
Loot, bribe, gamble, survive. The dice will be your savior or your downfall in this story-driven RPG. Every roll matters when trying to uncover cosmic horrors and outwit megacorps. Pray your next roll won’t be your last.
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): 0.29/day in the week to Aug 28 → 0.86/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 2,402 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

A dying city. A string of suicides. A detective with nothing left to lose.
Netherveil City eats the weak. Its streets bleed neon, its corpses crawl back to life, and its secrets? They'll gnaw through your sanity. Step into the worn boots of Detective Howard. Armed with a rusted badge, a sentient rose that won't shut up, and a pocketful of stolen dice.
Explore the city. Interrogate the dead. Expose the c*rpos.
Investigate. Make choices. Loot the dice. Roll the dice.
And survive. (Optional.)


Dice are oxygen. They keep you alive. Earn 'em, spend 'em, lose 'em. Hoard too long, and opportunities vanish. Roll recklessly, and resources burn.
There’s no perfect build. No power fantasies. Just survival... barely.



Your choices build character. Your character builds choices.
Intelligence picks locks in silence. Virtue pleads for mercy. Foolishness laughs at the abyss.
These fragments clash, corrupt, and rewrite your path mid-conversation. Choose your poison and deal with the consequences.


A hand-shattered art style. Where manga’s precision meets the raw nerve of American comics. Ripping pages from legends like Blame!, Biomega, Akira, and Berserk. Our artistry aims to evoke the same depth and intensity that made these series iconic.

Gear up for an auditory assault. Noir Jazz, Cyberpunk Techno, Death Metal. This isn't background noise. Sonic warfare.



Heroes don't last long in Netherveil. This is a manifesto for the forgotten, the erased, the expendable, those never given a chance. It’s about those who were never meant to survive, yet somehow still do. It’s about the existential terror of being alive in a world ruled by forces you can’t see. It’s about resistance.
“I’m here, and I won’t go quietly.”
Engagement
Reviews
Themes across 173 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Miss the deep narrative, complex dialogue, and existential dread of Disco Elysium? Then Celestial Return is an absolute must-play for you as it masterfully blends cyberpunk aesthetics with cosmic horror. • The Dice Mechanic: Dice are literally your oxygen here. Rolling for choices feels incredibly tense, rewarding, and chaotic. • Incredible Art Style: The hand-drawn visuals are a gorgeous mix of gritty American comics and classic dark manga vibes. • Phenomenal Writing: Detective Howard and his talking sentient rose offer some of the best, most immersive storytelling in recent RPGs. • Superb Soundtrack: The shift between Noir Jazz, Cyberpunk Techno, and Death Metal perfectly captures the decaying vibe of Netherveil City.
Нарративная киберпанк игра большая редкость, такое надо поддержать
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 173 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I think this game is a solid first step...but man it needs a lot of work for their next game. Which again isn't to say it's bad, but I can't help but feel a lot of "What ifs" when playing it. The artwork is outstanding, the music is awesome, I think it nails the vibe. I like the writing and the visual weirdness that it has going on....with that said. As a game it kind of falls apart. You're choice don't really seem to mean much, The game actively tries to limit how much you can do with it's dice system which feels far more like the best way to play is to save scum. In order to get the best ending you have to do a really weird out of the way sidequest which really seems to throw a gut punch into the point of the game. I've never been a huge fan of "Godlen Routes" in games as it is, but in games like this they feel especially bad. There are times when you can spend the limited dice you have to buy something, Only for the check it saves you from to be the same or more than what you spent to get the item as is. The only items in the whole game worth buying are the ones that can give you permanent bonuses. It's got a psuedo augment system, but you don't really get to choose different paths for anything at least not that I could tell. Different moments in game just give you augments based on your choices, but not in a direct way. It's just a really weird thing to have a menu for especially when the augments mechanically mean seemingly nothing? This honestly feels like it needed another year or two to cook to flesh itself out. With that said again I did almost everything the game has going on, and don't regret the money I spent on it, but I hope they can take their time with the next one and really make something special. Final Grade C.
10/10 This game is a trip. Play it.
I love it
👍
I'm going to recommend it because I liked enough about it for it to outweigh what I didn't like. I really liked the willingness to not go all out on the cyberpunk weirdness but keep it at a measured level. It can get a bit overwhelming jumping into a story like this where you spend half your time wondering what things are. There was enough context to keep me going without feeling left out of the loop. The narrative, while being a bit disjointed and plagued with time skips, was a great exploration of a cyberpunk world with heart in it. The writing was good if a bit weird at times, but I imagine that was due to translation more than any lack of expertise. There were definitely some detracting factors though. For starts, the menus were a bit janky and without enough explanation. Passives and actives sat empty for the vast majority of my playthrough to the point where I wasn't sure there were any available to me. Over the course of the game, there are points of no return that you can get trapped in. I'd appreciate if there was something that would come up saying "Hey this is the chapter-ending area, are you sure?" so I don't miss anything. This meant a few occasions where I missed out on some additional lore or unlocks. Speaking of which, I HATED that I could see greyed out conversation points. Awful. If I haven't unlocked them, they should be hidden. Another thing I didn't quite get were the transitions between chapters. There were times when the title splash screens would come so often that it would take me out of the story that is being told. This was especially pronounced in the final chapter where there would be title screens after every conversation. On a similar note, I didn't quite get the point of the videos in the interscene transitions. Like the game is about to end and it's really high tension and then BAMN. Penguin? Still, I liked the vibe and enough of it to be excited to see what the team does next.
Refunded the game after playing the prologue and a bit after that. What I didn't like: - You have some dialogue options that allowing rolling dice in the prologue, but after experimenting with them via save/load I realised that your choices in that prologue dialogue don't really affect anything, it ends the same way. If it is a "Disco Elysium" like RPG then make sure your dice rolls actually do something or just don't offer them and make a visual novel, both options are viable. - The game features "Inner voices" that can argue with each and talk to you. Why do people copy this element from Disco Elysium is beyond me, just player Esoteric Ebb that did the same. Don't do it. Make a text-heavy rpg where your dialogue choices actually matter and change things, no need to copy this very specific element from Disco Elysium. Maybe the game becomes better later, but the prologue didn't impress me enough to continue playing.
niiiiiiiice!
A supernatural, detective-noir experience with a mentally unstable protagonist, amusing side characters, and a morality driven narrative touching on the meaning of (or lack thereof) existence. What's not to love? This is equally parts art and game with some terrific music and (actual) artwork displayed to compliment the atmosphere of the story. You'll be thinking how beautiful one piece is while the next may make you feel repulsed. It's clearly a passion project by a talented team and deserves to be recognized as such. Check the game out. Even if you only play through it once (and you will likely want multiple playthroughs) $15 for such a unique and compelling experience is well worth it.
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Players by region
Where this game's players are, estimated from review languages.
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