Target Audience

For players aged between 18 and 35


Designed for a maturing, value-driven games market, who seeks deep emotional engagement and long-term immersion 


For adults who prefer narrative-driven, choice-based experiences on PC and console, platforms that together account for almost half of global game revenue and are increasingly supported by premium, story-focused releases


For players who value meaning, empathy, and moral complexity over short-session, volume-based play


Aimed at players who invest heavily in fewer titles, aligning with the industry’s shift toward retention, lifetime value, and deeper engagement


For fans of survival simulations and experimental narratives who would like to play with the reincarnation mechanic, which supports replayability and long-term engagement without relying on aggressive monetization


Platform-wise, the game is aimed mainly at players in Europe and North America, where interest in premium PC and console titles is significant, but it also offers thematic novelty for Asian markets that are increasingly adopting narrative-focused PC games


The Slavic, early-2000s Polish setting attracts central-European audience while providing cultural authenticity and atmospheric distinction in a competitive global market, helping the game stand out through identity rather than scale