
Run, jump, shoot, fly and explore your way through a massive action-adventure reminiscent of classic 8- and 16-bit games.
Modeled estimate, not a reported figure. How we estimate →
Prices
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.
About
Genres
Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏是神 发行商是史!
I love the game, but I wholeheartedly hate Last Cave. 10/10, I hope spikes cease to exist. Edit: I'd like to state that the OTHER SPIKE FILLED AREA that leads to the True Final Boss gave me PTSD and I haven't touched the game in a while thanks to it, thanks devs, my hatred for spikes has been successfully increased a 1000x more now :D
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.3M | 2.8K | 77% | $34.99 | |
| $3.3M | 4.2K | 77% | $24.99 | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $3.3M | 2.8K | 79% | $59.99 | |
| $3.3M | 7.4K | 93% | $29.99 | |
| $3.3M | 8.3K | 86% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.5K | 19 | 47% | $14.99 | |
| $706.7K | 6.6K | 90% | $4.99 | |
| $163.4K | 319 | 87% | $20.00 | |
| $157.6K | 492 | 88% | $7.49 | |
| $12.4K | 64 | 88% | $9.99 | |
| $1.8K | 16 | 100% | $4.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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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.
Hours played at review time, across 858 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
este juego esta bueno pero no lo recomiendo a mentira te la creíste si lo recomiendo wachin
Back in 2004 when this was released as a free passion project, I can totally understand how it garnered so much praise and such a cult following. But with-in the context of playing it in 2025 and it being something I paid for, I can't recommend it. There are much, much better options out there and a lot of it's design choices show off both it's age and original budget of, I can only imagine, not very much. It's not all bad. I like the story, it's cute and actually has some depth to it, it managed to feel light whilst not becoming side fluff I couldn’t care about. I did want to know what was going to happen next. The soundtrack is also solid all the way through. That's pretty much where my solid praise runs out though. On the negative side, the movement is ridiculously floaty. It's not inconsistent, or unfair, but it feels bad and as much as I got used to it, I never managed to stop disliking it. A smooth and enjoyable platforming experience this is not. Furthermore, whilst there are a few examples of good level design, they came mostly towards the beginning of the game and by the mid point and increasingly towards the end, I found most levels pretty messy. A spam of two or three enemies if you’re lucky, sometimes just the same enemy over and over, a bunch of geometry seemingly just there to make hitting enemies that were slightly above or slightly below your line of fire irritating, because it certainly didn’t look appealing. Lots and lots of gatcha spike/lava traps after unsighted jumps, enemies hidden behind level objects. This wasn’t helped by the save system, which is old school save points, meaning the game is pretty much divided up into sections. If you die, go back to the start of that section and they got increasingly broad as the game went on. Couple that with the mess of enemies, the gatcha fail traps and trying to navigate all this whilst controlling a character that feels like they’ve been pumped with helium… it started to get a bit irritating. The sad thing is it wasn’t even that hard, I don’t think a single boss or section took me more than 5 attempts until the part I gave up on. I didn’t get majorly stuck anywhere, it was just so very unenjoyable to play. By the time I realized I was hating every second of it and gave up, I was on a section that involved killing a very dangerous enemy that would usually get one or two hits on me before it died, going into a boss fight that wasn’t too bad but wasn’t super easy and required a few minutes of concentration, then onto another boss fight I was still trying to work out, die, back to the enemy at the start again. It turns out I was very near the end of the game and there was one more boss phase and a final boss to go, all in the same section, with no save, a war of attrition with the deck stacked against the player, die, start it all again. I can appreciate difficulty in my games but in Cave Story it feels a bit artificial, it’s like the dev wanted to make it harder but had hit their limit design wise, perhaps coding wise. So they decided the only way to do it was more, just make them do more, for longer, not really new or different, just more. The major issue with this approach is the player ends up having to repeat a lot to get to the bit they failed on, which gets boring and irritating very fast and towards the end of the game there were at least four sections, including the one outlined above where the game basically descended into "you died, replay the last 5/6 minutes with out messing up to try again I guess". There is the blueprint for a timeless classic in here, but for me it never came to fruition. Too janky, too undercooked and too old school. Impressive for a free Metroidvania from 2004 but stacked up against the opposition now, in 2025, nah, not for me I'm afraid. I wish I’d spent my time on something else and would not recommend to a friend.
