend completely upends her life.
A lecturer from a no-name college.
A blind massage therapist.
A glamorous entrepreneur.
Which one of them is The Flayer?

Noele *First-Person POV*
The heroine. A small-town police officer—practical, analytical, and not great at reading people.
Her day-to-day work ranges from mediating neighbor disputes to dealing with murders, arson, and even AI dogs getting stuck in trees.

Nil
Lecturer in experimental art, Noele's current boyfriend. Gentle and easygoing.
His biggest worries are publishing, getting promoted... and navigating his relationship with Noele.

Will
Massage therapist at AAA Massage Parlor. Visually impaired.
Thinks in odd, unpredictable ways.
Seems to have nothing more than a straightforward client-therapist relationship with Noele.

Grace
Works in new media. Noele's ex—and a mother.
Confident, smart, ambitious.
Claims she calculated Noele's misfortune this year using her birth chart, and she seems interested in getting back together.

Flint *Unavailable Route
Freelance writer. Noele's college friend—though that changed later.

Dog *Loyal Companion
Noele's partner at the station. A personalized AI canine who has a knack for picking up on the strangest things people say.
Over 100,000+ words of story and 2–5 hours of gameplay.
Three romanceable characters, four branching routes, and seven endings.
A unique, colorful paper-craft visual style blending nostalgic retro textures with modern tech aesthetics.
100+ expressive CG illustrations and 30+ original character portraits.
A modern soundtrack created by two artists, each bringing a distinct musical style to deepen the emotional experience.
Interact with the map to trigger special story events.
Make choices that influence Noele’s attitude, shape the narrative, and lead to different endings.
After completing your first playthrough, additional story content will appear at the beginning of the game.
Neck Stiffness is not a lighthearted AVG. It includes the following content, which may be uncomfortable for some players. Please review before playing:
The story is set in an oppressive survival environment. These depictions are intended to trigger psychological conflicts within the characters through extreme scenarios; they serve a specific narrative purpose and do not represent normative social values.
This work has no intention of exploring grand narratives, nor does it purport to represent any specific group or collective.
Flawed Characters: Every major character carries emotional burdens and personal biases. Their choices may be irrational or deviate from typical expectations.
LGBTQ+ Themes: The story includes diverse expressions of gender identity, sexuality, and relationships.
Character Views ≠ Developer Views: All dialogue, behavior, and worldviews depicted in the game represent the characters—not the development team.
Mental Health Depictions: Includes portrayals of anxiety, depression, trauma, and emotional distress, which may trigger PTSD.
No Traditional “Happy Ending”: Relationships tend to be complex, ambiguous, and difficult to define.
Religious Elements: Contains references to religious beliefs and practices.
Fictional Setting: This work is purely fictional and bears no connection to any real person, group, or organization.
If any of the above may cause discomfort, please consider carefully before continuing the game.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 153 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
通篇下来让我能联想到的只有一个词:“价值”,要写有价值的小说、要做有价值的正常人,连恋爱都要有价值的结婚才行。这部游戏对亲密关系的探索和氛围渲染得很好,美术我很喜欢,尤其是主视觉图,三只手中那只红色的手就像是被剥下来的血淋淋的肉,剥皮杀人魔,剥皮…那红色的血肉从许诞的学生时代就与她纠缠在一起;直到她成为警察、拥有了安稳的工作,那个声音也从未消失,就像石逢春于许诞一样。这个故事里真的有爱吗,我保持怀疑。许诞,主体性弱到每条线都像在陪这群人过家家,一群可怜虫的抱团取暖。每章都或多或少加入了宗教因素,但写得过于浅薄,最喜欢的部分是过去的第二段故事,里面说:人们才想起来还有一个人等着死。其实每个人都对死亡一无所知,就这样让它成为轻飘飘的饭后谈资,很荒谬,可笑,我看到故事中事不关己的观众们,像许诞对玩具的看法一样,竟有种大仇已报的快意。当看到石逢春那释然的表情时,我的心中燃起了莫名的恐慌,似乎也有个声音在我的脑袋里说:她要走了。于是,一切都顺理成章地进行着,在这个篇章结束后一阵虚无感裹挟着我,这个时代已经结束了,我盯着滚动的制作组名单久久无法开口,我想我也得了霉斑症。
真的很对我脑电波好美味吧…
玩的时候像喝醉了,一口气打了三轮 感觉我的攻略顺序很舒服,按摩师,前男友,女王(脑子不好刚打完就记不住名字了) 我的文化水平很难评价这款游戏 但是因为和主控有很多心理上的重合,玩游戏的时候有哭有笑,很好的游戏
Media

