
BELOW is a solitary journey through the haunted depths of a forbidden isle. Explore. Survive. Discover.
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.
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.
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
Test your mettle against The Isle’s procedural subterranean labyrinths. Explore a interconnected underworld crawling with cunning wildlife, deadly traps while stalked by a shadowy presence. Survive the perils of The Depths and unearth what lies below... or die trying..
BELOW is a procedural terrarium filled with life, mystery and death.
Explore the vast subterranean underworld of The Isle: a dangerous, unfathomable deep. Choose your path through a labyrinth crawling with deadly monstrosities, traps and hazardous environments. Death awaits at every false step, and there are no hints to guide you…
Spelunking through The Depths of BELOW is a treacherous endeavour, with death around every corner. The world is alive with flora & fauna, and there are many ways to scavenge materials and harvest ingredients to create life-saving remedies or useful survival tools…
What lies below? Only the bravest wanderers will find out. The Depths are filled with secrets and danger. BELOW embraces the idea that players enjoy discovering secret areas, finding hidden passageways and unraveling the deepest mysteries hidden in the darkness…
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−80% | 1.4Kreviews | 71% | — | $129.9K |
| $24.99 | 281ratings | 84% | — | 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.
Engagement
Reviews
Themes across 124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nah
Note: This review didn’t fit into the character limits on Steam, so the conclusion is in the comments below. Played on [b]Steam Deck[/b]. Performance was acceptable with occasional crashes. Important: the ending cutscene is bugged on SD and will not play. I had to watch it on Youtube. What is [i]Below[/i]? It’s… hostile. It’s achingly beautiful. It’s sometimes boring and frequently baffling. It’s a rogue[i]lite[/i] by Capy games, the creators of the excellent short game [i]Sword and Sworcery[/i], with which [i]Below[/i] shares virtually nothing in common except a lone wanderer for a protagonist, and a very strong sense of aesthetics. You, as a nameless explorer of the Isle, must descend a large number of dungeons to the very bottom of the Isle, collecting fuel for your lantern, fighting enemies and trying to survive along the way. To start with, I want to make it clear that my completion run for this game was on [b]Explore Mode[/b], which was added to the game two years post-release. I actually bought it before this mode was released, and gave up in frustration on my original playthrough. The game mode that existed on release is preserved as [b]Survive Mode[/b], which I wouldn’t recommend for any but the most masochistic of players. “Explore Mode” sounds like some kind of “easy” or “story” mode, but I can assure you it still presents a real challenge. I would put it somewhere on the level of [i]Dark Souls[/i]. It basically just removes the most tedious of elements from “Survive”, like the hunger and thirst meters – and it was absolutely the right decision to do that, not least because these gruelling survival elements detract significantly from the things the game does best. The art direction is gorgeous, the atmosphere impeccable – who can appreciate that when they’re stressing that they haven’t found a turnip to eat for five minutes? Savour that turnip, by the way – it won’t respawn until you die. On the subject of atmosphere, the art and sound design in this game is perfect. Seriously, without flaw. The lighting and low-poly style are unique and attractive. The use of music is minimal, but the music that is used (courtesy of longtime Capy collaborator Jim Guthrie) is all the more impactful for its scarcity. It’s also noticeable that barely any music is repeated; seemingly every floor on the Isle has multiple unique themes. Other sound effects are pitched at exactly the right level – unintrusive but immersive. It brought on a special delight each time I noticed the quiet trickle of water down a cave wall, and a wince when I loudly rattled over a pile of bones in the silence of the ruined city. That sort of attention to detail is typical of [i]Below[/i]. The world is nominally “procedurally generated” but it doesn’t feel that way at all. In fact, I think the developers did themselves a disservice advertising it as such. This “procedurally generated” world is made to a large extent of set pieces that don’t vary at all (some examples being the “safe” city area in floor 7, or the north shore with its numerous shipwrecks). The computer generation is limited to certain minor aspects the “floors” (dungeons). For example, the layout of each individual room is partially randomised, but the overall floor pattern is pretty consistent between runs; while a certain room on floor 15 might contain a different consumable treasure item each run, and have a wall or chasm on varying sides of the room, the macro layout of the level is always an “S” shape with consistent entry, exit, and main quest item locations. This enables a huge amount of handcrafting which gives each floor its own unique atmosphere and challenge. And it does feel very lovingly handcrafted. There are tons of tiny details that are easy to miss, but make the world feel so alive. For example, if you bleed on the floor and wait around for a bit, tiny black slugs will appear to feast on the blood. If you kill those, they drop sludge, which can be used to craft bandages to stop you from bleeding next time. Another neat detail: the foxes on the north shore follow you around until you do what they want: light the campfire! Once they have a cosy place to sleep, they ignore you and snooze in the fire’s glow. Explore Mode enables you to experience all of this without the pressure of hunger, thirst and single-use campfires to bog you down. There is still more than enough challenge to satisfy a player who seeks it, but far less punishment. Chill with the foxes on the beach for a bit, don’t worry about whether your meaty morsels will run out. You’ve earned it! The other thing that Explore Mode helps you out with is, well, the exploration. Exploration is not optional in [i]Below[/i]. In order to complete the game, you [i]must[/i] explore every nook and cranny of the Isle. Not just because doing so unlocks shortcuts that reduce the tedium of inter-floor travel by a factor of ten, but because without finding every last collectable light bit hidden in the corners of the dungeons, of which there are twenty in total, you will not be able to finish the story. But it’s very hard to explore when the game punishes you for trying to do so. It’s already difficult enough in Explore Mode, where the threat of losing your lantern somewhere barely accessible is enough to induce extreme caution in new areas, without adding in Survive’s offers of one-hit kill traps, warp points that break on use, and the spectre of death by starvation if you don’t find it fast enough. I struggle to understand why nobody at Capy realised that