
Unlucky Seven will take you on a space walk and tell you a story about love, hate, and craving for human flesh.
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 14 → 0/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 2,400 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
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Reviews
Unlucky Seven is a boldly unconventional indie adventure that thrives on unpredictability, dark humor, and player-driven storytelling rather than traditional gameplay complexity. Developed by Puzzling Dream and published by SIG Publishing alongside Art Games Studio S.A., the game sets out to tell a strange, often uncomfortable story that blends horror, satire, science fiction, and absurdist comedy into a single narrative package. From the very beginning, it makes clear that it is not interested in playing things safe or following genre conventions, instead inviting players into a world where tone can shift abruptly and consequences are rarely predictable. The premise immediately establishes the game’s offbeat identity. What begins as a group of troubled friends skipping an Alcoholics Anonymous meeting to attend a birthday party quickly spirals into something far more disturbing when the celebration turns into a nightmare involving violence, grotesque revelations, and surreal twists. The story unfolds across multiple perspectives, with players stepping into the shoes of different characters as events escalate. This shifting viewpoint helps flesh out the group dynamic and reinforces the idea that there is no single “correct” interpretation of what is happening, as each character reacts differently to the increasingly bizarre circumstances. Narrative choice is the core mechanic that drives Unlucky Seven forward. Dialogue options frequently branch the story in meaningful ways, affecting character relationships, survival outcomes, and the overall direction of the plot. Decisions are rarely telegraphed as good or bad, and the game often subverts expectations by attaching consequences that feel ironic, cruel, or darkly humorous. This emphasis on choice gives the game strong replay value, as multiple endings and narrative paths encourage experimentation. At the same time, it demands a certain tolerance for ambiguity, as the results of your actions are not always immediately clear or neatly explained. Gameplay mechanics take a deliberately minimalist approach, keeping the focus firmly on storytelling. Movement, interaction, and puzzle-solving are straightforward, with most challenges revolving around exploration, object interaction, and dialogue progression. Puzzles are generally light and serve more as pacing tools than intellectual hurdles, ensuring they do not overshadow the narrative. Controls are simple and keyboard-focused, reinforcing the game’s retro sensibilities and making it easy to engage with, even if the lack of mechanical depth may feel limiting to players seeking more traditional gameplay systems. Visually, Unlucky Seven adopts a detailed pixel-art style that balances retro charm with modern atmospheric design. Environments are varied and often striking, ranging from mundane real-world locations to abstract or surreal spaces that reflect the characters’ mental states and the story’s escalating strangeness. The art direction supports the narrative’s tonal shifts effectively, allowing moments of humor, dread, and absurdity to coexist without feeling entirely disjointed. Sound design and music are used sparingly but effectively, enhancing mood rather than dominating scenes, and helping maintain immersion through the game’s many tonal pivots. Where the game proves divisive is in its pacing and overall cohesion. Dialogue-heavy sequences can stretch on, occasionally slowing momentum, and some narrative threads feel intentionally unresolved or loosely connected. For players who enjoy surreal storytelling and thematic interpretation, this openness can be intriguing and thought-provoking. For others, it can feel unfocused or frustrating, especially when combined with occasional rough edges in presentation or translation quality. These issues contribute to the game’s mixed reception, as its strengths and weaknesses are deeply intertwined with its experimental nature. In the end, Unlucky Seven is a game that prioritizes expression and risk-taking over refinement. It is messy, strange, and at times uncomfortable, but also memorable in ways many safer indie adventures are not. Players who appreciate narrative-driven experiences that challenge expectations and embrace dark, unconventional storytelling will likely find a lot to admire here. Those looking for polished mechanics, clear structure, or tightly controlled pacing may struggle to connect with it. As an indie experiment in choice, tone, and narrative consequence, Unlucky Seven stands as a distinctive work that rewards curiosity and openness, even if it does not always deliver a smooth or universally appealing journey. Rating: 5/10
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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*, French, Italian, German, Polish, Russian, Turkish*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
This game felt like a fever dream. I played it a long time ago, but even then I wasn't sure what I even played, what the story was about, what even was going on or what happened at the end... Oh right there was no proper ending, they sold an unfinished game.
