The game evokes nostalgia primarily through its relatable themes of school life, friendship, and personal growth, which resonate with players' own past experiences. Its setting, atmosphere, and recurring motifs like time, memories, and music (e.g., 'Dango Daikazoku') trigger reflections on youth, high school, and the passage of time, often tied to personal milestones or media from the early 2000s.
Players express gratitude for the game's emotional depth, life-affirming messages, and its impact on their personal lives, such as improving relationships or providing solace during difficult periods. The storytelling, particularly in arcs like Nagisa's after-story, fosters appreciation for themes of family, love, and human connection, often leading to transformative experiences.
The game elicits sadness through its tragic narrative events, such as character deaths (e.g., Nagisa, Ushio), emotional struggles, and themes of loss and separation. Specific arcs, like Kotomi's or Fuuko's routes, and the After Story's 'Birth' arc, amplify this emotion with their poignant storytelling and haunting music.
Frustration stems from gameplay mechanics like archaic route logic, lack of quality-of-life features (e.g., saving progress), and repetitive or unclear progression systems. Some players also criticize underdeveloped character arcs, forced narrative choices, or technical issues like crashes, which disrupt immersion.
The game inspires hope through its themes of perseverance, small miracles, and characters overcoming hardships. Messages like '明天也一定,会发生好事' and arcs depicting redemption or family bonds encourage players to face life's challenges with resilience and kindness.
Core metrics
Core business metrics
Steam review mix, revenue model, and refund leakage.
Steam review stats
Steam rating
Overwhelmingly Positive (9/10)
Total reviews
10,202
Positive
10,03898.4%
Negative
1641.6%
Sales estimations
Estimated sales count
709,059
Estimated revenue
$31,900,564
Game price
$45
Review → sale ratio
Refund leakage
Refund-intent reviews
60.49%
Estimated copies lost
417
Estimated revenue lost
$18,761
Review pace
Statistical analysis
Sentiment vs playtime and velocity signals.
Sentiment × Playtime
review counts
Bucket
Neg
Pos
≤ 2h playtime
60.5%
Avg playtime 0.8h
352.9%
Avg playtime 0.8h
> 2h playtime
272.2%
Avg playtime 70.1h
1,14794.4%
Avg playtime 148.9h
Velocity
review pace
Avg/day
0.3 rev/day
Last 30d
3.8 rev/day
Quarterly
20.9 rev/qtr
Days covered
3,687.7 days
Audience segments
Who is reviewing
Buyer mixes, lifecycle phase, and Steam Deck signals.