major cave story update before halo infinite's story gets resolved
O jogo que inspirou a cria jogos junto com undertale, um clássico
I simp for Misery 10/10
I really don't know how I feel about this game, it is charming and the story and gameplay is great, but somehow it felt like a bit sluggish. I usually try to 100% the games I play but with this one I just couldn't find the energy to even try a bit, i just got 76% and didn't even bother to try to go for hard mode or any challenge levels. It is a good game, I for some reason didn't like it that much.
Peak
Перед покупкой Cave Story+ я не знал о ней ничего, и как увидел пиксельную рисовку со скриншотов подумал, что она похожа на 3-ю часть серии игр Момодоры, что в целом так и есть, но с большим упором на дальний бой. По большей части игра хороша и проработана, в ней есть немалый выбор оружия, необычные боссы и концовки (если забыть о Лучшей) Более подробно о плюсах: + Ремастер привнес более приятную для слушания музыку, однако такое мнение у меня сложилось после прослушивания только оригинала "Mimiga Village" и ее ремейка. Дело вкуса, кому-то в качестве ностальгии может зайти и более старый "пиксельный" стиль. + Хорошая графика и красивые локации если закрыть глаза на порой однотипный дизайн из слепленных блоков между собой, думая лишь об их идее. Что скорее всего проблема не в оригинальности автора, а в старых играх того времени, которым насчитывается уже по 10-20 лет с их выхода. + Концовок в игре несколько для разнообразия, но наиболее значимые из них Хорошая и Лучшая. Сложность получения максимально завязана на выбранном уровне сложности - выберешь Легкий и трудностей не возникнет, выберешь Средний - Лучшая концовка превращается в полный п**дец. + Арсенал оружия увеличивается со временем, как и его сила на уровне до 3 и 3 Max, от самых полезных до никчемных. А теперь к минусам: - В обсуждениях был задан вопрос о том, почему же игра с жанром Метроидвания, если она полностью линейна? "Ну, мпук после открытия джетпака можно попасть в локации, недоступные ранее пук пук". Увы это единственное оправдание. Все коллекционные предметы в игре (такие как капсулы жизни, увеличение места для патронов и большинство оружия) можно подобрать по мере прохождения уровня, первые два почти никак не спрятаны - их видно в свободном доступе, для остального - включить логику. Увы нет ни единой части пещеры которая имела-бы секретный вход, скрытый за блоками, чтобы хоть как-то усложнить этот процесс. Если вы ищете именно Метроидванию, взгляните на настоящие игры этого жанра - Hollow Knight и Guacamelee (обе части) - Под конец игры когда остается совсем чуть-чуть до получения Лучшей концовки разработчик решил - "Игра недостаточно сложна для игроков, 4-ре босса подряд без сохранения как-то легко для трайхардов и азиатов :((( Хммм, а что если игроку будет необходимо пройти уровень Ада, мини-босса, и финального босса с тремя фазами НЕ ИМЕЯ ВОЗМОЖНОСТИ СОХРАНИТЬСЯ??? Гениальная идея, что может пойти не так?" Ах ну да, есть же одноразовая баночка-лечилка, она определенно поможет! Ну, игра забыла сказать что если ты используешь ее раньше, чем попадешь в Ад, у тебя не будет возможности ни вернуть ее, ни вернуться за ней. Как предусмотрительно :) - Из прошлого пункта это вытекает в проблему режимов игры. Сложный в расчет не берем, он для игроков жаждущих испытания. Почему разница в прохождении Ада на этих режимах НАСТОЛЬКО огромная? С Легким это адекватно и нетрудно, однако если выбрал Средний - ожидай разрыв з*дницы, получая большой урон от ВСЕГО, кроме мелких шипов :) Для обычного прохождения игра приятна и довольно хороша, даже спустя столько времени с ее оригинального выпуска, что необычно.
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.
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