
Kidnapped and taken to an unfamiliar location, nine people find themselves forced to participate in a diabolical Nonary Game by an enigmatic mastermind called Zero. Why were they there? Why were they chosen to put their lives on the line? And more importantly, who can be trusted?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.43/day in the week to Sep 4 → 2.71/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.
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Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−80% | 7Kreviews | 93% | — | $621.8K |
| $29.99 | 1.6Kratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 900 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Zero Escape: The Nonary Games – сборник из портов двух консольных визуальных новелл: Nine Hours, Nine Persons, Nine Doors и Virtue’s Last Reward. Третья часть серии, Zero Time Dilemma, продаётся отдельно. В Nine Hours, Nine Persons, Nine Doors девять человек оказываются заперты на корабле. На руках у них браслеты, пронумерованные от 1 до 9, из которых нужно составлять цифровой корень для прохода через двери, обозначенные аналогичными числами. По правилам смертельной игры, участниками которой они оказались, через одну такую дверь могут пройти строго от трёх до пяти человек, иначе браслет активирует бомбу в организме, которая их убьёт. В перерывах между пронумерованными дверями нужно читать новеллу и решать point-and-click головоломки, чтобы продвигаться по запертым комнатам. Я искренне ненавижу этот жанр, но в этой игре, к моему удивлению, загадки решать было интересно. На то, чтобы выбраться, у ребят есть девять часов, но это лишь условность, так как игрок во времени никак не ограничен. Новелла нелинейная: есть несколько развилок, приводящих к пяти разным концовкам, но и это условность, ведь для полноты картины и получения настоящей концовки игру придётся пройти не один раз, запуская прохождение из любой уже открытой комнаты в рамках одного сохранения. Прохождение разных путей открывает ранее недоступные реплики и взаимодействия с персонажами, которые, в свою очередь, открывают доступ к ранее недоступным концовкам. Для Nintendo DS весьма неплохо, одна из лучших игр платформы наряду с Ace Attorney; на ПК же она ощущается немного устаревшей. [i]P.S. Virtue’s Last Reward я пройду позже, ведь вероятность того, что я задушусь проходить две похожие игры подряд, стремится к бесконечности.[/i]
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $622K | 1.5K | 98% | $24.99 | |
| $622K | 1.5K | 84% | $9.99 | |
| $622.1K | 1.3K | 83% | $11.99 | |
| $621.6K | 571 | 86% | $49.99 | |
| $621.5K | 1.2K | 91% | $14.99 | |
| $621.5K | 1.7K | 89% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $314.8K | 4.9K | 82% | $3.99 | |
| $8K | 13 | 69% | $29.99 | |
| $0 | 0 | 86% | Free | |
| $12.6M | 25.3K | 97% | $29.99 | |
| $666.3K | 4.7K | 90% | $4.99 | |
| $383.4K | 615 | 91% | $34.99 |
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
| $29.99 |
| 825ratings |
| 82% |
| — |
| 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 900 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
999 is a brilliant game with kookie stupid reveals that make you laugh but ultimately mostly all make sense together. its characters are likeable and while its scale seems vast and convoluted, ultimately it's understandable and funny with lovable characters. worth it for that game alone. **those who say this game is better on DS are referring to one single story moment which is cool, but you can probably figure out exactly what it is while playing on PC. not major loss if playing on a physical DS with OG game isnt reasonable for you. emulation and all isnt worth it with multiple windows and all compared to this steam version.** Zero's Last Reward one ups 999 in every imaginable way, and not always for the best. Way longer, WAY more convoluted to a fault at time, and way more to keep track of. overall i really enjoyed it but there's some details near the end of the game that are clearly just there to flex how far thought out the story line is. while impressive. the game's content could legit be cut down 30% and nothing of value would be lost. you'll also find yourself enjoying the art and character designs but lamenting that it's now a rough 3D that is far less expressive and clean looking than 999's 2D sprites. im conflicted but i do love ZLR. it's just not as good as 999 overall imho due to where it trips up trying to outdo itself.
