
Explore a secret-filled land in this 3D Action-Adventure, where every level is hidden in plain sight! Travel and fight through a vast, unmarked overworld. The next surprise is only a single search away!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 2 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Explore a secret-filled land in this 3D Action-Adventure, where every level is hidden in plain sight! Travel and fight through a vast, unmarked overworld. The next surprise is only a single search away!
The Angel's mothership, Throne, lays dormant behind a fierce storm. To reach it, unlock its secrets, and usher in the future, you must explore the land of Era and survive its trap-filled ruins, primordial forests, treacherous mountains, mines, and more! Overcome intense battles and hilarious hazards in this tale of betrayal, haunting lore, and fruitless yearning.
Hello, devs Melos and Marina here. Today, our hero Tets, and his ally Arkas will introduce the game, alongside the villainous Niamh!

TETS: I’ve spent many years practicing the Art of Bumpslash — just bump me into enemies to automatically attack! It's fast-paced, and you’ll pick it up in no time!
PRINCESS NIAMH: HAHAHAHA!! Tets, my dear... aren’t you giving them false hope? After all, the Fae spirit “Melos” has prepared many vicious and hilarious tricks to guard our ancient secrets! My heart swells thinking of the suffering that awaits these unsuspecting players!
ANGEL ARKAS: Don’t forget the bigger picture: a vast world map you can search to find levels and zones. Follow your instincts to chart a flexible path. Go at your own pace — follow your spirit! Life's not a checklist, it’s an experience!!

TETS: Agreed! I can’t wait to escape into this world’s haunting lore, woven from Irish mythology, early Christian philosophy, and Japanese American history. By poring over ancient texts and researching on-location, Melos and Marina have grounded their world in truth!
ANGEL ARKAS: Truth is not limited to dusty details, Tets. You've forgotten about Angeline Era's tales of fruitless yearning, life-shattering betrayal and unsettling beauty! Only the truths of the heart will bring forth the future...
PRINCESS NIAMH: What on earth are you two going on about? This is an action game. KILL, KILL!!
Explore a secret-filled land in this 3D Action-Adventure, where every level is hidden in plain sight! Travel and fight through a vast, unmarked overworld. The next surprise is only a single search away!
"Bump the World!" with intuitive Bumpslash Combat. Walk into enemies to attack - no button needed! Fast-paced action levels AND exploration-and-lore focused levels will test your skills.
Explore fearsome Fae forests, condemned buildings, trap-filled farms, spiritual mountains sites, mines, towns, and more!
Fierce and uniquely designed bosses and enemies that will test your Bumpslash skills
Follow wandering ex-soldier, Tets Kinoshta, as he allies with the Angel, Arkas Gemini, attempting to breach the storm guarding Throne: the Angel's crashed mothership. Will they unlock its secrets?
Plenty of levels, each offering glimpses into the Fae, Angels and Humans living together in the country of Era.
Mix up combat with subweapons and a gun, and visit towns to shop for items. Beat levels to get Scales and level up!
On average, a first playthrough takes 20-30 hours, depending on how much of the world you want to explore and how fast you play. (Rushed playthroughs may be less - I've seen as low as 15-16, thorough playthroughs may be over 30)
Low-difficulty setting for Beginner Bumpslashers, and nightmarish settings for the deranged!
From Anodyne 2 and Sephonie's devs, Melos and Marina.

Engagement
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. The gameplay is a combination of YS 1/2 and the YS 3+ where you fight in a small 3d arena. All the gameplay elements were well done with the room designs mixing up the types of enemies and environmental hazards so that they each play a bit differently and would often build upon each other as you go through a level. There's also enough variety between different weapon types and a good number of artifacts/spells you can use to customize your playstyle. Some light platforming exists as well to break up the combat sections. I found the music to be very memorable despite not being very aggressive. My one criticism would be the structure and pacing of the game as there is actually a lot of story but 95% of it takes place at the end and it felt rather disconnected from the rest of the game up to that point.
