
Only 7 days remain until death embraces you -- the everyday life of a young boy begins to distort little by little, unfolding into a bizarre and ghastly series of events... When fate comes knocking, will you have the courage to make a choice?
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): 0.29/day in the week to Aug 19 → 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




Genres
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
首先文本很有槽点,文青味道很浓郁,而且明明是中国风的名字,却把男主称呼为寒川君,君是什么鬼啊,句中的呢,啊,呐被cv念出来还挺尴尬的……其次每个人的人设铺垫基本没有,所有人物都是故事里的符号,像是童话里的‘王子’‘公主’一样,而且流程非常短,只能说是小品作品了
【距离男主自杀还剩七天】游玩有感 1、总时长很短,俩个多小时就通了 2、就是结局这个走向,得走好几遍周目,emm 【剧透预警】 3、整体结局有些难绷,前面百分之90的剧情都在杀人+聊生、死、自杀,然后百分之9的剧情都不清楚在说些什么东西,最后百分之1,否认了前面的全部东西,说什么: 【到头来,还是没有人能真正做到直面死亡】 4、不是哥们,那我玩到这最后这百分之1的剧情,我不是小丑吗?我前面玩的百分之99的剧情是什么啊Kora 5、白毛、黑毛到头来跟我说这是一个人?双重人格说是。 6、这标题纯属诈骗,男主自始至终百分之90的剧情都没说他要自杀,剩下的百分之10只是说想扼杀自己的另一面,黑暗的一面 7、不过几块钱的产物,就这样吧,一般般
看到大家一边说着自己不好的体验一边点了推荐,我只能说大家还是太包容了。本作的配音诡异到让人发指,UI设计简直是倒退几十年的程度,别误会,我这里说的是制作人的脑子,可能还停留在是个精子大小,不然怎么能想出把用户栏放在右下角这种奇葩啊的位置,灰色的字体和深色背景就nm离谱。 剧情更是懒得喷,全文给你一种我说了是什么就是什么,单薄的描述鲜有相互佐证文本,甚至男主基友的黑化就是黑化,不是因为你选择支影响的;还给你一种我觉得是什么就是什么,你家高二班长需要办公?你生活在哪个国家,什么平行宇宙?你家高中学生会主席能隐隐有在老师头上的架势?鉴定为没生活经历纯粹的臆想,和他前言不搭后语的剧情一模一样,te里末秋和扶静的关系从抽象变成了抽象,你们自己审剧情的时候真的不会笑吗
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese*, Japanese, English, Korean*languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
如果自杀有用的话,要精神病院干嘛。除了黎乾和武晓,其他人统统给我关进精神病院。而且武晓只是个挣扎着生活的人,凭什么没有好下场。 游戏除了价格便宜,太多不足之处了: 1. 各人物形象浅薄,行为逻辑混乱,且对话像背书,口语书面化,在中不中日不日的故事背景下尤为水土不服。 2. 故事展开突兀,转折生硬,叙事混乱,缺乏必要的背景铺垫和情绪积累。有故作高深的姿态,没有扎实的叙事和情感内核。 3. 哲学、心理学的部分无病呻吟,令人一头雾水。小篇幅不能很好地支撑其庞大主题,只能接收到一堆零散的概念,无法形成连贯的思想和情感冲击。
Suicide Countdown: 7 Days is a somber, introspective visual novel that places narrative weight and emotional discomfort at the very center of its experience. Developed and published by 致意, the game is structured around a stark and unsettling premise: the protagonist, a high school student named Hanchuan, is living through the final seven days before his predetermined death. Rather than framing this as a thriller or horror story, the game approaches its subject matter through quiet tension, psychological pressure, and the slow unraveling of personal and social relationships. The story unfolds over the course of a single week, with each day presenting new interactions, discoveries, and choices that shape how Hanchuan’s final days are spent. He is portrayed as a capable and outwardly responsible class monitor, yet internally burdened by isolation, confusion, and a growing sense of inevitability. As the days progress, the narrative intertwines his personal struggles with a broader mystery involving a missing classmate and a disturbing online counseling platform that appears to blur the line between support and manipulation. This dual focus allows the game to explore both internal despair and external influence, suggesting that emotional collapse rarely occurs in isolation. Gameplay is firmly rooted in visual novel conventions, relying on reading, dialogue choices, and branching narrative paths rather than traditional mechanics. Player decisions influence the tone, pacing, and revelations of the story, guiding Hanchuan toward different emotional conclusions even when the overarching outcome remains fixed. The game makes a deliberate choice to emphasize perspective over control; while players can shape how the story unfolds and what truths are revealed, they cannot simply “solve” the situation through optimal choices. This design reinforces the themes of fatalism and constrained agency that run throughout the narrative. One of the game’s strengths lies in its presentation. Live2D character animation gives subtle motion to character expressions, making conversations feel more human and emotionally grounded despite the limited interactivity. Voice acting further enhances immersion, lending authenticity to moments of vulnerability, confrontation, and quiet reflection. Background art is detailed and atmospheric, often using subdued color palettes to reflect emotional states rather than dramatic shifts in setting. Sound design is restrained, allowing silence and minimal music to heighten moments of unease rather than overwhelming the player with melodrama. The branching structure encourages multiple playthroughs, as no single route provides a complete picture of the narrative. Each path reveals different facets of the mystery and the characters surrounding Hanchuan, gradually building a more comprehensive understanding of the forces at work. A built-in flowchart helps track progress and makes revisiting unexplored routes more accessible, reinforcing the idea that meaning emerges through accumulation rather than resolution. This approach rewards patience and reflection, particularly for players who enjoy piecing together fragmented narratives. That said, the game’s heavy themes and deliberate pacing will not appeal to everyone. Some players may find the story emotionally draining or frustrating in its refusal to offer catharsis or empowerment. Certain plot developments can feel abrupt, and the translation and narrative clarity occasionally falter, which may disrupt immersion. Additionally, because the experience is relatively short in any single playthrough, its impact relies heavily on the player’s willingness to revisit the story multiple times to fully engage with its structure and intent. Ultimately, Suicide Countdown: 7 Days is best understood as a reflective narrative experiment rather than a conventional visual novel built around choice-based triumph. Its strength lies in its willingness to confront uncomfortable themes with restraint, ambiguity, and emotional honesty. For players seeking a narrative-driven experience that prioritizes mood, introspection, and psychological depth over entertainment or escapism, it offers a memorable and thought-provoking journey—one that lingers not because of spectacle, but because of the questions it quietly leaves behind. Rating: 8/10
7.5/10.有遗憾,有反转,但是不完美。
莫名其妙
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有卡 有中文 有成就
一路和舍友吐槽过来的 刚听到男主声音是ai就觉得很出戏一路笑过来的 虽然我的第二人格杀人了但是我只是高中生我不要自首啊可恶) 二周目打的被老师照顾的那条线足够有冲击力导致真相线略显平淡 打差评只是不推荐给朋友,我个人觉得是一般般水平的作品
Players by region
Where this game's players are, estimated from review languages.
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