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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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Languages: English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 153 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
绝对神作,被低估了
监视,无处不在,包括脑子里。 霉斑,无处不在,包括骨头里。
颈椎病到底是什么?个人一直以来都觉得是一种疾病,甚至以前曾有段时期觉得是骨头得了强迫症才会得的病。 但了解完这部作品有了新的想法,当一个承担着社会责任,包括普世责任和社会身份责任个体决定脱离时就会得上这样的病,这样的病就是会很痛。 里面其他一遍没有跳脱出俗世框架的角色都是各种图像指代,很喜欢这样的表现方法。 而有着自己的脸的角色无一例外都是颈椎病患者,他是这样,她也是,死掉的人也是,活着却看不见的人也是,有钱的人也是,这些人无一例外外都患上了这种病。 如果这是一部小说,那恐怕就是那位编辑说的又没有商业价值又没有存世价值。 但幸好选择了游戏做载体,这样人类对“颈椎病”的研究恐怕真正意义上开始了。 还有剥皮杀人魔的(笑) 诞生虚无,回归虚无,这是不变的主线,有的人选择了用意义代替了虚无,也有的人无法接受线性安排选择了直面虚无,甚至还有被虚无主动亲吻的,只是又回归了秩序和非秩序的选择了。 那颈椎病突出来的骨头呢?骨头的横截面就是像一个小笑脸,它直直地指向天空,那里有什么呢?谁又知道,解释有万万千千,正如对这个世界的解释一样。
打到最后甚至有想流眼泪的冲动 整个故事就犹如南方下雨后生出青苔和霉斑的冰冷台阶 淡淡的窒息感和疲惫感如影随形 又酝酿着一股恶心感 这是一部“疯狂”的作品 我觉得喜欢的人会特别喜欢 不喜欢的人会很不喜欢 作者描绘的细腻到发指的生活细节和晦涩又带点诙谐的文笔夹杂着社会带给人们的沉重压力让我产生了深深的共鸣 打完之后有一种虚无感 我很喜欢这部作品 喜欢里面的每一个人物
文本太好了,好到一种让人头昏的地步。不过高密度并有哲理/隐喻的文本会带来阅读负担,纯娱乐型玩家可能会觉得太拖沓冗杂,不过对于喜欢文字阅读的玩家真的可以一玩,我个人觉得这里面对于舒芬的人设塑造和心里侧写是最完整饱满的,从商业强人到她自己个人为先,连生孩子也是为了"延续自己的存在",这些细节做的太好。人物性格和行为的一致性,心理变化的连贯性都非常好。但我自己对小配角们头像/形象的选择暂时看不出来有什么玄机,不过这也是这个游戏值得深挖的原因吧。人物和故事做的都很扎实,整体的环形结构,前后呼应做的都很好,请务必通关隐藏结局。最后说一句,这里面女角色塑造的都非常好,没有因为性别局限而选择刻板叙事,每个女人都是先为人,后为女人。很厉害,已经入手同文字组的另一款游戏了。美术也非常好,重文本重剧情的玩家请一定要试试看。
很喜欢的游戏,有很多非常精妙的比喻,我就像喜欢白描一样喜欢比喻。左右排版像读书,文本、美术和音乐完成度都很高,而且非常和谐统一,整体感受很圆融。交互性弱在这个游戏里变成了一个优点,沉浸式阅读有时候会连左侧的插图都忽略。深深地共情许诞,共情每一个角色,最喜欢的角色是顾淑芬。 我的芝士球想怎么吃就怎么吃。
[h1]“你的开心,就是我的幸福”[/h1] [b]“于是我明白了,在所有生活中,唯有傻子的生活是社会性动物的幸福。”[/b] [b]“既无智识,便无所谓价值。”[/b] [b]“既无价值,便无所谓痛苦。”[/b] [b]“既无痛苦,正是幸福。”[/b] 如果没有人教的话,对于小许诞而言,不被父母责骂比自己膀胱的健康更重要,或者说,本能把精神健康排在了肉体健康前面,这样做无可厚非,但身心其实是一体的,没有人教她爱自己。 [spoiler]石逢春[/spoiler]是一个温柔的陷阱,但是她们都没有爱自己的条件。也许原本这样的两个人也能学会爱,但是疾病还是太猛烈了。小许诞把自己保护在菜园子里,是一种求生本能,也许当精神的痛苦超过限度后,肉体的痛苦就变得很轻松了,但身心仍然是一体的。[u]身[/u]的死亡会导致[u]心[/u]的死亡,但是如果[u]心[/u]死亡了,将身心隔离开来,还可以保全[u]身[/u]的存续。也有肉体死亡,但灵魂依旧能存续的情况。 并不是因为没有人在身边所以才孤独,也不是因为菜园子里只有许诞一个人才孤独,而是因为人本来就是孤独的,所以人是社会性动物。如果自己丧失了开心的能力,那么处在社会中,至少[b]你的开心就是我的幸福[/b]。 如果认可了自己的孤独,接受了自己的弱小,那么就不会对颈椎病视而不见了。终其一生都没有颈椎病的人,他们早早地发现了预防颈椎病对自己的价值。 人类作为社会性动物,如果过多的智慧带来了痛苦,那么向动物学习,将满足本能视为幸福,会开心很多。也许会被过多的“智慧”困扰,也是因为曾经本能没有得到满足,比如排泄的本能得不到满足,于是尿在了床上。 如果人类是在地上用四只脚爬行的动物,而不是坐着的动物,颈椎病还会那么常见吗?即便时代改变了,不得不长时间坐着,偶尔也在地上爬一爬来预防颈椎病吧,那样更接近生命最本质的样子。
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Where this game's players are, estimated from review languages.
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