
Take on the role of the housewife and make sure the house is maintained, she lives to keep her husband happy. Learn how the world changes for an abused person. She believes that he only beats her when she disappoints him. Get deep inside the functioning psyche of a victim of abuse.
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.
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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
burada ev temizliği yapacağınıza kendi evinizi temizleyin daha hayırlı olur
⭐⭐⭐⭐⭐
💋
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is S H I T
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
✯ TR ❱ Ucuza alıp kartlarını satıp kar elde edebileceğiniz tarzda bir oyun. Bunun gibi oyunları öğrenmek isterseniz incelemelerimde çok daha fazlası var. ✯ EN ❱ It's the kind of game you can buy cheap, sell the cards and make a profit. If you want to know more about games like this, there are many more in my reviews. ✯ TR ❱ Burada bir kedi var ve yoldan geçen arkadaşları ona bir kez dokunabiliyor. 𓃠 ⤵⤵ ✯ EN ❱ There's a cat here, and his friends who pass by can touch him once. 𓃠 ⤵⤵ __ /> フ | _ _ l /` ミ_xノ / | シシシシシシシシシシ / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻
Its a really good well put game for all ages
insgesamt nicht gut. kann es nicht empfehlen.
hahaha okay
The Housewife is a stark and unsettling indie simulation experience developed by Colossal Wreck and published by Back To Basics Gaming, and it stands apart from conventional games by placing emotional discomfort and psychological commentary at the center of its design. Rather than aiming to entertain in a traditional sense, the game positions itself as an experiential work, asking players to inhabit the daily life of an unnamed woman trapped in an abusive domestic relationship. From the outset, the tone is deliberately oppressive, communicating that this is not a power fantasy or a story of heroic escape, but a depiction of routine, fear, and emotional erosion. The core gameplay loop revolves around performing mundane household chores: cleaning rooms, doing laundry, watering plants, tidying the kitchen, and maintaining the home in anticipation of the husband’s return. These tasks are intentionally repetitive and mechanically simple, mirroring the monotony and emotional exhaustion of living under constant scrutiny. There is an unspoken pressure attached to every action, reinforced by the implication that failure—or even minor imperfection—may lead to punishment. By tying progress to domestic labor, The Housewife transforms everyday activities into sources of tension, making the player hyper-aware of time, expectations, and the impossibility of ever doing “enough.” What gives the game its psychological weight is how it frames agency. The player technically has control, yet that control is constrained and hollow, reflecting the protagonist’s lived reality. Choices rarely lead to empowerment, and success does not bring relief so much as a temporary postponement of harm. This design choice is purposeful, emphasizing how abusive dynamics strip away autonomy while encouraging self-blame. The game repeatedly reinforces the idea that no amount of compliance guarantees safety, a message that aligns with its broader thematic intent but can feel emotionally draining for players unprepared for its relentless bleakness. Interspersed throughout the domestic simulation are surreal dream sequences that shift the game into abstract, sometimes fantastical scenarios. These segments reinterpret household tasks through symbolic or exaggerated mechanics, blurring the line between reality and internalized trauma. In concept, these dreamlike interludes aim to represent dissociation, fear, and distorted self-perception. In practice, their effectiveness varies. Some players may find them evocative and metaphorically resonant, while others may feel they interrupt the narrative flow or dilute the grounded realism of the domestic sections. The contrast between the mundane and the surreal is striking, but it also highlights the game’s uneven pacing and experimental structure. Visually and technically, The Housewife is minimalistic, almost austere. Environments are sparse, animations are functional, and sound design is subdued, relying more on silence and ambient noise than dramatic scoring. This stripped-down presentation reinforces the sense of isolation and emotional emptiness, but it also contributes to the perception that the game feels rough or unfinished in places. The lack of visual polish is less a technical failing than a deliberate stylistic choice, though it may limit immersion for players expecting a more refined simulation experience. Narratively, the game is blunt and unapologetic in its messaging. It explicitly confronts the player with the reality that the protagonist is not at fault for the abuse she suffers, pushing back against narratives of responsibility or justification. While this clarity of intent is commendable, the delivery can feel heavy-handed, with little room for nuance or interpretation. Emotional beats are often stark rather than subtle, and the game’s conclusion may leave players feeling unsettled rather than resolved, which appears to be entirely by design. Ultimately, The Housewife is not a game meant to be enjoyed in the conventional sense. It is short, uncomfortable, repetitive, and emotionally taxing, but those qualities serve its purpose as a commentary on domestic abuse and psychological entrapment. Its mechanics and structure are imperfect, and its execution can feel uneven, yet its willingness to address such a difficult subject through interactive means gives it a distinctive place in the indie landscape. For players interested in games as social commentary or experimental narrative tools, The Housewife offers a challenging experience that provokes reflection rather than satisfaction, leaving a lasting impression precisely because it refuses to be comforting or escapist. Rating: 5/10
Players by region
Where this game's players are, estimated from review languages.
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