
Confront time and fate in the 2D action RPG, Astlibra Revision. Explore meticulously crafted worlds, fight brutal boss battles, and upgrade your skills to take down enemies lurking around every corner.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 8.43/day in the week to Sep 14 → 11.14/day in the week after.
About
Join our Discord Server
Travel Through Unfamiliar WorldsExplore a vast, dangerous, yet beautiful world. Broken up through multiple chapters, join the protagonist and Karon, his talking bird companion, as they confront time and fate.
Slashing, Smashing, thrusting countless enemies while building up stamina for powerful Possession Skills, which are enough to melt away anything that blocks your way, including huge bosses that could take half, or even more of the screen. Fight aggressively while thinking strategically, always pick up the most trust worthy equipment, and select the best suited skills to deal with ever changing circumstances.
Battle ferocious bosses throughout the story, each with their own set of attacks and challenges. Upgrading abilities and acquiring new skills are vital to finishing each battle and progressing through the protagonist’s story.
A warrior mastered ranged combat with bows and throwing knives? A mage smashing enemies with staffs and cast magic at the same time? Play it in your way. Gathering experience to level up, collecting force to grow up, forging and mastering equipment to open up more tactical options.
14 years in development and more than 1 year for revision, award-winning indie developer KEIZO gave his all into this work. The plot keeps twisting as characters growing in an ever expanding world; Classic themes like time travel and tons of spoilers are all custom-made with the developer's own style. In ASTLIBRA, Story elements are often made into game mechanics, for example, your soul-mate Karon is not just a sidekick to talk with.
With 6 difficulty options, all kinds of players can enjoy the combat system at their own pace, but no one can finish all those contents casually - even after you "beat" the game, the Postscript after Final Chapter will provide extra story, new adventure and fresh system, tapping the potential of skills, equipment, as well as your imagination.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 31.9Kreviews | 95% | — | $13.1M |
| $17.49−30% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1137 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
70小时终于通关了《神之天平》——说实话,我对本作的第一印象并不好,再反复看了不少博主推荐和宣传视频后,才抱着试试看的心态开始游玩,没想到一上手就停不下来,一个月内愣是玩了80个小时。 首先,本作第二章的画面实在过于简陋,当时玩到第二章沼泽那一块,看到毛毛虫我甚至都想退坑了。 那我还是选择游玩下去,因为本作最打动我的是它极强的驱动力。不断构筑角色、更新装备,一路上新技能和新武器接连冒出来,辅以有反转,有悬念,又简洁明了的剧情,让人既好奇故事走向,又惦记下一件装备长什么样。这种双重驱动力推着玩家一直玩下去,而且刷上一小会就能拿到新东西,挫败感很少,玩着玩着就发现几小时过去了。 本作战斗手感也相当爽快,长按攻击时那种“卡肉”的滞涩感,意外地解压。剧情在JRPG里称得上优秀,伏笔埋得稳,反转给得足,人物塑造也很扎实。尽管内核是传统王道的勇者故事,但除了偶尔冒出的作者恶趣味,剧情基本挑不出大毛病。 音乐更是亮点——作者用公开素材自己拼凑出整部游戏的配乐,许多曲子光是挂机听着,就能让人耐心地沉浸其中。 总的来说,这部作品非常出彩。虽然前30个小时的游玩我只想给本作7分,但现在通关后综合考量我愿意打9分。推荐给所有喜欢2D横版动作、也钟情于JRPG的玩家尝试本作。
故事和音乐好,但玩法上让我想起了玩人工生命的日子
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.1M | 22.1K | 94% | $19.99 | |