By far a really great game look forward to next game! Bought on sale for less than $1 but I have to say its worth least $5. Make sure to check options turn on subs, voice, and all. Game could use some minor improvements but the story is well worth it. Have trouble with game follow the guide.
Review time lies, I played this for 9 hours offline. I like - The artstyle - The puzzles (even though they're the reason it took me 9 hours to beat) - The story concept - The campy horror aspect (about to contradict myself) - The quotable translation I don't like - Having to wiggle back and forth before checking the same object - When characters off-screen talk, sometimes the speech bubble is halfway off-screen, or not visible at all. I have no idea if this was meant to show distance from the current character you play or not. - The only "choices" I could find are in relation to character species, or achievement hunting. It'd be nice to have the option to save some characters, which might break the campy vibe. - Chapter selection can be awkward, in that if you don't close the game between chapter selections it'll just load the previous chapter you played, and the controls wouldn't respond on the second load. If you finish a chapter from chapter selection, it'll start the same chapter again. - Using items can be a bit tedious - Some text was missed in translation in the inventory screens. Note - I don't remember when I got this, or if I had stayed up-to-date with development when I got it, because I was expecting most of the game to take place on the ship? Based on other reviews I'm guessing development steered away. I don't think I'd recommend this game unless you have some patience and a specific kind of humor. Bit under-polished, gave me a few shocked chuckles, a few genuine laughs, and a few genuine tears. I may have lost some bits of plot because things like "They'll pour alcohol down my neck" and "Oh, ♥♥♥♥, ladies and gentlemen" kept taking up brain space (in a good way). Playing a second time, mostly for quotes, but also to check if I missed story options. TL;DR: Cool idea, awkward execution.
The game is just... terrible to be honest. The graphics are probably the only redeeming aspect of the game. The game play is VERY sluggish to the point where it feels as if the game is always playing at half speed (a more cynical person would think this is intentional as to prevent the game being completed in under 2 hours) which gives the impression that the characters in use are staggering around drunk though probably apt as the characters are said to be alcoholics. There is also NO option to run, even though the ability is in the game code and displayed only during a small segment. The voice acting while understandably only using in-house staff feels like they had done just the one take and used that as it sounds very unpolished and rough; one of the characters even sounds like a racist caricature. The plot seems disjointed and has a glaring plot hole which can make the game hard to follow at times. It needs to be pointed out that some of the tags listed such at "dating sim", "multiple endings", "choice matters", "bullet hell" and "story rich" are wrong. Even the "early access" tag is no longer relevant as the devs sadly appear to have given up on the game. The game does occasionally go on sale for 90% every so often, so if you want to try it, it would probably be for the better to wait for a sale.
Un intento forzado de Maniac Mansion tal vez? Malo, malo, no es... A ver, es entretenido... pero por poco tiempo, la mecánica es simple, la historia lineal, la respuesta con el equipo... a ver, no pide mucho para jugarse pero se recorta muchísimo. Diálogos, desaparecen, a veces tienes que darle al botón para que avance porque no sabes que cojones esta pasando en pantalla porque el dialogo esta en otro país, das mil vueltas para llegar a cada punto para repetir la mecanica una y otra vez... El juego se ha currado un tanto, pero tiene tantisimos bugs que un mojon en verano al sol... que he tenido que repetir el primer episodio 3 veces, sacar el juego 6 veces más porque no hay manera de triggear o saltar eventos de movimiento (fallo comun cuando dependes del posicionado para la siguiente acción) Y no tiene forma de skipear escenas, con lo que he tenido que tragarme la secuencia inicial que me sale lo del alcohol destilado por las orejas. Puzzles repetitivos y demasiado simples, que llegas a dar gracias por ello, ya que algunos tienes que repetirlos porque el programador considero que poner un bit para determinar "puzzle completado" y así ahorrarnos un poco de tediosa ida y venida por la pantalla para volver a pillar los consumibles. Está bien para jugarlo una vez por curiosidad, pero tienes que andar aburrido a paladas para terminarlo o ser mazo curioso. No lo recomiendo (y esto es muy difícil en mi, porque valoro positivo con mucha facilidad) porque siendo como es, por lo menos se pide una limpieza en el código. Un bueno concepto, una buena idea, guion plano y forzado, muy justa la programación. PD: lo bueno puedes decidir si eres furro o si eres humano, aunque da igual al final.
