No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at approximately $775.2K — a different platform, not this one.
————■ Game Introduction □———— This is a short surreal psychological horror visual novel, and you are the protagonist. One day, a mysterious girl suddenly appears in your room... 【Your task is simple】 · Say hello to the girl~ · Respond to "the girl's existence" through hundreds of choices. · Explore the essence of "being" and uncover the truth of the "world." 【And your mission is even simpler】 · Say hello to the girl~ · As the king, listen to the advice of your subjects—especially your "loyal ministers." · Bake a strawberry cake, eat the cake, eat the cake—will you really let her eat the cake? · Stop FONTAINEBLEAU’s plot! Don’t hand over the time machine! · Travel to the Silvery Forest, defeat the Demon Lord, and fulfill the Dreamer’s mission. · Go on a date with the girl at the end of the world. · Take a few pills and have a heart-to-heart chat with them. · Witness your ending with the girl. ————■ Character Introduction □———— 【Lilith】 There’s no such thing as a character introduction here. Rather than define myself with labels, I’d prefer we come to understand each other through shared memories and experiences. You exist because you are you. I exist because I am me. And so, here we are, meeting in this very moment... Of course, how you interpret these words—how you perceive me... isn’t that already my “self-introduction”? 【Sartre】 · Small in stature, always smiling. · A mandrake researcher with a deep love for writing visual novel scripts. 【Fouco】 · Tall, quiet, and reserved. · Rhythm game master but also ↑↑↓↓←→←→BA qwq! ————■ Final Words □———— Of course, perhaps none of that is what truly matters. What does matter is... I hope you enjoy our time together.
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| App Store | $1.49 | 99% | — |
| Nintendo | $4.99 | — | — |
| PlayStation | $4.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Prices
Each copy's latest price in every market we collect, cheapest first. Dollar figures are converted at the exchange rate on the day of that price. A store may not sell to you from another country.
| Store | Market | Local price | In USD | Price date |
|---|---|---|---|---|
| App Store | Japan | ¥200 | ≈ $1.30−13% | |
| App Store | United Kingdom | £0.99 | ≈ $1.34−10% | |
| App Store | Poland | PLN 4.99 | ≈ $1.34−10% | |
| App Store | Australia | A$1.99 | ≈ $1.43−4% | |
| App Store | Canada | CA$1.99 | ≈ $1.44−3% |
−% is against $1.49 on this store in the United States.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the App Store price pass of Sep 12: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Ratings
Each storefront's own ratings counter and average — separate, overlapping audiences, never added together.
14 of 15 markets; the rest gave no counter or aren't reached yet, not markets where nobody rated it.