[h1][i]Zero Escape: The Nonary Games[/i] é a combinação de “escape the room” com uma ficção científica cheia de reviravoltas[/h1] A primeira coisa que você precisa saber sobre [i]Zero Escape: The Nonary Games[/i] é que na verdade temos aqui dois jogos: [i]Nine Hours, Nine Persons, Nine Doors (999)[/i], lançado originalmente em 2009, e a sequência [i]Zero Escape: Virtue's Last Reward[/i], que saiu em 2012. Ambos os títulos têm tramas conectadas, já que se trata de uma trilogia (finalizada com [i]Zero Time Dilemma[/i], de 2016). A desenvolvedora, [i]Spike Chunsoft[/i], é famosa pela série de visual novels [i]Danganronpa[/i]. Em [i]Zero Escape[/i], alguns temas se repetem: histórias enormes que envolvem pessoas sequestradas, reviravoltas sem fim e assassinatos misteriosos. [h2]E do que se trata [i]Zero Escape: The Nonary Games[/i]?[/h2] Em [i]Nine Hours, Nine Persons, Nine Doors (999)[/i], 9 pessoas são sequestradas e acordam em um lugar misterioso, usando braceletes numerados. Acompanhamos o ponto de vista de Junpei, um rapaz de 20 e poucos anos arrastado para essa confusão. Depois de acordarem, todos são informados que estão participando de uma dinâmica em que precisam se juntar para destrancar portas, investigar cômodos e escapar deles. Depois de passar por isso algumas vezes, finalmente poderão reconquistar sua liberdade. Mas nada é tão simples: existem regras a serem cumpridas e quebrá-las significa morrer. Tentar tirar o bracelete é uma delas; atravessar portas que não foram abertas por você, outra. E assim, você acompanha Junpei em sua tentativa de entender onde ele está e o que está acontecendo. Nada é o que parece; um mistério leva ao próximo e cada resposta gera mais perguntas. Em [i]Zero Escape: Virtue's Last Reward[/i], o Nonary Game acontece novamente, porém em circunstâncias diferentes. Acompanhamos o protagonista Sigma em sua jornada por uma construção gigantesca, relacionada a uma misteriosa pandemia. As conexões entre os dois Nonary Games vão se mostrando de formas inesperadas, a começar por uma participante que já conhecemos do jogo anterior. [h2]E como se joga [i]Zero Escape[/i]?[/h2] [i]Zero Escape[/i] é uma trilogia de visual novels. Por curiosidade, pesquisei quantas palavras teriam os dois primeiros jogos. Não encontrei informação oficial, mas os fãs estimam que [i]Nine Hours, Nine Persons, Nine Doors (999)[/i] tem ~250 mil palavras em inglês; já [i]Zero Escape: Virtue's Last Reward[/i] tem ~350 mil palavras. Se os números forem reais, é mais texto que as ~1100 páginas de Senhor dos Anéis (em inglês). Infelizmente não há tradução para português, mas o jogo é muito bem escrito em inglês. Demorei cerca de 40 horas para terminar de jogar tudo; adoro ler e isso é mandatório porque a força do jogo está nos diálogos e pistas a serem lidas. Não há opção de diálogo a ser escolhida; ao invés disso, o que se escolhe é o caminho a ser percorrido pelo protagonista. Explico: depois do início das histórias, na qual os personagens se conhecem e se apresentam, você tem uma primeira escolha de qual porta quer abrir. Cada porta só pode ser aberta por pessoas com braceletes de números específicos, então você também está escolhendo com quem vai passar o tempo. Mas nenhuma escolha é definitiva: a característica da franquia é que, a princípio, só se consegue chegar em finais ruins. Contudo, coletar pistas em diferentes “caminhos”, ou seja, refazer as escolhas e atravessar novas portas traz o conhecimento necessário para que os finais verdadeiros sejam desbloqueados. Portanto, você poderá experimentar todas as possibilidades e