A [b][i]very[/i][/b] hesitant thumbs up; a game with really cool ideas, with a story that struggles with its own identity. I was introduced to this game by its Next Fest demo and IronPineapple's YouTube video on it; it seemed interesting, and the demo managed to establish the vibe of an old (potentially cursed) PlayStation/N64 game. I liked the demo and saw the game was on sale, so I decided to give the full game a shot. None of the character portraits were in the demo, and the art style does NOT mesh with the game's art style or tone very well. There's many cutscenes later in the game without character portraits and the difference is night and day. I know the art style is subjective, but it felt genuinely off to me. It would work better in a visual novel or more lighthearted story, but the pastel-colored portraits are far too bright for the topics the characters are discussing in dialogue. Content from the demo has either been rearranged (the 1/2/4... fish boss is now a prologue boss and deals less damage), greatly altered (the alternate weapons are far weaker than their demo counterparts), or flat-out removed [spoiler]the level with killer trees that vanishes if you die in it is gone[/spoiler]. The game establishes some interesting plot threads at the very start, namely that the PC was called by Angels to gather artifacts stolen by Fae; if you know folklore, there's a great deal of satisfaction is seeing just how evil the fairies in this game can be. [spoiler]There's still a fake-out game over in one place[/spoiler], for example. But outside of a few specific encounters and traps (such as a level with exploding coins), the game doesn't seem fully committed to catching you off guard with gameplay mechanics. There's several places in the game that imply the Angels aren't as morally upstanding as they initially seem, and this is even pointed out during the ending. But due to the game's pacing (and some late-game plot developments) it's hard to tell if there was a message the devs wanted to communicate, or they just wanted to reflect how the PC felt like they drifted aimlessly for most of their life. The ending (intentionally?) left me feeling robbed of a proper resolution with most of the plot threads and characters. Also, the ending is like 1/4 of the entire game (it's interactable and there's a few enemy encounters but it's mostly cutscenes). REALLY weird decision in my opinion, there's a point of no return and no New Game+, only harder difficulty options. The game feels like it ends just as the plot is beginning to go places. But there were little surprises that kept me coming back; NPCs that would use jarringly explicit language (most say generic things or act polite), themes of toxic relationships or manipulation, and a good number of incidents that made me feel like I stumbled across something I shouldn't have. I know you can't have a game made completely of moments like that, but it managed to capture that feeling Souls games have of letting you discover stuff, but with much easier/less punishing gameplay and a greater emphasis on narrative. TL;DR Try the demo; if you like it get the full game
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Portuguese - Brazil, Turkish, Spanish - Latin America, German, Russian, Simplified Chinese, Spanish - Spain
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The first boss already sets the tone for the game and reveals that the developer has no idea on how to create quality engagements. Difficult to parse hitboxes aside, it feels like the boss battle is created with the harder difficulties in mind first and then the normal difficulty is tacked on by increasing player's health a little. The result is that the new player is actively punished by playing slow and learning the patterns because rushing down the boss during i-frames is so much easier. The rushdown victory feels hollow and at the same time mastering the fight offers little enjoyment due to the difficulty spike, general wonkiness of the combat & the lack of reward for doing so
The gameplay wore out its welcome pretty quickly. Running around bumpslashing things is okay, but later in the game the screen fills up with enemies that spray projectiles everywhere and it started to feel clumsy. Eventually I turned the difficulty down to easy just to get it over with. There are a few interesting ideas scattered around, but the world feels barren. There are only a few NPCs that have an effect on the plot. Having so little to discover made exploring feel unrewarding. By the end of the story I didn't feel like anything was accomplished, and the ending dragged on way too long. There are probably a lot of secrets that explain things better, but I don't have any interest in exploring further.
Angeline Era was a fascinating gaming experience that will stick with me for a while to come. Its "one mechanic" combat is surprisingly deep, and kept me interested through the game's whole runtime. The search mechanic created many exciting moments of genuine discovery. I was invested in Tets, Arkas, Niamh, and the whole world of Era, but sometimes it felt like the game was fighting my attempts to connect with it. I don't mind ambiguity in a story, but even after rolling credits, I don't think I could describe to another person what happened in this game, or why most of the main characters made the choices that they made. However, the vagueness in Angeline Era's lore and the context of its world greatly appealed to me; it sparked my imagination in the way I remember games from my childhood doing. In a sense, Angeline Era feels like an excellent episodic adventure. When it comes to the central conflict of the story, I felt that Angeline Era was more interested in maintaining its mystique than in making me feel something. For most of the main story, I felt more disoriented than anything else. However, each individual boss/region has a tight, efficiently told story. The moments that I loved in Angeline Era (and there were quite a few!) were found in these stories: Caitlyn's estrangement, the tragedy of the mines, Tets' grief at home, Arkas' pain, and so on. These tales were so strangely intimate and moving, each in their own unique way, and I think I'll remember them for a long time.
