
In this 3D visual novel, follow failed screenwriter Junon as she attempts to make it through the most pivotal day in her life. Relive the past, alter the present, and embrace the future, or without your help, Junon’s story might end in a wreck.
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/day in the week to Aug 23 → 0/day in the week after.
About


Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 286reviews | 88% | — | $66.6K |
| $7.99−60% | 67ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
演出や見せ方、一時停止(メニュー画面)からの復帰の仕方がおしゃれ! ライフイズストレンジやデトロイトのようなムービー系かと思いきや、会話が進むときは、画面やキャラクターが動いてるような動いていないような、不思議な紙芝居のような…シュールな画で独特な雰囲気を感じる。 基本的に、会話やモノローグはどんどんオートで進んでいく。時間経過で消える選択肢もある…?それとも絶対に1回目は押せないようになってるのか、わからなかったけど…ぽやっとしてるとどんどん進んでく。集中してプレイできるときに遊ぶのがおすすめです。 後半に進んでゆくにつれて、ストーリーに引き込まれていきました! マウスのみで完結するので気軽に遊びやすいと思います! ⚠️[spoiler]交通事故[/spoiler]のシーンが本当に繰り返し、何度も何度も流れるので、トラウマがあったりフラッシュバックする可能性のある方はどうかお気をつけて。 英語音声ありがたい!フレンチアクセントかな?(間違ってたら申し訳ない) 英語音声+英語テキストで遊びました。英語中級者ですが、英語の理解は割としやすかった印象。 どこを押したらいいかわからないときは、カーソルをぐるぐる動かしてみると、押せるところがでてきたりする。
The Wreck ist ein großartiges Spiel mit einer berührenden und emotionalen Geschichte. Die Geschichte, die hier erzählt wird, ist tragisch und verzwickt. Hier erwarten einen schwere Themen, die einen aber auch nach dem Spielen zum Nachdenken bringen. Besonders gefallen hat mir der Erzählstil. Es wirkt sehr natürlich und des Öfteren ist auch eine große Portion Selbstironie dabei. An manchen Stellen finde ich das Gameplay etwas monoton, da sich einige spielerische Aspekte wiederholen. Grafisch ist das Spiel in Ordnung, es ist meinem Empfinden nach nichts Außergewöhnliches. Die französischen Soundtracks finde ich toll! Die Entwickler haben auch an Content Creator gedacht und in den Einstellungen gibt es die Möglichkeit, dass die Musik ausgetauscht wird.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, German, Simplified Chinese, Traditional Chinese, Ukrainian*languages with full audio support
| $19.99 |
| 20ratings |
| 76% |
| — |
| not modelled |
| $19.99 | 14ratings | 66% | — | not modelled |
| $7.99 | — | — | — | 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The Wreck, developed and published by The Pixel Hunt, is a narrative-focused adventure that places emotional storytelling at the forefront of its design. Rather than building its experience around traditional gameplay systems or branching mechanics, it centers on memory, trauma, and self-examination. The story follows Junon, a 36-year-old screenwriter whose already fragile life is thrown into turmoil when she receives a call informing her that her estranged mother has been hospitalized. What unfolds over the course of a single day becomes a deeply personal exploration of regret, guilt, and the weight of unresolved relationships. The structure of The Wreck is deliberately intimate. Much of the experience takes place within Junon’s perspective, blending present-day hospital scenes with fragmented memories from childhood and early adulthood. The game uses an in-universe writing interface to present Junon’s internal monologue as though it were part of a screenplay. This framing device reinforces her identity as a writer while simultaneously giving players access to her thoughts in real time. It creates a layered narrative voice where dialogue, reflection, and memory coexist fluidly. Interactivity is subtle but meaningful. Rather than offering branching narrative paths that dramatically alter outcomes, The Wreck allows players to guide Junon’s focus. Key words and emotional cues can be selected during conversations and flashbacks, shaping how she processes her experiences. These choices influence tone and emphasis rather than the overall plot trajectory. The result is a story that remains largely linear but feels personalized in how it is emotionally framed. The player does not rewrite events; instead, they participate in how those events are interpreted. The titular “wreck” serves both as a literal event and a metaphorical anchor. Early in the game, a car accident functions as a symbolic rupture that scatters pieces of Junon’s life across fragmented memories. Players