estudar as mudanças causadas por elas. A mecânica de visitar diferentes versões da trama, com diferentes escolhas, tem papel fundamental na história. E claro, entrar em salas significa que, para sair delas, você precisará participar de um clássico escape the room: coletar itens, clicar em diferentes lugares dos ambientes para investigá-los e resolver puzzles. Sem dúvidas, o ponto forte de [i]Zero Escape: The Nonary Games[/i] está no enredo. As dinâmicas de escapar do cômodo são divertidas, mas não têm o melhor design, nem são inovadoras. Só consegui finalizar algumas das salas com a ajuda de guias, descobrindo no processo que algumas solução eram bastante arbitrárias. Portanto, se você está procurando um bom vídeo game de escape the room, [i]Zero Escape[/i] não é o candidato mais forte. Se está procurando uma ótima visual novel, aí sim a recomendação é certeira. [h2][i]Zero Escape: The Nonary Games[/i] traz duas excelentes histórias[/h2] Eu sei que acabei de dizer que [i]Zero Escape: The Nonary Games[/i] traz duas excelentes histórias. Mas é necessário fazer uma ressalva: você só vai gostar do jogo se topar embarcar em uma narrativa rocambolesca. Sim, meu caro leitor, “rocambolesca” é a palavra. No Dicionário Informal online encontrei esta definição: “um percurso cheio de peripécias, complicações, esquemas, enredos inverossímeis”. E é isso mesmo: [i]Zero Escape[/i] tem uma daquelas histórias cheias de reviravoltas, algumas tão absurdas que arrancam risadinhas. Para o segundo jogo, [i]Zero Escape: Virtue's Last Reward[/i], se você oferecer 1 milhão para que a trama seja explicada, acredito que nem o criador da obra conseguiria a grana. Algumas situações não fazem sentido, mas funcionam muito bem a serviço da narrativa porque surpreendem e divertem. Se você tentar aplicar lógica e bom senso, ou for uma daquelas pessoas que precisa de realismo na arte, fuja do Nonary Game. Você não vai gostar. Os personagens são igualmente exagerados, tanto em termos de temperamento quanto de conhecimentos, histórias de origem e daí em diante. Discussões de matemática e física quântica aparecem como se estivessem comentando que está fazendo calor numa tarde de quarta-feira. Já se você tiver disposição de abraçar um enredo maluco povoado de indivíduos doidinhos, e plot twists macarrônicos, [i]Zero Escape[/i] oferece uma experiência inusitada, criativa e, acima de tudo, divertidíssima. Por tudo isso, deixo aqui minha recomendação! :)
极限脱出999我是在PC上用模拟器玩的NDS版,NDS有上下两个屏幕可以同时看到两个画面,steam版只有一个屏幕需要玩家自己切换画面,两个能同时看到的屏幕这个设定对剧情很重要,玩家自己切换画面玩体验会比较差。999解谜难度适中,剧情也比较紧凑。作为系列开山之作很优秀。善人之死解谜难度比较大,涉及到很多计算费脑子容易卡关。剧情有一点拖沓,各角色刻画不如第一部吸引人。建议喜欢999男主的玩家做好心理准备再去玩第三部零时困境。
VLR Ending was some ♥♥♥♥. No spoilers but my fking god i did not see any of that coming. Pants down cause Alice is in the room one of the best games i played
謎解きもシナリオもあまり面白くない。複数END解放のためにクリア済みの同じ謎解きを何度もやらなければならないのはダル過ぎるから止めた。謎解きの面白さならレイトン教授、ストーリー+ミステリーの面白さなら殻ノ少女1(The Shell Part1)、レイジングループ、逆転裁判3部作、ダンロン1,2の方が大分良い。
The writing in this game is excessively labored. Every move is so wildly over explained it's just impossible to enjoy it. You can't do even the most obvious thing without one of the characters telling you why you must do it and then another explaining that you must do it and another explaining how you must do it and the rest slowly deciding it's a good idea. The puzzles I've seen so far are welcome, but don't require much thinking because you're led around by your nose through them. I'm at 4 hours in and I don't think I can play anymore even though I love escape and have played visual novels I've liked.