A mechanically fairly straightforward “bump combat” action-RPG, where Angeline Era shines is the decisions made around the margins. One of the core decisions the game is built around is having a dedicated “search” button, which you have to use frequently. Every location on the overworld has to be discovered using this search, and each location holds a number of secrets that can be found by searching, ranging from a few extra coins to a secret passage leading to a hidden section of the level, or even a whole new pathway in the overworld. The game stays charming and surprising, though the difficulty is quite spiky and can occasionally be frustrating (I played on the difficulty one tick up from standard). Some later surprises are exceptionally strange and completely shift the context of the game in quite interesting ways.
it is genuinely difficult for me to overstate how special this game is. all of its constituent pieces are so so so incredibly thoughtfully done and they all come together to make a truly unique experience that I still think about constantly. play it.
First time writing a negative review. Honestly, there are many games I disliked more, but this one is special in the sense that I very nearly like it. This is a great game held back by some of the worst, most frustrating game design I've ever seen. First, every difficulty above normal is absolutely ridiculous. Not only do they almost completely get rid of health pickups, coins become much rarer, meaning it takes HOURS to get a single upgrade. Ended up lowering the difficulty to normal. Second, the combat is servicable at best and annoying at worse. From enemies that are just unfun to fight to borderline bullet hell enemy placement there was not a single combat encounter that actually fekt satisfying. Third, the scales - which are the game's main way of upgrading the main character - become nearly obsolete about 8 hours into the game when you hit the soft cap on level up. Keep in mind, this only takes like 21 scales, in a game with at least 41 (that I have found, and I haven't even ENTERED all areas). The writing of this game is amusing at times but mostly unremarkable. The story is nearly nonexistant. Finally, I stopped playing at one of the game's few levels that you actually have to complete. In that level the entire gameplay changes into a mining simulator, unfortunately the devs have no idea how to make an enjoyable mining simulator. The drill is extremely slow with no way to upgrade its speed, and there are no elevators in the entire level. Moreover, if you die you return to the beginning, and health pickups are disabled. Merely returning to where I was took me several minutes. I spent over an hour on this level, died extremely close to the end, and decided this was just not worth it. The thing is, there are many other things in the game that are excellent. The exploration is some of the best I have ever seen, ant the absurdist and weird vibe this game has are genuienly fun to experience. Unfortunately, like I said, this is held back by really unfun game design.
I’ve played some of Analgesic’s other games (Anodyne, Sephonie) which are all fascinating and personal and weird, but this one feels like the tightest game design. The “bump slash” combat system is inspired by the early Ys games but is really unlike anything I’ve seen before. And the levels are all bespoke design, often with adventure-y puzzles and secrets. Not to mention the haunting narrative; the game really dips into some Kurt Vonnegut-type beats in the last act.
Angeline Era is very, very good. I imagine it is probably a bit of an acquired taste, but for me, it has basically everything I was looking for in a game like this. It is unbelievably nostalgic, and not just in the usual “N64/PSX inspired indie game” way. For some reason, this game gives me hardcore Twinsen’s Odyssey vibes, and I love that so much. The atmosphere, level design, and world are honestly some of the best I have ever seen at capturing that strange liminal, dreamlike quality that so many older games had. It really feels like something from that era, but with modern indie polish layered on top. It is a huge game too. The level design is fantastic, especially later on. It constantly feels like there are secrets around every corner, because there actually are. Levels can open up on repeat visits throughout the game. That kind of discovery gives the world this layered, mysterious quality. It makes exploration a lot more interestign than I was expectign in a level based game with an overworld. What I love so much about the level design here is it actually feels liek the locations you visit are heavily tied to the overworld, they don't feel as disconnected as most games. Mechanically, I am not sure I personally would have chosen bump-style Shiren the Wanderer combat for an action platformer. It definitely works better than it sounds like it should, but it still creates this slightly strange tension where the game is fast, movement-heavy, and action/platformer oriented, but you do not have a traditional sword slash button. That said, once you adjust to it, it does work, and I respect that it gives the game a more distinct identity. But really, the mechanics are only one part of the appeal here. For me, Angeline Era is about the whole package. It taps into my childhood in such a specific, targeted way. The mysterious world, the strange characters, the vague atmospheric storytelling, the sense that you are wandering through something in a waking dream, all of it just works.
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Where this game's players are, estimated from review languages.
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