Compare When Our Journey Ends - A Visual Novel prices across 50+ stores and find the best deal. Developed by Afterthought Studios. Published by Afterthought Studios. Released on 2/14/2017. Available on PC, Mac, Linux. Genres: Casual, Simulation.

A short, Spirited Away-flavored VN with genuine charm and a frustrating engine - worth it on a discount for fans of quiet, folkloric storytelling.

I'll be straight with you: my usual beat is grand strategy and city-builders, so when a sub-three-hour visual novel lands on my desk I have a fairly clear bar - does the writing justify the sit-down time, and does the software get out of its own way? When Our Journey Ends clears the first hurdle with some grace and trips badly on the second. The setup is grounded in a real-world news story about a rural Japanese train station kept running for a single student passenger. That kernel of genuine human interest gives Mariko, the protagonist, an unusually relatable starting point: a practical seventeen-year-old embarrassed by her odd commute, just trying to survive high school and escape to university. When that same train deposits her at a stop between the human world and the spirit world, the shift into folklore feels earned rather than arbitrary. The spirit characters she meets - Aina, Hachiko, Hotaka - each carry their own personality, and the writing leans into a melancholic-but-warm register that several players have compared to Studio Ghibli's quieter moments. The first Steam achievement is literally named after Spirited Away, so the developers are not hiding the influence. That honesty is disarming. The content structure is: one main story with two endings that are not dramatically different from each other, one unlockable after-story, and five side vignettes you can miss entirely if you do not know to look for them. The side stories are where the experience rounds out; without them, the main arc feels closer to a kinetic novel than a branching one - your choices shift the level of information you receive rather than steering the plot in meaningfully separate directions. Clock time on a single run sits around one hour, with the full package landing somewhere under three hours total. At full price that math is uncomfortable for anyone keeping a value-per-hour ledger. On the technical side, the Ren'Py-based engine has accumulated some documented problems. Auto-advance mode does not reliably work, many UI functions are buried behind keyboard shortcuts with no in-game signposting, and Steam achievement tracking has failed for a subset of players. Voice acting exists and is in English, which is a genuine plus for accessibility, but some lines run out of sync with the text - noticeably so in the extra stories. The font size is small enough that multiple reviewers flagged it independently. None of these are game-breaking, but for a title where reading is the entire activity, a rough reading interface is a meaningful flaw. Who is this for, then? If you want a contemplative thirty-to-ninety minute session with hand-drawn art, an original soundtrack, animated backgrounds, and a story that leans into Japanese spiritual folklore without demanding anything from you mechanically, it genuinely delivers that mood. The art is the strongest asset: the character card designs for Aina, Hachiko, Hotaka, and Mariko show real craft, and the animated backgrounds give scenes more life than static VNs at this budget level usually manage. Newcomers to the visual novel format will find nothing intimidating here - there is no stat management, no failure state, no route-planning required. Veterans expecting meaningful branching or replay value will bounce off the linearity quickly. The honest summary: Afterthought Studios made something with clear creative affection behind it, built on a genuinely interesting real-world premise, and delivered it in an engine that fights the experience at every turn. Catch it when the price reflects the playtime, unlock all six extra chapters, and you will probably leave satisfied. Pay full freight expecting a substantial narrative system and you will feel shortchanged. Diego, Scout Team

When Our Journey Ends - A Visual Novel
CasualSimulation

When Our Journey Ends - A Visual Novel

Feb 14, 2017Afterthought Studios
GamerScout Says

A short, Spirited Away-flavored VN with genuine charm and a frustrating engine - worth it on a discount for fans of quiet, folkloric storytelling.

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About When Our Journey Ends - A Visual Novel

I'll be straight with you: my usual beat is grand strategy and city-builders, so when a sub-three-hour visual novel lands on my desk I have a fairly clear bar - does the writing justify the sit-down time, and does the software get out of its own way? When Our Journey Ends clears the first hurdle with some grace and trips badly on the second. The setup is grounded in a real-world news story about a rural Japanese train station kept running for a single student passenger. That kernel of genuine human interest gives Mariko, the protagonist, an unusually relatable starting point: a practical seventeen-year-old embarrassed by her odd commute, just trying to survive high school and escape to university. When that same train deposits her at a stop between the human world and the spirit world, the shift into folklore feels earned rather than arbitrary. The spirit characters she meets - Aina, Hachiko, Hotaka - each carry their own personality, and the writing leans into a melancholic-but-warm register that several players have compared to Studio Ghibli's quieter moments. The first Steam achievement is literally named after Spirited Away, so the developers are not hiding the influence. That honesty is disarming. The content structure is: one main story with two endings that are not dramatically different from each other, one unlockable after-story, and five side vignettes you can miss entirely if you do not know to look for them. The side stories are where the experience rounds out; without them, the main arc feels closer to a kinetic novel than a branching one - your choices shift the level of information you receive rather than steering the plot in meaningfully separate directions. Clock time on a single run sits around one hour, with the full package landing somewhere under three hours total. At full price that math is uncomfortable for anyone keeping a value-per-hour ledger. On the technical side, the Ren'Py-based engine has accumulated some documented problems. Auto-advance mode does not reliably work, many UI functions are buried behind keyboard shortcuts with no in-game signposting, and Steam achievement tracking has failed for a subset of players. Voice acting exists and is in English, which is a genuine plus for accessibility, but some lines run out of sync with the text - noticeably so in the extra stories. The font size is small enough that multiple reviewers flagged it independently. None of these are game-breaking, but for a title where reading is the entire activity, a rough reading interface is a meaningful flaw. Who is this for, then? If you want a contemplative thirty-to-ninety minute session with hand-drawn art, an original soundtrack, animated backgrounds, and a story that leans into Japanese spiritual folklore without demanding anything from you mechanically, it genuinely delivers that mood. The art is the strongest asset: the character card designs for Aina, Hachiko, Hotaka, and Mariko show real craft, and the animated backgrounds give scenes more life than static VNs at this budget level usually manage. Newcomers to the visual novel format will find nothing intimidating here - there is no stat management, no failure state, no route-planning required. Veterans expecting meaningful branching or replay value will bounce off the linearity quickly. The honest summary: Afterthought Studios made something with clear creative affection behind it, built on a genuinely interesting real-world premise, and delivered it in an engine that fights the experience at every turn. Catch it when the price reflects the playtime, unlock all six extra chapters, and you will probably leave satisfied. Pay full freight expecting a substantial narrative system and you will feel shortchanged. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Kinetic-Novel AdjacentSpirit WorldJapanese FolkloreShort PlaytimeVoice ActingAnimated BackgroundsGhibli-InspiredFemale Protagonist

System Requirements

Minimum

OS
Windows XP or above
Memory
1 GB RAM
Storage
400 MB available space
Graphics
Any DirectX 9.0 supported card
Processor
1.0 Ghz or above
Sound Card
Any

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Game Info

Developer
Afterthought Studios
Publisher
Afterthought Studios
Release Date
Feb 14, 2017

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2026-06-101.78(lowest)

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When Our Journey Ends - A Visual Novel is available on PC, Mac, Linux.

When was When Our Journey Ends - A Visual Novel released?

When Our Journey Ends - A Visual Novel was released on 14 February 2017.

Who developed When Our Journey Ends - A Visual Novel?

When Our Journey Ends - A Visual Novel was developed by Afterthought Studios.