revisit these fragments, examining objects and moments that shaped her identity. This mechanic mirrors the psychological process of revisiting trauma—turning events over repeatedly in an attempt to find clarity or closure. The game does not present these moments as puzzles to be solved but as emotional landscapes to be understood. Visually, The Wreck adopts a stylized 3D presentation that blends cinematic framing with understated color palettes. The environments are grounded yet slightly surreal, reflecting the blurred boundary between memory and reality. Character models are expressive rather than hyper-realistic, emphasizing mood over detail. Subtle lighting choices and camera angles contribute to the narrative tone, particularly during introspective sequences. The visual restraint reinforces the story’s emotional weight without distracting from it. Voice acting plays a significant role in shaping the experience. The performances are nuanced and naturalistic, carrying much of the emotional depth. Junon’s voice, in particular, conveys vulnerability, sarcasm, frustration, and tenderness with authenticity. The dialogue feels grounded in real human conflict rather than melodrama. This attention to performance strengthens immersion and makes the relationships at the heart of the story feel tangible. Thematically, The Wreck tackles mature subjects with care. It explores strained family dynamics, the burden of caregiving, unresolved childhood wounds, and the difficulty of forgiveness—both of others and of oneself. It does not sensationalize trauma but instead approaches it with empathy. The pacing is slow and contemplative, giving players space to absorb emotional beats. This deliberate tempo may not appeal to players seeking constant activity, but it aligns with the introspective nature of the narrative. Ultimately, The Wreck is less about gameplay mastery and more about emotional engagement. It invites players to inhabit a character’s internal world and reflect alongside her. While its mechanics are minimal and its progression largely linear, its strength lies in its authenticity and narrative cohesion. For players drawn to story-driven experiences that prioritize character depth and thematic exploration over action, The Wreck offers a powerful and intimate journey through memory, loss, and reconciliation. Rating: 8/10
Bon, il faut un paquet de mouchoirs et un moral correct pour faire ce jeu. L'animation est parfois un peu rigide mais l'histoire de deuil vaut le coup. Merci aux dev.
Excellent jeu, qui aborde des sujets difficile mais tellement importants, le doublage est sans faute et porte vraiment l'histoire car les graphisme sont très simples et l'animation faciale très limitée, mais ce n'est vraiment pas un problème car encore une fois, le doublage est parfait. J'ai terminé le jeu en un peu plus de 3h, par rapport à l'histoire que le jeu veut raconter, c'est parfait. Il n'y a pas vraiment de gameplay, il s'agit d'un jeu purement narratif. Je ne peux que le recommander.
[h1] 其实这个流程很像心理咨询。 [/h1] 一开始感觉这个玩法在强制玩家/“我”不断“反刍”记忆(对,就像真正的PTSD那样)。 而后发现,它其实在[b] 不断让“我”重新体验关系,并在下一次收获全新的结果。 [/b] 很多强调“关系取向”的心理咨询流派会应用这一技术,譬如格式塔、个人中心以及心理动力学。如有感兴趣的朋友欢迎从这里开始了解(了解归了解,衷心希望你用不上)。 以及看故事不可怕,可怕的是看完故事,[spoiler] 发现结尾有真实车祸照片…… [/spoiler]
事业家庭双打击的编剧接到母亲住院的消息后跟相关人对话,通过抽象的车祸闪回旧时记忆不断修复跟人的关系,推进新剧情。角色关系有母女、姐妹、恋人(男,前夫)。主题和文本不错,不过简中翻译辱女词有点多。 游戏美术很好,但是机制非常怪。一是游戏结构好像一个硬性要求放完所有中途be的文字游戏,很多理应推进剧情的选项一闪而过,就为了看那个坏结局,再进入回忆。二是回忆场景需要来回前进后退查看之前没展示的选项,我大概理解来回回顾场景是想模拟一种想事情逐层深入的状态,但是放到实际操作里实在是过于重复。
去年打的时候实在难受打到后面一直哭。 忽然想补一下全成就又捡回来了,但是不知为何其他结局不弹成就了……更悲伤了。介于再重打一遍还是有点长了还是等完全不记得了再补好了。 心理描写很细腻,就是反复坐过山车的流程有点拉长时间坐牢+晕3d。不过总觉得这种高度重复的流程又近似于女主一遍一遍回想时候脑内发生的情况,从这个角度来说这种坐牢感还挺合理(啊?)
¿Cuándo crees que muere una persona? ¿Cuándo le atraviesa el corazón una bala de pistola? No. ¿Cuándo es devastado por una enfermedad incurable? No. ¿Cuándo bebe una sopa hecha con un hongo venenoso? No. Es cuando es olvidada.
重复画面比较让人疲软,玩的体感像是观看了几小时的静态电影,适合经历了创伤事故的人游玩、治愈一下内心,与自己的内疚和解,剧本游戏的设置还挺新鲜的
Players by region
Where this game's players are, estimated from review languages.
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