Compara los precios de Wish -tale of the sixteenth night of lunar month- en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Migiha. Publicado por Culture Select. Lanzado el 19/8/2016. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie.

A quiet, shrine-bound ghost story from a two-person Japanese doujin studio - worth a rainy afternoon if Type-Moon-flavored supernatural drama speaks to you, less so if you need choices to feel engaged.

I have a soft spot for the kind of game that almost nobody covers, the kind that debuted at a stadium doujin event in Fukuoka before somehow finding its way onto Steam via a Kickstarter localization. Wish is exactly that: a kinetic visual novel born from a two-person circle, Migiha, whose lead artist and writer Shori has openly cited Type-Moon as a foundational influence. That lineage shows. The prose leans into themes of self-sacrifice, duty, and the weight of supernatural obligation - territory that fans of Fate or Tsukihime will recognize immediately, even if Wish operates on a far more modest scale. The setup centers on Tenka Kurono, an adopted son of a family that has managed the Kuromiya Shrine for generations. His older sister Mutsuki and upperclassman Rinna are runemasters - prana users who protect ordinary people from things that go wrong in the dark. Tenka has no powers of his own. That gap between him and the people around him is where the story does its most interesting work, slowly pulling him into a world of battle and supernatural consequence through a recurring dream-voice calling his name. The prologue and main story are presented as separate modes, and I appreciate that structure - it gives newcomers a proper atmospheric on-ramp before the tension climbs. The honest caveat: this is a kinetic visual novel, meaning player agency is essentially zero. There are no branching routes, no decision points that redirect the story. If you need the feeling of authorship to stay invested in a VN, Wish will feel passive to the point of friction. The art, while earnest, is uneven - some scenes use filtered backgrounds that blur more than they evoke, and text occasionally clashes with the visuals beneath it. These are the fingerprints of a small first project, not laziness, and they read very differently depending on your tolerance for rough craft from genuine creators. What the game gets right, quietly and consistently, is its soundtrack. The music choices per scene are well-judged, atmospheric in the way that matters - the kind of score you feel in your chest rather than consciously notice. The loop quality is imperfect, but the intention behind each cue is sound. Where Wish earns my genuine interest is in what it represents. This is Migiha's debut work, localized by Culture Select after a crowdfunded campaign, brought over so that a story about shrine-keepers and runemasters and the ordinary boy caught between them could exist in English at all. That kind of pipeline is fragile and rare. The story itself is not long - this reads as a first chapter of something larger rather than a complete arc - and whether further episodes will ever arrive in English remains an open question. Go in knowing you are reading an opening act, not a full novel, and the brevity becomes pacing rather than incompleteness. Kai, Scout Team

Wish -tale of the sixteenth night of lunar month-

Wish -tale of the sixteenth night of lunar month-

19 ago 2016MigihaCulture Select
GamerScout opina

A quiet, shrine-bound ghost story from a two-person Japanese doujin studio - worth a rainy afternoon if Type-Moon-flavored supernatural drama speaks to you, less so if you need choices to feel engaged.

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Acerca de Wish -tale of the sixteenth night of lunar month-

I have a soft spot for the kind of game that almost nobody covers, the kind that debuted at a stadium doujin event in Fukuoka before somehow finding its way onto Steam via a Kickstarter localization. Wish is exactly that: a kinetic visual novel born from a two-person circle, Migiha, whose lead artist and writer Shori has openly cited Type-Moon as a foundational influence. That lineage shows. The prose leans into themes of self-sacrifice, duty, and the weight of supernatural obligation - territory that fans of Fate or Tsukihime will recognize immediately, even if Wish operates on a far more modest scale. The setup centers on Tenka Kurono, an adopted son of a family that has managed the Kuromiya Shrine for generations. His older sister Mutsuki and upperclassman Rinna are runemasters - prana users who protect ordinary people from things that go wrong in the dark. Tenka has no powers of his own. That gap between him and the people around him is where the story does its most interesting work, slowly pulling him into a world of battle and supernatural consequence through a recurring dream-voice calling his name. The prologue and main story are presented as separate modes, and I appreciate that structure - it gives newcomers a proper atmospheric on-ramp before the tension climbs. The honest caveat: this is a kinetic visual novel, meaning player agency is essentially zero. There are no branching routes, no decision points that redirect the story. If you need the feeling of authorship to stay invested in a VN, Wish will feel passive to the point of friction. The art, while earnest, is uneven - some scenes use filtered backgrounds that blur more than they evoke, and text occasionally clashes with the visuals beneath it. These are the fingerprints of a small first project, not laziness, and they read very differently depending on your tolerance for rough craft from genuine creators. What the game gets right, quietly and consistently, is its soundtrack. The music choices per scene are well-judged, atmospheric in the way that matters - the kind of score you feel in your chest rather than consciously notice. The loop quality is imperfect, but the intention behind each cue is sound. Where Wish earns my genuine interest is in what it represents. This is Migiha's debut work, localized by Culture Select after a crowdfunded campaign, brought over so that a story about shrine-keepers and runemasters and the ordinary boy caught between them could exist in English at all. That kind of pipeline is fragile and rare. The story itself is not long - this reads as a first chapter of something larger rather than a complete arc - and whether further episodes will ever arrive in English remains an open question. Go in knowing you are reading an opening act, not a full novel, and the brevity becomes pacing rather than incompleteness.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Kinetic NovelDoujinSupernaturalShrine SettingType-Moon-InspiredAtmospheric SoundtrackNo Branching RoutesShort Playtime

Requisitos del sistema

Mínimos

OS
Windows XP Service Pack 2 or Higher
Memory
4 GB RAM
Storage
3 GB available space
Graphics
DirectX 9+ Compatible
Processor
2Ghz+
Sound Card
Integrated or Better

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OS
Windows 7 or Higher
Processor
2Ghz Dual Core SSE2

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Información del juego

Desarrolladora
Migiha
Distribuidora
Culture Select
Fecha de lanzamiento
19 ago 2016

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¿En qué plataformas está disponible Wish -tale of the sixteenth night of lunar month-?

Wish -tale of the sixteenth night of lunar month- está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Wish -tale of the sixteenth night of lunar month-?

Wish -tale of the sixteenth night of lunar month- se lanzó el 19 de agosto de 2016.

¿Quién desarrolló Wish -tale of the sixteenth night of lunar month-?

Wish -tale of the sixteenth night of lunar month- fue desarrollado por Migiha y publicado por Culture Select.