
A gothic suspense tale set in a cursed mansion. "The House in Fata Morgana" is a full-length visual novel spanning nearly a millennium that deals in tragedy, human nature, and insanity.
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): 5.5/day in the week to Jul 21 → 4/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 2,402 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.
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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 341 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Это всего лишь лучшая визуальная новелла из всех существующих. Есть парочка спорных моментов однако они с лихвой перекрываются непостижимыми плюсами. К слову, эта лучшая новелла с точки зрения содержания, а не с точки зрения фансервиса. Так что будьте осторожны. Если вам больше в удовольствие смотреть за милыми аниме девочками-вам тут ловить нечего, тут страшно, тут настоящие серьезные темы. Вообщем для тех кому такое интересно милости прошу в особняк-где вы увидите лучшую визуальную новеллу на данный момент. Ждем больше игр от разработчиков.
So mid to the point that its insulting
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Russian, Simplified Chinese, French, Italian, Korean, Portuguese - Brazil
Hours played at review time, across 342 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[i] Full review is available [url=https://nszark.substack.com/p/the-house-in-fata-morgana]here.[/url] [/i] Visual novels stand in a very peculiar place among video games. They frequently face criticism for being unappealing due to their quite limited interactivity and modest graphical presentation. Can you even call something you don’t actively play a game? The fans, however, highlight the stories of these games as some of the deepest and most meaningful ones. Reflecting on this, I always found it logical to expect that when a product - whether artistic or commercial - is limited in certain ways, it often compensates with strengths in other areas. This observation brings me to my central inquiry in this critique: visual novels invite debate not only about their status as games but also about whether they should be considered interactive literature that challenges the boundaries traditionally separating video games from books. The House in Fata Morgana is one of the most cherished and well-known visual novels. In the context of both critical recognition and public popularity, it emerges just beneath mainstream titles like Doki Doki Literature Club and Danganronpa (side note: do not check top-selling VNs on Steam, I warned you). As an example, I would provide something like an equivalent to Christopher Nolan’s blockbuster/movies-as-art combination. The House in Fata Morgana garners commercial success, but is a work of considerable artistic ambition, as well. It is quite peculiar how, even now, almost 14 years since Windows' release and 5 years since it arrived on Nintendo Switch (specifically in the Dreams of the Revenants compilation), the game still stands alongside the mastodons of the latter on Metacritic. I am genuinely fascinated by how a game from such a niche can remain competitive with much more accessible and mainstream games like Super Mario Odyssey and Breath of the Wild. Of course, this only further reinforces the game’s right place in the discourse about the boundaries of gaming. The House in Fata Morgana became the first visual novel I have truly finished. My feelings and attitude often switched throughout the runtime, but overall, to say plainly - it is amazing. It is tiresome, sure, and even boring at first, but this experience simultaneously feels like reading an incredible classic book, but also something different entirely that questions its own existence. For my walkthrough, I have chosen the Nintendo Switch version of my compulsively bought new console, as it felt like a more enjoyable portable experience than on a PC. After all, you can read your books anywhere; that is part of the appeal. The Dreams of the Revenants edition comes loaded with an incredible amount of content, including the main game, the prequel, the sequel, and some additional scenes I am yet to go through. Apart from the collection differences, compared to the PC version I skimmed through, some graphical assets on Switch seemed to be updated, but nothing truly game-changing; the general feeling is almost one-to-one. What fascinated me most is how The House in Fata Morgana differs from its peers in terms of art and overall design direction. If other big VNs perfectly embody the role of an extension or a product of the anime industry, this one feels like it came straight out of Shakespeare and classical literature. My first thought was that maybe it is just not Japanese, but alas, no, Novectacle (called NOVECT now) also has its headquarters in the land of the rising sun. The story takes place mostly in the same place, the eponymous House, throughout different time periods and outside of time as well. Four main periods, 1603, 1707, 1869, and 1099, all feel distinct, either through subtle changes like UI and English translation gimmicks (saying "abigail" instead of “maid” makes you sound older, you know), or the difference in the general tone of the story as well. The soundtrack further reinforces this feeling of immersion in these eras. The art in The House in Fata Morgana contrasts heavily with everything I have seen before. The heavy coloring and shading of everything on-screen provides a stark “oh, this is something serious” feeling from the get-go. It gives the VN a much more intense feeling, and as a result, the game seems much harder to headstart than the more cutesy art of other VNs. To be frank, not every piece of art struck me as good. Some pieces made me genuinely fall out of the immersion a bit, because of how weird the anatomy of these supposedly classically painted characters was. The music is expressive. It is very sauce-heavy, with many very vivid vocal tracks. On the bright side, it adds a lot to that classical immersion, moving the Shakespeare play from the script onto the stage. Unfortunately, it can also be quite distracting at times. The perk of more ambient tracks in many long-haul novels and JRPGs is that they are light on the ear and meant to be listened to for hours on end. On the contrary, the OST of The House in Fata Morgana at times suffers from oversaturation. To summarize the narrative, the best thing a story can do is leave you questioning - not the details or the characters themselves, but the ideas they represent. The House in Fata Morgana’s extremely hyperbolic treatment of violence and cruelty appears deliberate, compelling players to reflect on their own distance from suffering and the ways such narratives can evoke both immersion and detachment. By the game's words, the story was not ours. Maybe anything bad can only seem distant because it is not happening to you. The game is simultaneously immersive and very detached, and I think this is the main idea behind what's happening. I do not think it would work as well as a book anywhere; the shifts between narrators and the stylizations between the doors would be lost. This immersion, made possible only by a myriad of things I have mentioned before, is a privilege of being this “uninteractive video game”, a game that is not a game, a story that is not a story. Overall, I have spent roughly 20 hours (I think I am a fast reader after all) on this story, only going through the eponymous main game on my Switch compilation edition. Of course, I have several major gripes with The House in Fata Morgana, both in and out of narrative elements, yet I am excited that it has left me with so much space and ideas to ponder. It is presented coherently as an incredible, overarching dissection of stories, violence, love, and morality. The House in Fata Morgana is compelling not because it tells a better story than a novel could, but because it tells it using tools only a visual novel possesses. Its interface, music, typography, and player-directed pacing transform reading into participation. While it is not one of the most breathtaking stories and certainly not one of the best games I have played, its significance extends beyond enjoyment. The House in Fata Morgana challenges the conventional boundaries by showing how visual novels can achieve a unique form of narrative immersion. Its paradoxical nature, both ludically (a reading game?) and narratively (about how narratives are perceived), highlights possibilities for how interactive experiences can be conceived. As such, The House in Fata Morgana is one of the experiences that shows that any amount of interactivity can redefine expression and further legitimize video games as art.
