
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
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 | $29.99 | 7.4Kreviews | 93% | — | $3.3M |
| $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 907 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
999的剧情真的挺弱智的,谜题也是让人大脑褶皱被抚平(根本不是谜题,直接叫点击游戏就行了),整个故事的发展非常弱智,前中后期观感割裂,前面起码正常推理,中间就开始讲伪科学设定,最后直接把伪科学这个东西搞出来,让人完全怀疑整个游戏就是先想出来结尾再编其他内容的,纯纯为了醋包饺,同时几个角色的内容也是,每次一说到紧要关头这些角色就跟便秘一样挤出来几句话,剩下的内容不是失忆就是被别人打断,几个角色也是弱智的不行,前期每个人都能想的到的东西,例如[spoiler] 利用死亡人员的腕表 [/spoiler],本来以为这个是确实不能用的结果后期要结束了提一嘴其实是可以用,前面还特意搞了一个[spoiler] 要进门调查9号尸体 [/spoiler]的选项,结果就是简单看了一眼,几个支线的凶手讲的也很含糊,剧情推进更是一坨屎,懂不懂就搞个角色暴怒互咬,包括其实结局也就那样,如果更注重剧情我还是建议玩ever17和景之海。 善人死亡每次说两句话就打开一下地图真的很恶心,我还没玩到1/5的内容就浪费了非常多时间,再配合前作本来就有的谜语人便秘式文本更是折磨中的折磨,为什么就是不愿意加个跳过选项,,,虽然善人死亡有比前作厉害的解谜,但是折磨程度也是指数提升,本来想着善人死亡会不会圆一下前作的剧情或者人物才玩的,结果就一个[spoiler]斧王是前作角色,并且1、2代斧王跟蕾姆前后期一样完全可以等同于两角色 [/spoiler]。 综合推荐还是可以玩999,最起码他能玩下去,结尾的醋包饺也还可以。 至于善人死亡,我真的能通关它吗。我永远不会原谅放置无数个垃圾选项还要搞剧情锁,不给跳过,塞一堆垃圾动画的制作组,永远。。。
you get lost and what to look go back to what was said? no, not allowed. waste of time
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Japanese**languages with full audio support
| $29.99 |
| 826ratings |
| 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 907 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good! VLR is too long.
The first game of this collection is an absolute Masterpiece
【Tu fui, ego eris.】
(I finished 999 back in 2021, so my memory of my opinions of it may be hazy. Finishing VLR was much more recent.) My first experience with any sort of escape room concept was back in my first playthrough of Danganronpa 2 with that Final Dead Room section, but even then, I just paid the Monocoins and ended up not actually DOING the escape room. Eventually, I played the first Zero Escape game, and learned of the beauty (and occasional frustration) of escape rooms for myself. Having the flowchart was nice for backtracking purposes, especially when I learned the DS original didn't have one at all. I did like seeing how things weaved together into their final conclusion, and very much liked the part where a certain someone outs themselves thanks to some clever trickery from our protagonist. It even has a satisfying ending. Why am I bringing that up specifically? Well, because of one reason. Virtue's Last Reward...is a video game of all time. It is much longer than 999 was. My final playtime, with every ending, both good and bad, was 41 hours. Part of that is because some paths through routes are locked behind others, making you jump around between paths in hopes of getting the information you need to bust through story locks to progress. While this is significantly relevant to the main narrative, as a player, I will admit, there were times I wasn't the biggest fan of being in the middle of one set of events only to be cut off and told "alright, go somewhere else now until you get the right info." There were a couple of times I even through story locks without even knowing there were story locks, just because of how I played through the game. As for paths I took, I went All Magenta paths -> All Yellow paths -> All Cyan paths, with the appropriate jumping around as things were locked or game overs reached. One path that should've been a story lock, but for some unusual reason isn't, was a certain part of Luna's ending, and to me, it felt like the game was implying you should already have the answer...even though at the time, I obviously didn't, as I had not finished any character endings at the time I reached that point. Since I assumed I was already supposed to have the answer, I ended up looking up the answer (not knowing I needed to do K and Sigma's endings to acquire this information) and ended up, through fault of my own, getting spoiled on several important story details far earlier than I should've. I do think that, likely due to the nature of the AB Game being a game of betrayal, I wasn't nearly as attached to most of the cast compared to the characters from 999. I will also admit I wasn't the greatest fan of the character model changes from 999 to VLR. Then comes the elephant in the room, the ending. While 999 had a satisfying ending, VLR basically ends on a cliffhanger. I will admit, a good chunk of the giant yap session at the end of the game did go over my head a bit, but the ending just didn't satisfy me very much. Most of the cast was only there to be used and discarded, a couple basically had their lives stolen from them, all for an uncertain