
“The Olders, they come to eat the Children…” All of the adults have become monsters, the rumors say. Nowhere is safe outside these walls. Welcome to Stray Children — a bittersweet, fairy tale RPG.
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): 0.14/day in the week to Jul 31 → 0.29/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 2,400 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
From the creators of beloved cult-classic videogames including Moon: Remix RPG Adventure, Chulip, and Rule of Rose, comes Stray Children: a bittersweet fairy tale adventure that will change the way you think about “children” and “adults”.

What would you do if all the adults you know suddenly started attacking you?
This is the story of children who try to survive and thrive in a world just like this, every day of their lives.
Somewhere, in our world, there’s a secret room, in a secret place, filled top to bottom with ancient technology.
When one young boy flips the switch on a curious old console, they’re suddenly whisked away, through the screen, into a very strange somewhere else: a long-since forgotten role playing game.
Blinking awake in this peculiar new place, they find themselves in a land of children.
Outside this stronghold’s walls lurk The Olders: monstrous adults, carrying the heavy load of their own inadequacies, self-doubt, and all of the grievances that grown-ups gather.
Rumor has it that these creatures are starving for something, and that — out there — no one and nowhere is safe.
Can you survive in this world where half-crazed adults lurk around every corner?
It’s here — in this funny, mysterious, and wildly dangerous domain — that your story begins.

As you explore the world of Stray Children, you’ll do turn-based battle with these oddball Olders, where you can choose to fearlessly fight or use your words as weapons, landing a crushing blow with just a well-worded whisper.
Deftly dodge the relentless barrage of their bottled-up emotions, and discover the source of their strange stories. By touching their heart with your words, you might just be able to save their souls.
What other mysteries await you in this weird new world? Find out in Stray Children — an unfamiliar place, with all-too-familiar troubles.
We hope you’ll have fun discovering all the secrets of Stray Children, but we have one final request for anyone and everyone who finishes the game: please keep the ending a secret!
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 | $29.99 | 198reviews | 79% | — | $157.5K |
| $29.99 | — | — | — | 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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
More Moon than Undertale, more Undertale than Moon in gameplay. Accept that you won't complete it 100% unless you use a guide, and then commit to either using that guide or ignoring it. A good game with great music, atmosphere, and concepts. I would say it has a great story but I'm honestly not sure what the overall message is - this is an amalgamation of wonderful ideas that I don't think come together at the end. Worth the time, worth the money. Now please release Chulip again.
So y'know like, Moon? That game was cool. Play that first and this is the Deltarune of that. Also, if you're a completionist, some of the nonsense you can miss will tick you off. Still very fun and charming as expected of Onion Games
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wonderful game, highly recommend, puzzles can be hard and I feel some were a bit lost when translated but there's help out there if you really need; Do yourself a favor and play blind first though Oh and play moon too :)
Not even ten minutes in and I'm questioning why I am even playing. The linearity is grueling, all but two interactable props in the world mock you for wanting to explore them. It's not clever or witty, it's just aggravating; Why make something interactable if it's just going to spit flavor text that tells me the object is worthless or not worth my time. The rest of the world showcased in the screenshots looks so pretty, but if there's nothing to do in it then the game can't be fun. Judging by the other negative reviews, it seems my radar picked up on this pattern far quicker than most. I'm very disappointed, hopefully moon respects my time when I give it a go.
Being among the dozens of people who played moon I was really excited to hear it had a spiritual successor in Stray Children. moon was a very unique PS1 game with a distinctive visual style that really defied categorisation. At first glance, Stray Children definitely looks the part. This would not look out of place on the PS1 and I don't mean that in a bad way; it's great to see games like this releasing in the modern day. Each character is uniquely designed and full of personality. Exploring the world is a joy and they even include parts of the main hub area of moon in the opening acts of Stray Children as a cool throwback reference. Unfortunately, Stray Children suffers from a series of poor design decisions when you actually start playing it. Unlike moon, this game does have combat. It's a bit closer to a traditional RPG in that you fight monsters to gain experience, level up and increase your stats. It works like a typical turn-based RPG but there are a lot of real-time mechanics within battles. Apparently Stray Children takes inspiration from Undertale, but I haven't played that game so my frame of reference is Paper Mario. You can increase your attack power, or sometimes completely dodge enemy attacks, with well-timed button presses. Enemy attacks almost invariably become a kind of bullet hell mini-game where you have to dodge projectiles to avoid taking damage. To the game's credit, there is a huge variety in these attacks but they do all basically boil down to the same thing: avoid being hit until the attack is over. These attacks are long! Some go on for 30+ seconds. The game is genuinely difficult and I Game Over'd quite a few times during these bullet hell segments. Unfortunately, when you die it's back to your last saved point. Unfortunately it also feels like the developer made some really anti-player design decisions that made the game less fun. The main gimmick of this game is that you can talk to enemies rather than attack them. You're given a list of things to say but you have to say them in the right order. Each word takes one turn and some enemies can require 5+ words in the right order to beat them. If you say the wrong word or in the wrong order, you have to start all over. The enemy gets to attack after each attempt, which can be up to 30+ seconds long and genuinely difficult to dodge, so it's very punishing to play without a guide. The game does offer some hints in the environment but these hints can be very vague sometimes. The other issue with this is that if you beat an enemy normally you can encounter them again to grind experience, level up and increase your HP/attack stats. If you talk to them and beat them that way, they disappear and never reappear. There are a fixed amount of enemies per area and if you free them all via talking you have no other way to battle and level up, so 100% talking can leave you underlevelled. Another annoyance is fixed save points and death warping you back to your last save. This is bearable but in the final dungeon the game intentionally only gives you the option to warp to the start of the dungeon to save. Movement speed is fixed and there are no random encounters so it makes you choose between walking the entire dungeon all over again after each boss to save or risking dying to the next boss and losing all your progress. There are some good ideas here and it's fun to see all the different characters and environments but I didn't really enjoy Stray Children. That's a big shame considering how much I liked its spiritual predecessor but several intentional design decisions just made this game unfun. There's also a big potential slap in the face at the very last stage of the game. I don't want to spoil anything but I highly recommend you look up a guide after beating the final boss before moving on!
It may not be a perfect game, but good god is it something I think JRPG and Shmup fans should play.
[url=https://medium.com/the-pile/stray-children-god-the-absent-father-5eb2b98c51fa]Full review here.[/url] Excerpt: [i]Stray Children[/i] is a beautiful game. Its beauty crept up on me until I couldn’t look away from it, as did its subtle themes questioning the idea of a parent, a father, a model for living, and the heartbreak of learning that maybe there is no meaning to life. Not one that another person can give you anyway. For all the games out there advertising themselves as a Ghibli experience on cutesy aesthetics alone, this is one of the few that I think captures the twinned peaks of the warmth of humanity and the inescapable sadness of being alive, with a feeling much like those moments in a Ghibli film where there is only silence, characters and audience alike sitting in the shadows of the two distant looming truths. It’s irreverent, it’s melancholic, it’s fun, and it’s heartbreaking. I love Kenken. I hope I get to see him again. Open sesame.
A love letter to all who read its language, and a helping hand to those who don't
Спасибо Onion Games за очередной шедевр, приятно было увидеть продолжение истории moon:Remix RPG
I Like It!!!!
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Players by region
Where this game's players are, estimated from review languages.
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