
A challenging action-adventure game. Explore a foggy abandoned island, fight knights, slugs and ghosts, and make your way to an old corrupted keep.
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/day in the week to Aug 22 → 0.14/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

Genres
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Затягивает очень своей стилисткой и некой загадочностью, но некоторые моменты мне не до конца понятны, система прокачки, и оружие: типо я нашёл достаточно неплохое оружие в начале, прокачал, и смысла его менять на другие (кроме случаев если оно специально против какого-нибудь противника) по мере нахождения не вижу. А так всё великолепно. ᓚᘏᗢ
Brume is a short but 'sweeird' game, which means it's weird, but in a sweet way (though the inverse is also equally true). The 'out of place' feeling is evident not only in the cutesy art style applied to a somewhat dark fantasy setting, which even includes a 'corrupted' mechanic obviously referencing the 'Hollow' in Dark Souls, but also on a gameplay level, with a terribly clunky and rough-around-the-edges combination of combat and camera handling that keeps the player in a constant unsettled position. While this gameplay 'jank' somewhat fits the overall direction of the game, it is undeniable that it is mostly here as a cheap attempt to transform what was supposed to be a proof-of-concept tech demo into a 'full commercial game' (despite still being only one hour long). Still, the clunky combat could be excused if not for the buggy camera controls (calling it controls is a bit of a stretch since it is all handled automatically and receives no player input). The art direction certainly does some very heavy lifting in bringing this world to life, especially considering how there is no dialogue or verbal exposition in any shape or form. From the different enemies you face, such as a witch cooking a stew or a fat knight that takes extra damage from the witch's spoon, to the different resting places instead of simply reusing a single 'bonfire' asset, there is a lot of attention to detail in how the world communicates its character without relying on words. It's a simple approach, but it gives the game a surprisingly strong sense of personality despite its short length. In other words, this game has very little to no substance. All there really is to it is its unique art style, which I happen to absolutely love. Even before playing this game, I had already bought the other games from the same creator, planning on marathoning through them. If you think it looks cool, give it a try! It’s a short but sweet game that doesn’t overstay its welcome, and while there are many unpolished ends gameplay-wise, the art direction certainly carries this game a lot.
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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**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
EXTREMELY BUGGY!!! Brume is filled with visual and audio bugs, In an hour and a half of playing I’ve been out of bounds, I’ve towered over everything with elongated legs, my ui has disappeared, my inventory has gone blank and i’ve had to put up with a lot of audio jank, and a couple of looping audios that made me restart the game twice. I want to start off with this, because it’s the buggiest Sokpop game I’ve played and it does make the overall experience quite frustrating. If you have no tolerance for bugs then definitely don’t buy it. The level design is very meh, but I do like that it starts out pretty open and lets you choose from a couple of paths. Focused simplicity is one of sokpops strengths, but I do wish there was a bit more of environmental interaction. Also could’ve done with a rest point closer to the final boss. The combat is once again simple and a bit janky, but I still enjoyed it. I wish there was a bit more difference between the weapons and that it played a bit more with the strengths and weaknesses of each type and a tiny bit more enemy variety would have also been appreciated. Because some of the places are a bit cramped the camera can be a bit annoying as well. So with all the bad stuff out of the way. I still gotta say I really liked this one, as a dark souls fan I think sokpop did something unique with the formula that stays true to who they are, but that also nailed the vibes, cautious curiosity and feeling of achievement of a fromsoft game. The art style, music and atmosphere are spot on, and though understated I still liked the enemy design. It's a world with more potential in my opinion. I would love it if they ever decided to make a sequel that was a bit more ambitious, and lot more polished and bug free.
Underrated gem!
A very short, small game. A combination of basic attacks, blocks, and dodges to avoid getting bonked by one of the handful of varied bosses.
I enjoyed, despite nearly smashing my keyboard to bits a few times. it was fun, but probably would have been even more fun if the hit boxes were a bit more accurate, and the controls a hair less wonky. Still glad i sunk 4 hours into it, was fun.
Very good, but game broken when you quit and then try to load your save. I assume the game is very short, but it seems you cannot launch it anymore after you've started it unless you delete your save. It's a shame because it feels as if Tom van den Boogart managed to greatly summarize the emotions and gamefeel of a souls-like in this pocket-sized adventure. Good gamefeel, great graphics and setting, with subtle colors and crunchy pixels.
Ass.
Does NOT have full controller support, despite what the Steam page claims. You have to use the keyboard to navigate menus, and worse than that, you can't turn using a controller, only strafe. That makes it effectively unplayable with a controller. If you're not going to support controller input, fine, but don't lie about it in the features.
Fun
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $7K | 66 | 91% | $9.99 | |
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| — | 315 | 94% | $24.99 | |
| $14.8M | 20.8K | 59% | $29.99 | |
| $2.2M | 2.2K | 70% | $19.99 | |
| $1.1M | 3.1K | 92% | $10.19 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $23.2K | 110 | 67% | $9.99 | |
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| $23.2K | 139 | 77% | $3.99 | |
| $23.2K | 184 | 58% | $4.99 | |
| $23.2K | 261 | 77% | $4.99 | |
| $23.2K | 93 | 92% | $10.99 |