possibility that everything will work out. What happens if it doesn't? Screw all of them? Knowing what I know about the game's sequel, Zero Time Dilemma, it gives me an even worse impression of this game's ending. I get that the value of VLR shouldn't be affected by the...:quality" of it's sequel, but this game's ending is literally made for the purpose of setting up the sequel in the first place, so you can't even unshackle them because that one little plot thread conjoins them together, whether I like it or not. Now, ignoring that, if you turn your brain off partly and just focus primarily on the gameplay, I'd still say VLR is a fun game. Yes, I did end up looking up puzzle solutions a bit more often than I did in 999 (and even then, it was only a couple of times after I spent a lot of time trying to solve it myself), so yeah, they did raise the level of difficulty with some of the puzzles, especially since there are now files that give supplementary information if you can get a second safe password. Even so, despite my...less than stellar feelings about VLR, it's still 2 games for 30 bucks, less if there's a sale. Both are still fun games that you should be able to get some mileage out of, and if you REALLY want that final conclusion, despite it's "quality," Zero Time Dilemma is a game that exists, I guess.
will update for each game upon completion 999 was a DS visual novel about 9 people having 9 hours to win the Nonary Game and escape a (potentially) sinking ship. To this, they must work in teams to complete small escape rooms, separating into new teams each time, digging deeper into the mystery at hand and each character, all while this group and set of tasks were specifically selected to breed paranoia, and provide various means of killing each other off before they can win, with the major caveat to "winning" being that you can't win alone. With the first playthrough, you make decisions based on your gut to get to AN ending, often one that involves your death just before the extent of the mystery plays out. key timeline splits occur every time you have to choose which door to go through, and Its up to you to go back and skip around the story flow chart from there to get to the safe ending, and then finally the true ending Pros: -easy to follow and take breaks from -story flow chart lets you skip to key choices -greys out choices you have already made, so you can explore the others more easily or after a break (still lets you choose em, just lets you know youve gone down that path already) Cons; -story isnt great after multiple playthroughs; characters are little thin -no true fast forward, so you have to click through a lot of dialogue youve heard before -cargo room pin puzzle (the 15 puzzle) requires such a specific order, might as well look it up -piano puzzle would be easier if they used the actual keys/notes. making the piano a non linear instrument confuses and startles me. VIrtue's Last Reward is not at all, but almost completely new. I first played it without knowing about 999 on the Vita and it works just as well as entry point but there are thematic connections. i need to replay it still but i can give thought. 9 potentially new strangers are "invited" to play the Nonary Game, this time in a more non-descript place, and this time having to constantly face the "Prisoner's Dilemma", where if both sides elect to save each other, then both are spared punishment but both keep serving time, if one side elects to betray the other, the betrayer receives benefit and the other punishment, and if both betray, both are punished. More choices to make, more endings to see, wilder consequences. Still has escape rooms and the same storytelling as 999 but is just vastly expanded. Similar to 999, beat it once following your gut choices, and then skip back and forth through the story flowchart to make specific choices or explore new paths to unlock new endings. Cons: -IIRC some ridiculous puzzle design Both have solid english voice acting, with VLR having more notable actors involved, but 999 has the same quality, if you watch dubbed anime (or play dubbed JRPGs like Persona), you will hear some familiar voices, and in VLRs case, some of the Critical Role crew is involved.
g
verdaderamente útil si te querés romper la cabeza, es fascinante. increíble historia y acertijos, no apto para gente que no tiene paciencia lol
ta weno
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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