releasing the game with Survive as the only mode was a bad idea. My understanding is that this game was a financial disappointment, and it’s not hard to see why. The core survival mechanics directly undermine all of the best and most unique features of the game. I’m sure this artistic decision was taken for a reason, early in development, and the team grew attached to the concept of tension between desire to survive and necessity to explore as a key theme of the game. But surely playtesting would have thrown up that it simply didn’t work in practice? Sadly this lesson had to be learned on contact with commercial reality. But full kudos to the developers for introducing a better way to play post-release, rather than doubling down on their mistake. [i]Below[/i] doesn’t have much of a story. There is the bones of one there to be pieced together by a truly dedicated player, but this game runs mostly on (amazing) vibes. The ending is really the only time when any context is given to your actions, and frankly I felt it didn’t work. [spoiler]I never like it when games deceive you about the actions your player character is taking. To spring “actually you were evil all along” on the player in the last thirty seconds of the game just isn’t narratively satisfying for me.[/spoiler] But in any case, I suspected from very early on that ending wouldn’t offer any easy satisfaction. This is, after all, a game that begins by forcing you to watch a small dot on the sea for about five solid minutes. Easy gratification of players clearly wasn’t foremost in the game design! The story isn’t the only thing that doesn’t provide context. Virtually nothing in the game is explained to you. Some things were inferred easily (“I have to collect the light bits”), some discovered totally by accident (“oh, a short tap on the shield bashes an enemy!”) and some will forever remain a mystery (I still don’t know what a “green elixir” does). A tooltip or two would have been helpful here. I understand why not knowing how anything works enforces a sense of foreignness and isolation on the player, but over a 25+ hour campaign there should be some method of working out the function of consumables or environmental interaction points, somewhere. Once again an uncompromising artistic vision has trampled the basics of game design into the mud. Conclusion and verdict below...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Polish, Portuguese - Brazil
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Более конченой игры я еще не встречал, если прошли 10 уровень и умерли - дропайте я думал что меня сломает силксонг, но к белоу я был не готов
I like hard games, I like interesting exploration and puzzles, I like atmospheric games. This should have been a game I loved, but they combined instant-death traps with long and tedious walkbacks, and I know there are some people out there for whom that just adds to the atmosphere and gameplay experience but my spare time for gaming isn't what it used to be and this was just tedious. For those looking for this particular brand of masochism I'm sure it's great, but for people just expecting a challenging atmospheric roguelike, my bet is you'll enjoy other games more.
I only did one run so it's probably on me but UGH. All I knew to do was gather ingredients and craft them, I didn't know what I was doing or what the point was, and then I slowly bled out and died with no idea as to why. I get that you're supposed to play as a bunch of different heroes in randomly generated dungeons, but spending half an hour just picking up rocks with no goal while your health depletes with no explanation so that, when you start again you can't even gather those items you spent half an hour collecting sucks. And there's little things that drop out of the enemies you can use to level up but oops, they are magnetically drawn to the chasms all over the place. Also it was lagging constantly and would just go unresponsive mid swing
Just wanted to give a somewhat early review even though I'm not super far into the game. I was a little hesitant coming into this game given the reviews but so far I absolutely love it. Absolutely no hand holding which I'm appreciating more and more with games, very little explanations, and a lot of trial and error. It's a little like Tunic set in a dark world with less puzzles and more just about exploring. I also feel like the game is missing a roguelite tag, as you will die and have to start from the beginning but can unlock shortcuts and what equates to temporary fast travel points. Definitely not for everyone, but if you like a good atmosphere, enjoy figuring things out on your own, and don't mind the semi-roguelite nature I think you will love this. Edit: just completed this. Everything I said still stands. Something to note though - you need to be meticulous with moving through the floors and search every nook and cranny in order to beat the game. There is also one section you have to go through multiple times with an enemy that continuously attacks unless you have enough of a certain resource to continue to hold it at bay. About the only thing that I really didn't like about the game is the artificial padding with backtracking. I think I spent about 2 hours at least having to go through the same sections.
Despite being very unclear in terms of progression and how to play, BELOW can actually be very fun. Many of the environments are fun to explore as well as survive, and the crafting system, to me, is admirable. I have a feeling most people would drop the game because it doesn't explain many of the mechanics (e.g. there are pretty much no item descriptions) and any wikis online are not very well-made. I think that's a real shame because a lot of the late-game content is especially captivating, if a bit terrifying. I do understand how losing progression through death is frustrating, more so due to the instant-death traps throughout the entirety of the game, but I strongly feel that BELOW is thoroughly enjoyable once one is familiar with the functions of most things. I love the game and think more people should give it a chance!
[b]Do Not Recommend[/b] A survival/dungeon crawler hybrid with excellent presentation, atmosphere and environmental storytelling, but that is otherwise repetitive, frustrating and mechanically shallow. Now, a game that represents the merging of the aforementioned two genres is an interesting idea [i]on paper[/i] -- however, the survival mechanics in BELOW offer scant compelling gameplay beyond merely wasting the player's time, with hunger meters to manage, resources to grind between dungeon runs, and instant permadeath mechanics that plop you all the way back up at the top with (nearly) empty bags that need to be restocked. And yet, even if you were to remove these mechanics entirely, the game still wouldn't be better off for it, as you'd be left with little more than a mediocre dungeon crawler with excellent set dressing. Whatever this game strived to be, [b]The Forest[/b] did it better.
Esse jogo é uma obra de arte. Apenas jogue, quanto menos você souber melhor
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.
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