
The Use of Life is a multi-ending adventure book style JRPG. The main character’s various attachments change in accordance with the choices the player makes, and the ending changes depending on “the use of life” you choose through your journey.
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 21 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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





Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Jrpg佳作 [/h1] 今年目前玩过最有意思的游戏。 本作的玩法框架明显致敬了《废都物语》,并创造性地将QTE玩法作为核心添加到了回合制的战斗中。这类跑团风回合制RPG,角色以玩家的选择为基础跟着故事进行成长,并在途中有着大量的分支选项,最终故事的走向将由玩家的本心来决定。这种Gamebook式的叙事节奏与形式在营造出独一无二的代入感的同时,也没有了传统RPG那种繁琐冗长的劣根性。而在摒弃传统的跑图模式后,半线性的游戏方式也不会带来探索焦虑,QTE的引入进一步强化了战斗中的紧张感和沉浸度。 主角因某种灾难而孑然一身后,与结识的同伴在冒险的旅途中一路成长,从迷惘中找到本心,并最终抵达自己的终局。很传统王道,也很有效的经典JRPG展开,本作就是如此。以大量即时反馈的决策为基底,辅以简单而清晰的故事与有魅力且个性鲜明的角色塑造,使旅途中的风景因人而美丽[spoiler]简单来说就是把JRPG的灵魂做出来了[/spoiler]。 实际体验下来相当不错,槽点基本全集中以下两点局外、或者说是非游戏流程强相关的内容上。 [h3] 1.不可逆的单存档设计 [/h3] 兴许是为了践行游戏原名《The Use of Life》这一选择取向的核心机制,游戏过程中只有一个只会自动存档的存档位,并且会在抵达结局后自动封档,不能通过读档的方式来回到其中的某个选择节点。 同时在每个结局后都会解锁新的开发者小故事、人物传记以及结局后世界的发展,并会在全结局达成后解锁自定义事件骰点结果的特典来激励玩家达成全结局。 而作为一个毫无继承内容的多结局游戏,这就意味着要重复游玩大量的重合内容,如果以章节数来估算的话,从量上来看大约占了总流程的40%左右[spoiler] 仔细一算还真是多啊(),这就是沉浸感の代价吗 [/spoiler]。 但游戏内的职业构筑和每一个事件都有数个分支选项都部分地弥补了这个缺陷[spoiler] 虽然分支基本上只影响本事件 [/spoiler],搭配上官方提供的跳过剧情选项,虽然重复劳动依然明显,但基本上是卡在一个说牢也不牢,说不牢也牢的程度[spoiler] 做得很好,下次别这么做了 [/spoiler]。 [h3] 2.高难度下的战斗体验 [/h3] [i]往游戏书风格的指令RPG里加入动作要素? 无论是喜欢游戏书还是喜欢指令式RPG的玩家,都会讨厌的吧? 如果要做一款能让所有人都打出80分的游戏, 那就绝不该在指令式RPG里加入动作要素—— ——但只要我还这么想着,我就永远无法做出对自己而言100分的游戏。[/i] 事实上,回合制里加QTE也不是什么新鲜事了,从早期的《传颂之物》到近年的《星之海》、《33号远征队》都有这类的设定。不同于早期的、将QTE作为额外收益机制加入战斗的游戏,本作更偏向于《33号远征队》那种依附高频QTE为战斗核心的类型,而游戏对战斗QTE的简单归一化让人几乎无法逃课,这就使得数值设计在游戏体验上的影响远比同类游戏来得大。 诚然,游戏Normal难度下的数值设计相当不错,每个敌人基本都能在探索中旁敲侧击得知它们的弱点和战斗方式,以沉浸感来说相当不赖,而强敌在带来压迫感的同时,也能在特殊机制的新鲜感褪去之前战胜,基本上全程处于一个势均力敌的状态,不会让人有一种“这诗人?”的感觉。同时在Easy难度外,官方还特意设计了一个Custom难度,让玩家能直接定制数值[spoiler] 剧情模式这一块 [/spoiler],且无论在任何难度下进行游戏,剧情内容都不会有差异。所以无论玩家是否擅长这类玩法,游玩体验这块都是有保障的。 但如果你是成就党,那就享大福了,作者特意设计了一个全程Hard难度通关的成就。这个难度下的敌人抛开额外加强的防御和生命不谈,一轮决策三个问号展现机制,2倍的QTE速度展现数值[spoiler] 狂暴后更是快的不像人 [/spoiler],1.4倍的伤害更是刀刀烈火[spoiler] 还有快慢刀 [/spoiler],再加上QTE失误直接吃暴击的设定,目押不了基本上就直接下一条命了,而每场Boss战基本都要数十回合才能拿下,相当于五六十次QTE起步了,容错率极低。整个Hard下来基本上每个Boss能卡我半小时以上去背板[spoiler] E1最终Boss更是花了1小时叠了40条命换血换过去的,狂暴后根本反应不过来 [/spoiler]。 [i]关于这款游戏呢。 [spoiler]四个[/spoiler]结局中并不存在什么“正解”或者“非正解” 本作只是单纯的描绘着:“在严酷无比的世界中拼命活着”的人而已。 走在自己所坚信的道路上,却又被现实结果所玩弄。 即使身为主人公,也只是拼了命地活着,绝无必要逼自己成为什么善人。 因此,我决定坦诚地去写“自己决定的生存方式的结局” 以及“它对这个世界以及众人所造成的影响”。[/i] 正如作者在后记中所言,在当你跟从本心做出决定后,最终自己结局的好坏真的重要吗?重要,但似乎也不再重要了……这是一个关于命运、牺牲、成长与救赎的故事,一个关于执念的故事[spoiler] 对贯彻创作之初想法的作者亦是如此 [/spoiler]。无论如何选择,这些抉择终将开辟出新的道路,我很喜欢这样的故事。 总的来说,本作属于长板突出的那种游戏,虽然有不足之处,但优秀的核心体验能让人在过程中忽略掉它的短板[spoiler] 我说能带来沉浸式体验的游戏就是好游戏,有没有懂得 [/spoiler],游戏全结局下来大约22小时(Normal+Easy混搭)[spoiler] 为什么我34?因为还有Hard [/spoiler]。 感谢开发者的坚持、也感谢好友的礼物,让我能玩到这样一部作品,我很满意。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, Simplified Chinese, Traditional Chinese, English
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While I very much like the story and consider it well thought out, emotional, and player choice being impactful despite the lack of clarity what your actions will do a lot of the time. I can't recommend the game due to how ridiculously brutal the combat is and the poor balance especially when it comes to end boss fights. Not going to bother with the hard mode, I'd say gameplay aside the game would be a 9/10 but I'm going to have to bump down my review score to 6/10. The only way to play late is poison, paralysis, and sword skills like