Due to moving irl, I had to put this off at the last chapter for.. 2 weeks lol. Finally I made time just to see this through and it's hard to put into words but it's just so.. beautifully written.. I don't know if it's the greatest story I've ever written but right after completing I would say yes, it's really really good.. it made me feel and think about things I probably never had felt or thought before. One of the rare medium that gave me literal chills at some point
The House in Fata Morgana is one of the most beautiful works of fiction I have ever experienced. The artwork and music are absolutely gorgeous. And above all else of course, the story; being one of the only ones outside Persona 3 FES and Metal Gear Solid 3 to ever make me cry. I was sobbing at the end of this game. I will say no more as I think it is best to go in as blind as possible. Do yourself a favor and play this game.
Bravo. This is simply put the greatest work I have ever had the chance to experience in my short, insignificant life. Frankly, there is too much to be said about every intricacy and beauty of this story, so I will just say this: the sheer amount of themes and their flawless execution was absolutely impeccable. Albeit, it may be slow in pacing during certain moments, but every aspect of the story complements itself so well, the pacing has to be completely disregarded. I believe this novel should be among the greatest stories to ever be conceived, even taking into account the recency bias I hold. There are countless qualities I can praise, but the two unyielding themes that remain my all time favorite are love and forgiveness. The way this story shows love is just so beautifully done, it makes my heart ache, yearn for it even. The way this story demonstrates forgiveness is so genuine, it makes me myself want to forgive everyone who had ever wronged me, and understand their perspective. That is exactly why The House in Fata Morgana will remain my favorite story for a long time. Thank you Keika Hanada, I deeply admire you as an author. Thank you everyone who contributed to this VN, I applaud the realism and, soul you had instilled into this game. Thank you The House in Fata Morgana for forever changing my life.
可以说是我玩过最烂的视觉小说,没有之一。第一次长差评也是献给这部作品了。 有些人自己没吃过好的能不能也别把这种烂游戏当成所谓的神作推给别人呢?剧情说是虐女文学都太简单了,把屏幕前的玩家也气成高血压,剧本和剧本的全家都在天上飞翔。给一个如此东亚充斥着pua的剧本安排欧洲背景,日本人这么难承认像游戏里被虐待被虐杀被害死还要原谅恶人的主角,就是你们所期待的在二战中被你们恶行毁掉的受害者该变成的样子吗?打得我抗日想法都出来了。剧情最大的问题就是认为语疗可以解决一切,并且对于几位主角被虐待的经历过多着墨,在详细描写虐待剧情后又想让主角和玩家轻而易举没有一丝怨恨和反抗的原谅罪人,即使罪人取主角的血砍断主角的手臂把主角关起来虐待关起来打,把主角按到脏水桶里想让主角给他们当免费性奴,这一切都可以轻易原谅剧本不觉得搞笑吗?完全忽视了人的血性的作品,只让我感觉到剧本被这样虐待过很多次所以写出这样的东西。 美术和音乐是这个游戏稍微能看一点的东西,但也没能看多少,美术平等地给基本每个女角色批发一个睾丸胸,有几张cg也画得差强人意。音乐很神,支持我打到了第八章,但我完全打不下去了。我不理解为什么这样子的作品能火,而三观正常的好作品火不了,这部的剧本被凌迟八百次都算少了。如果喜欢被日本人恶心喜欢被强行包饺子原谅可以玩,这都能被称为神作我看视觉小说界也是完蛋了。
There are so many things I have to say about The House in Fata Morgana, and I’ll try my best to do so because, no other game left the same emotional impact as this one. The narrative at first is slow and it can be sometimes a drag, however, the payoff is extremely worth the time, you’re going to get a lot of well executed plot twists and you want to learn more. The soundtrack is gorgeous and is well used to make you feel emotional. The characters are well written but what carries them is the relationship between each other and their struggles. The House in Fata Morgana is a story about hatred, revenge and the cruelty of human nature. But it’s also a journey about self forgiveness, finding compassion and accepting the love you thought you never needed and deserved, specially from yourself. I’m extremely grateful to came across this visual novel, because it truly shaped me into a better person and changed my life for the better.
Absolute masterpiece. Easily deserves all the praise it gets and more
Greatest main cast in fiction and greatest dialogue I've ever witnessed
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.
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