| $13.1M | 6.8K | 91% | $49.99 | |
| $13.1M | 45K | 98% | $10.99 | |
| $13M | 45.2K | 97% | $14.99 | |
| $13.2M | 18.1K | 66% | $29.99 | |
| $13M | 11K | 90% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6K | 21 | 90% | $11.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $35.9K | 71 | 90% | $19.99 | |
| $3.7K | 18 | 100% | $7.99 |
Reviews, worldwide (the counter carries no country): 12.29/day in the week to Jul 21 → 9.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Korean, Spanish - Spain, Traditional Chinese, French
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
序章的后劲太大了,能接受画风的话真的是一款好游戏玩的很入迷
非常好
《神之天平》:一个人用十四年写就的JRPG情书 在打开《神之天平》之前,我几乎没有抱任何期待。粗糙的像素画面、不统一的立绘风格、略显生涩的开场演出——这一切都在暗示着这是一款随处可见的独立小品。然而当我真正进入游戏,从第一场战斗开始,到四十小时后终章字幕升起,我才意识到自己刚刚经历了一场怎样的旅程。这不是什么小游戏,这是一个人用十四年时间,以一己之力写给JRPG黄金时代的一封情书。 一个人的十四年 《神之天平》的开发者KEIZO,是一名与游戏开发毫无关系的普通日本上班族。2007年,因为找不到想玩的横版动作RPG,他决定“那就自己做一个吧”。他不懂编程、不懂画画、不懂作曲,从Visual Basic开始学起,为了处理速度又去学C++,自己制作地图工具、关节设置工具。开发过程中两次中断,一次在2011年,一次在2015年。但他始终没有放弃——因为“不想浪费了已经做完的部分”。2021年2月,免费版《神之天平》终于发布,此时距离他开始动笔已经过去了整整十四年。 一个普通人,用业余时间,花了十四年,做了一款游戏。单是这个事实就足以让人动容。 而这款游戏的体量,远非“个人作品”四个字所能概括。上百种可动的敌人,数十个机制各异的BOSS,一百多首配合演出的配乐,两三百件配有“纸娃娃”系统的武器装备,五套各有专攻的成长系统,五六十个小时的主线内容。这些数字背后是天量的工作——对任何一名独立开发者而言都是天文数字,对一名业余开发者而言更是近乎不可能完成的任务。 令人欲罢不能的剧情 游戏讲述了一个看似简单却又无比宏大的故事:主角与青梅竹马在魔物袭击中失散,醒来后发现身边只有一只会说话的乌鸦。为了找回她,一人一鸟踏上了横跨大陆的旅程,途中获得了能够逆转时间的神器“阿斯特赖亚的天平”。 起初我以为这不过是一个老套的“勇者救公主”故事。但随着章节推进,剧情像剥洋葱一样层层展开——每一章都是一个新的时间节点、一段新的遭遇、一个新的谜题,而所有的伏笔最终在终章汇聚成一条令人拍案叫绝的叙事弧线。时空穿越这个充满悖论的主题下,故事做到了逻辑通顺、情节精彩,最终回收所有伏笔,荡气回肠。 章节式叙事让游戏节奏张弛有度。每章结束后,我都忍不住把片尾曲完整听完——那些配合场景精心挑选的音乐,与剧情氛围浑然一体。从恬静的乡村小曲到激昂的电子乐,一百三十六首曲子各安其位,恰到好处地出现在它们该出现的地方。有玩家说,“听到音乐脑子里面已经有场景了”——这正是对《神之天平》音乐最高的赞誉。 爽快又深邃的战斗 作为ARPG,“动作”部分是《神之天平》最让人惊喜的地方。游戏的打击感扎实得令人难以置信——有玩家评价它“完完全全是旧时代动作游戏大作的水准,KONAMI、CAPCOM、SEGA各路ACT老江湖们的佳作灵魂附体”。普通攻击、剑技、魔法技能构成了流畅的战斗循环,剑技击中敌人后积攒精力值用以释放魔法,穿插格挡与闪避。十种剑技、六种魔法同时装备,不同组合应对不同场景,战斗过程丰富多样,既有爽感又有深度。 敌人掉落素材,素材锻造装备,装备提升技能,技能优化战斗——这种系统间的强绑定形成了频繁而强烈的正反馈循环。你永远有下一件装备想刷,永远有下一个技能想解锁。而这一切被控制在“点到为止”的程度——作者KEIZO以“快乐刷刷刷”为理念,将需要大量重复劳动的内容调整到既不让人厌烦又足够充实的区间。 令人叹为观止的成长系统 《神之天平》的成长系统是它最令人咋舌的部分。武器80种、盾牌35面、防具37套——每一件装备都有熟练度,练满即可解锁一个被动技能。一周目可获得的被动技能多达96种,每一种都是特殊效果而非单纯的数值提升:二段跳、潜水、双手武器同时装备盾牌……每一个新能力都切实改变着你的玩法。 还有那个别出心裁的“天平”系统——游戏为几乎每件道具都赋予了重量和天平能力,玩家在天平两端放置物品、使重量相当即可激活增益。这个设计将原本可能被遗忘的垃圾道具全都变成了战略资源,创造出了独一无二的配装乐趣。 这一切组合在一起,形成了一条极为顺滑的成长曲线——按部就班地游玩就能体验始终如一的难度,不需要刻意刷级也不会碾压后期怪物。这种精准的数值把控,出自一个业余开发者之手,简直不可思议。 粗糙外表下的赤诚之心 当然,《神之天平》并不完美。它的美术是公认的短板。免费素材拼接的画面、风格不统一的立绘、部分怪物“像是从现实照片里抠下来的”写实画风——这些都让它在第一眼时很难吸引人。 但正是这种“粗糙”,反而成了它魅力的一部分。当你沉浸其中,那些像素块和拼贴画会逐渐褪去,取而代之的是一个鲜活的、有血有肉的世界。更何况,香草社元老级画师Shigatake因个人对游戏的喜爱,免费重绘了绝大部分头像和立绘。一个人用爱发电,吸引来更多用爱发电的人——这本身就是独立游戏最美的模样。 结语 玩完《神之天平》后,我理解了为什么Steam上超过5300个评价中好评率高达97%。理解了为什么有玩家说“新时代还能玩到这么好的JRPG我真的泪目”。理解了为什么它被称为“近十年最优秀JRPG游戏”。 这不是一款完美的游戏——画面粗糙、没有配音、演出简单。但它的好,好得扎实、好得赤诚、好得让人无话可说。它是一个普通人用十四年时间证明:热爱可以战胜一切困难。 《神之天平》是KEIZO“活过的证明”。而我们这些有幸玩到它的玩家,是这个证明的见证者。如果你喜欢JRPG,如果你相信好游戏不一定要3A,如果你愿意给一个独立开发者十四年的心血一次机会——那么请务必玩一玩《神之天平》。它不会让你失望。 也许这是一部奇迹般的作品。一个人能够达到如此高度,实在不可思议。但奇迹背后,是十四年日复一日的坚持,是一个普通人对自己热爱的忠诚。而这,或许正是《神之天平》最动人的地方。
好玩喵
已经无法言表了,对这游戏最好的评价就是——通关神之天平是我活过的证明
这辈子玩过的最棒的游戏
玩完了希望没玩过,就可以重新再玩一次。它是我玩过的游戏中最好的
停,停不下来。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.