samurai with those. Nothing else even remotely compares and the game would need a significant combat rebalance for other builds to be viable. A shame too because the game really shines outside of the combat, I just can't bring myself to play it again due to dying over and over and over to a single hit from an enemy due to your character being so weak and requiring perfect timing on every single hit of long combos and boss fights. Tedious to the point it drags the whole thing down. I'm sad that I have to be brutally honest here but it's true
This is a shockingly amazing game. Yeah it may seem a bit unsuspecting at a first glance with its overall simple graphics and backgrounds, but its in the gameplay as well as the story where it really shines! I personally have a belief that stuck to me a while ago: "As long as the gameplay and the creator's message shines through, it won't matter what the game itself looks like" And I think that truly, truly shines here in this game in specific. Sure it sometimes looks like an RPG Maker game you'd see on Itch. io, but for what it's worth, I recommend everyone at least try out the demo. Because the tale that this game weaves infront of your very eyes is truly worth remembering. The endings will almost guarantee to have you feeling some sort of strong emotion--maybe happiness, sadness, a bittersweet longing? Either way I can wholeheartedly say that this is one of the more profound games that I have ever bought, and what a wonderful 20 dollars this game is worth. I hope, that if you buy this game, it will leave you just as moved for you as it had for me.
Hidden gem of a game that will really humble you as a player even on easy. I recommended doing the custom difficulty. As for myself I'm never touching this game again as I got the perfect ending that made me cry like a happy father. Kohaku is the best ❤️
Hard, but forgiving and engaging combat with good systems and cool world building. The definition of a hidden gem.
Play the demo first!!! Combat is frequent and revolves around Quick Time Events which may be difficult for newer players. The controls are not straightforward, most all functions are done with the Z, X, C and arrow keys on keyboard/PC. (Controller users should open Settings before starting a save to specify the orientation of Yes and No buttons.) It's a very good game so far, and if you fail, it is not very punishing. There's even a tutorial accessible from the Game Over menu addressing common struggles. I like it, but you should try before you buy!
Pretty Fantastic game, with overall really solid Gameplay, music and story, at 20€ its pretty affordable aswell, Its turned based combat with QTEs allowing you to fully negate damage, previous choices come up later on. 4 endings based on one branching path and the two power mechanics. 8/10 pick it up full price or on a sale,
剧情拉完了,简短的伪童话故事纯用兔脑写的,看见有人说剧情比无名者屠龙好才买的,结果就这,四个结局加起来能有别人一半长吗,游戏不能存档打完锁结局,想打别的结局还得重新打,还不能继承数值。
Rabbit wife acquired
是對全世界發動地鳴還是和米卡莎回家結婚? 我當然選後面啊! 什麼?你說我殺太多人已經無法挽回了? 那種事情不要啊!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $880.2K | 2.1K | 91% | $12.59 | |
| $2M | 3.3K | 96% | $22.99 | |
| $207.1K | 429 | 81% | $15.99 | |
| $33.7K | 90 | 92% | $14.99 | |
| $7.3K | 19 | 89% | $12.99 | |
| $5.6K | 20 | 100% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $395.3K | 1.4K | 70% | $8.99 | |
| $395.4K | 498 | 77% | $19.99 | |
| $395.4K | 8.2K | 96% | $2.99 | |
| $395.2K | 581 | 92% | $17.24 | |
| $395.2K | 2.3K | 92% | $6.59 | |
| $395.1K | 1.7K | 87% | $9.99 |