Unfortunately I was only able to finish 3 chapters before I lost patience with all the bugs and game-crashing glitches, but the world building and storytelling in this game is honestly very good, the dialogues are natural, the artstyle is great. The MAJOR issue with this game are bugs and glitches, that make it impossible to procceed with some gameplay/programming features. And there is absolutely no auto-save or checkpoint function, so every time you experience a bug, you have to start a chapter from the beginning. This whole game is rather slow-paced, which is nice and relaxing in the FIRST playthrough, but it's unbearable when you have to reload a chapter and watch all scenes once again...
[i]Das Spiel machte mir am Anfang keinen guten Eindruck, aber ich hatte mich dazu entschieden noch etwas weiter zu spielen. Geschmackssache versteht sich. Man merkt, wenn man mit der Steuerung und Grafik klar kommt, dass das Spiel recht spannend und teils lustig ist, so habe ich mir etwas mehr vom Spiel gegönnt. Es ist aber ein Spiel, das ich einmal durchspiele und dann nie wieder, aber irgendwie entwickelt man dann doch ein gewisses Interesse daran zu erfahren, wie eine Fortsetzung aussehen könnte, allein schon, weil das Ende noch mal zum nachdenken anregt (doch alles anders als man denkt).[/i] [b]Positive:[/b] - Soundtrack - Selbstgestaltung der Charaktere (nur vom Aussehen her) - mir sind keine Bugs untergekommen [b]Negativ:[/b] - Steuerung ist gewöhnungsbedürftig und scheinbar nicht konfigurierbar (eventuell ist es mit einem Kontroller angenehmer zu spielen) - Grafik lässt einen denken, das irgendwie was mit der Grafik nicht stimmt, aber scheint wohl ein teil des Spiels zu sein, keine Ahnung wie ich das jetzt noch beschreiben soll, man gewöhnt sich recht schnell daran - Merkwürdige Vertonung der Charaktere und am Ende des Spiel noch mal ein Faustschlag ins Gesicht aber auch irgendwie lustig
一坨浓shit
Wow, this is bad. The art style on store page and in the devlogs were so cool, despite mixed reviews, I thought how bad could this be? - UI sometimes doesn't fit the text in English and other translations. The inventory has a problem with the "go back" prompt overlaying one of the item slots. No mouse support and no controller support. Some options in the options menu don't work. Sometimes the dialogue is prescribed to the wrong person. Sometimes the dialogue box is off-screen. - A horrible translation. Sometimes you can tell the author is quoting something but the meaning is lost. Sometimes you can just lose the train of thought the dialogue had. - You can feel that puzzles and interactions are barely working, sometimes I felt being close to a softlock that other reviews talk about. - The game design is often trial & error. - What happened to the graphics style? To the dev vision? Why are store page gifs and dev diaries better than the actual in-game graphics? Sometimes animal characters are cool, don't be weird about it. Why the sudden design shift into an option of choosing humans? The whole game was originally promoted as these anthropomorphic characters. What a disappointment, I wasn't even able to ignore everything bad and just look around at cool designs. It's too clunky and visually worse than the materials released about making the game.
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Players by region
Where this game's players are, estimated from review languages.
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