
A highschool gang leader Ringo Ishikawa trying to live through his last autumn before graduation. With his best friends.
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.
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): 1.14/day in the week to Aug 24 → 1.14/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 95 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a true masterpiece. Although the game’s guidance is somewhat lacking (an issue that seems to run through all of Mr. Yeo’s games)—at first, I didn’t even know what to have Ringo Ishikawa do or where his home was—this actually served to deepen the player’s sense of immersion. Once I became familiar with the game’s mechanics and world, I felt an unparalleled sense of immersion and grew to deeply love the intense feelings of loneliness and melancholy it evoked. Whether it’s the idealistic, slightly naive—yet truly admirable—high school delinquent; the veteran Japanese yakuza facing a terminal illness, the changing times, and the decline of his gang; or the French assassin with severe psychological issues but astonishing combat prowess—they all share one common trait: loneliness. A profound sense of loneliness runs through the entire existential trilogy. I was very surprised to learn that Mr. Yeo is Russian—it’s remarkable that the author could capture the subtle interpersonal dynamics and chemistry among East Asians with such precision, while also demonstrating such a deep understanding of Japanese culture. As I got to know Yeo better, I discovered that he is someone who focuses on self-improvement, constantly honing his skills, and who sees things through to the end—a truly valuable quality that many of us, myself included, could learn from. I really love your work and am eagerly looking forward to your next release.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, French, Japanese, Spanish - Spain, Spanish - Latin America, Korean, Portuguese - Brazil
| $14.99 |
| 55ratings |
| 82% |
| — |
| not modelled |
| $7.49−50% | — | — | — | 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.
Hours played at review time, across 95 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SCHOOL IS LIKE A DYING BIG OTHER: the action takes place in a Japanese school of the 90s, where rigid hierarchy, codes of honor, and respect for elders prevail. But this world is already dying.: teachers are powerless, students are losing interest, old gangs are breaking up. The school here is a Symbolic order in agony. It's a Big Other one that doesn't work anymore. The rules still exist, but they are empty. Teachers cannot enforce the Law. The code of honor is just a shadow of the past. The subject (Ringo) tries to live by these rules, but they no longer provide support. This is not parletre-acceptance, it is a neurotic attempt to hold onto something that is already dead. FIGHTING IS LIKE AN OBSESSIVE RITUAL OF MAINTAINING IDENTITY: you fight not for the sake of victory, but for the sake of maintaining status, loyalty, and "honor." A fight is a ritual that confirms: "I'm still a part of this world." This is a classic obsessive ritual. Ringo doesn't fight to solve a conflict. He's fighting to fill the void left by the dying Big Other. Every fight is an attempt to say: "I exist. I am faithful to the code." But this is an illusion. The Codex is dead. A fight does not restore order, it only highlights its absence. LOYALTY TO THE GANG = A HYSTERICAL QUESTION TO ANOTHER: you have to choose between loyalty to your gang, helping others, or going solo. Every choice affects a relationship. It's a hysterical question: "Who am I to them? What do they want from me?" Ringo looks for confirmation of his value in Others (gang, friends, enemies). But because the Big Other is dead, this question never gets answered. Loyalty becomes an end in itself, meaningless. ENDINGS = FANTASY TRAVERSE (OR LACK THEREOF): there are several endings: stay loyal to the gang, go alone, become a teacher, die. Some endings are a neurotic denial of loss (to stay true to a dead code). Others are an attempt to find a new meaning (to become a teacher, to impart knowledge). But the most parletarian ending is the one where Ringo accepts the death of the old world and finds his way outside the code. This is not a "victory", it is an acceptance that the Symbolic Order has disintegrated, and it is necessary to build your own synth from the wreckage. THE ATMOSPHERE OF THE 90S = NOSTALGIA AS A PROTECTION FROM THE REAL: pixel graphics, chiptune music, slow tempo create a feeling of "old school". It's not just aesthetics. This is an imaginary defense against the Real. Nostalgia for the 90s is an attempt to return to a time when the Big Other was still working, when the rules were clear, when honor carried weight. But this is an illusion. The game does not allow you to stay in the past. It forces you to face the fact that the past is dead.
Мы? Мы.
Одна из любимых игр, рекомендую всем
存档很抽象,只能回家存档 而且且没有自动存档 一不小心点失误了就全得重来惹(((
石河伦吾没有朋友
放學,抽烟,打架,逃課,不去思考未來,這,就是最原始放蕩的青春。并非讀書才能充實人生。有些苦藥自己吃才知道。。。
该上课上课,下课之后该打架打架,不要浪费大好时光
我叫石河伦吾,我没有朋友 ()
The game probably has some deeper philosophical meaning, but the gameplay doesn’t really reveal it. Nothing changes no matter how much you wander aimlessly around the map, engage in not-very-profound conversations, or occasionally get into fights. A separate note about the home study process. Was this designed specifically so you just press the Z key until enough time has passed and all the required subjects are completed? But that doesn’t accomplish anything either. Whether you studied and read books at home or not, the gameplay remains the same. Overall, the game doesn’t feel playable or re-playable. I honestly tried to figure out what this game was all about, but I failed.
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.
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