Note : DO NOT LOOK UP ANY SPOILERS. The twists and stories are an integral part of the enjoyment (as far as I'm concerned). Do not ruin that for yourself. Small note : I am not a puzzle game maniac, this might be my first few puzzle games so i lack any true ability to rate this game as far as puzzle gameplay goes. As such, I will mainly be discussing the story aspect of the games. ---------------------------------------- Would 100% recommend. 2 games in 1. Both are very much worth it imo (though opinions may differ of course, notably on the second game). 999 is the first story and should definitely be played before VLR (VLR contains spoilers of 999) It has got a much more simple and easy to follow narrative and the puzzles dont require Einstein to get through. The story got me hooked from beginning to end and the ending twist clears up all the questions raised over the different routes. As some other reviews may mention, the game was designed for the DS, and porting that over to PC did raise a number of choices and changes. Most notably reflected in the ending but also the relevance of the Novel mode giving much more information and description which could not be converted to dialogue. I can see why people would recommend the DS version but it did not disrupt my enjoyment of the game. 999 is overall a simple but solid piece of work that i will strongly recommend to anybody. VLR offers a sequel to 999. Whilst similar conceptually, there are a number of ambitious and drastic changes, which some may find jarring. Most notably in the story setup as well as the shift in graphics towards 3D models. As i was here out of enjoyment following the first game's story, I did not get too bothered by these changes, but i can understand some people being disturbed by them. The addition of hard/easy mode on the puzzle aspect makes this game somewhat harder to get through, at least on hard mode. Whilst generally I still wouldn't consider them extremely complex, with fewer hints and less precise guidance a few of them are a bit harder, and some others are also just simply a bit convoluted in my opinion. Difficulty mode is individual to each puzzle room however and easily adjusted if struggling, offering some achievements and additional lore on the harder difficulty. Note that you can just return to clear the room again on hard right after finishing it on easy if you really want to. If all else fails, the internet exists. As far as i'm concerned, if you are here for the story, don't let the puzzles gatekeep you from it. As far as the story goes, where 999 was far more straightforward and condensed, VLR, as mentioned before, took a more ambitious approach. With a far wider variety of choices/routes to explore, as well as a much greater number of story locks present, the game is definitely harder to get into. It can get a bit harder to keep track of certain plot points (for me at least, as you may have to ping pong between various routes to unlock continuations) and the quality of routes have a much higher variance between its highs and lows. Nonetheless, after witnessing the finale, i believe the payoff is entirely worth it. Spoilers would absolutely ruin this game though, so get yourself a restraining order against those. Overall, VLR does pay a price for its ambitions, which may push away some players, even those who enjoyed the first installment, but i very much enjoyed myself and my experience in this game as well. I would definitely recommend giving it a try and completing the story if you loved the first game.
1, 2편 모두 우선 한글화에 힘 써주신 분들께 감사의 말씀을 드립니다 한글화는 큰 오타나 거슬리는 부분이 없이 좋습니다 본편은 1편, 2편 합본이며, 3편은 Zero Escape: Zero Time Dilemma인데, 별도로 구매하셔야 합니다 아쉽지만 1편 2편 각각 따로 한글 패치를 해야합니다 1편 : 극한탈출 999 https://blog.naver.com/zkdldk95/222229253618 2편 : 극한탈출 ADV 선인사망 https://othellosyndrome-dreaming.tistory.com/11 ■ 1편 : 극한탈출 999 퍼즐 난이도는 초반부 감을 익히는 타이밍만 넘어가면, 차근차근 풀릴 정도입니다 메모지에 직접 메모 해가면서 플레이 하니 몰입도도 오르고, 퍼즐 풀기에도 도움이 많이 되더라구요 중간중간 꽤 공들여서 스토리를 만든 흔적들이 보여 재미도 배가 됩니다 멀티 엔딩을 위한 다회차 플레이가 강요되는데, 궁금한 것을 해결하는 의미도 좋았지만 지루해지는건 어쩔 수 없네요 하지만 큰 의문없이 떡밥이 회수되고, 스토리가 마무리 되는 점이 좋았습니다. 멀티 엔딩 루트나 퍼즐에 막히는 분들은 아래 가이드를 참조하세요(크롬이나 엣지에 붙여놓고, 한글로 번역해서 보세요) https://steamcommunity.com/sharedfiles/filedetails/?id=2462042210 https://steamcommunity.com/sharedfiles/filedetails/?id=3021657076 ■ 2편 : 극한탈출 ADV 선인사망 극한탈출 999를 먼저 플레이 했다면 조금 더 쉽게 느껴집니다. 다만 굳이굳이 잔이나 비커 안의 내용물을 버리는 등의 반복적이고 귀찮은 행동들이 있네요 플레이 초반에는 극한탈출999의 스토리가 더 좋은 것 같았으나, 후반부에는 둘 다 좋다는 생각이 들었습니다. 팬데믹을 직접 겪어본지라 공감가는 상황이나 연출도 있었구요 다회차 플레이를 할 때도 극한탈출999처럼 퍼즐을 반복하지 않는 점도 좋았어요. 멀티 엔딩 루트나 퍼즐에 막히는 분들은 아래 가이드를 참조하세요(크롬이나 엣지에 붙여놓고, 한글로 번역해서 보세요) https://steamcommunity.com/sharedfiles/filedetails/?id=894757805
9時間9人~だけならおススメできたけれど終わりよければすべてよしと言う言葉があるので、 シボウデスで下評価にさせていただく。 シナリオ分岐の選択肢でしかないとはいえ裏切られたり裏切ったりは読んでいてストレスになり、 何より物語の結末及び真相判明のカタルシスがそれまでのストレスを埋めるのに全く足りていない。
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