
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
In its current state, it's a pile of buggy mess that I can't recommend in good conscience, especially when the underlying game is not even that... exceptional. Here's a few I've experienced so far: - The Save/Load system doesn't work sometimes (all the time?) and is prone to bug out. There are multiple points in the story where for no discernable reason the game won't let you save or load. To add to that, the autosave is spaced out rather oddly (doesn't save at the end of each act?), which combos to mean that often times you can't close the game without losing significant progress. This seems rather unacceptable for a modern game, especially a *narrative* one. - Some events trigger in nonsensical, immersion-breaking orders. For instance, there's one event where you are told about some barking, but you can trigger that event AFTER you resolved the event it is supposed to lead up to, which when I encountered it made me think was a continuation of the same event rather than a retrocausal event trigger. If this sounds confusing, it is because it is. - The latest patch (July 16) also is not actually downloadable. I'm sure a clean reinstall would probably fix it, but why? About balance: - The game doesn't provide difficulty options, and the default experience is... quite difficult. You are almost always short on dice and the ways to farm more are neither clear nor abundant. The game also never mentioned that any dice you waste in the tutorial will come back and bite you because it carries over to the actual game, which, okay. - Item balance is nonsensical. You already know there's a dice shortage, and yet there's a merchant that lets you sell your dies (which is a +3 to your roll on average) for consumables that give +1 to a specific type of check for a single time that you have to declare ahead-of-roll. Who came up with this? (I know there are some dies that are actually detrimental to use in a roll, but you only get a few of them and you'd be spending them on the good items already) - Boosts? The game has a screen that pretends you get to buy various augments, except that I did not even spot a whiff of that until Book 3 (at which point I had quit after losing a huge chunk of my progress because of the aforementioned S/L issue). - Dice events feel really random in what they actually accomplish. Some events kind of just do nothing. Others are just different ways to get the same outcome. This means you're committing your dies before you even know what you can get out of it. Onto the narrative: - I respect the author for coming out at the very beginning and stating that the game has some railroads. But I didn't expect it to be a totally linear experience where your dialogue choices largely don't matter. There's a single main quest with very specific required pathing and objectives that don't really incentivize you to explore much (not that there is much to explore anyway...). It feels quite odd for the game to claim to be a spiritual successor to Disco Elysium when the only thing that the two games share are your mind-voices. - The author also really makes these railroads incredibly transparent. Wanna talk to the Abstract? Well, oops, your coworker killed them anyway. At least it gave you the option to ask nicely. Want to linger a bit more in the crime scene office? Well, uh, you're too mad to do that, apparently. Yeah, feel mad! (An amazing ludonarrative tool to make the player also have anger issues) - Of these mind-voices... There's an in-game mechanic to unlock insights into them, of which you are provided very little context and make decisions about your upgrades based purely on vibes. What these upgrades do are also nebulous at best. I haven't come across a "locked" decision due to lacking a mind-insight the same way the game presents those for missing items or missing knowledge. - Speaking of these locked text. I'm not quite sure why the game displays them when you can't pick them. All it did was to tell me that I missed things I didn't need to know about. Huh? - At the start and end of each book, you are presented with a cutscene that feels a little... pretentious? I feel like the author is going for some sort of dreamcore/surrealist vibes or some occult type vibes (which is also quite strange as the story itself is not that surrealist) but the cutscenes feel like a gigantic waste of time to sit through - just some odd music to vibe to while you watch a gas mask guy break dance in an abandoned factory. I'm sorry if my brain is too small to understand these pieces' connection to the actual story. - The game has these little archive notices and an in-game wiki to help explain in-universe terms, but for some unknown design reason (negligence, I suppose, as a wise man said never to attribute malice where ignorance is sufficient...) it was made difficult to access. The game notifies you that a new entry is added, but the onus is entirely placed on you, the player, to navigate to the archive tab and then find the newly added entry (thank god it's at least alphabetical). As opposed to what every good game does nowadays of letting you highlight the term.
Media

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| $66.7K | 377 | 96% | $9.99 | |
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| $66.7K | 253 | 72% | $9.99 | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.8M | 8.7K | 95% | $24.99 | |
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| $10K | 23 | 83% | $14.99 | |
| $4.9K | 13 | 92% | $14.99 | |
| $3.7M | 10.6K | 92% | $19.99 | |
| $1.5M | 2.4K | 91% | $24.99 |
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
This is my first story-driven RPG, and it made me want to explore the genre even though it normally goes against my usual preferences. I do not usually enjoy reading a lot of text or doing detective-style investigation, but Celestial Return completely won me over. I cannot point to one single reason. I think it is the combination of everything. The art feels alive, the music becomes essential to the experience, and most importantly, the story and lore constantly make you ask questions, search for answers, and form your own theories. The systems and gameplay elements also never feel like artificial, gamified mechanics. Every part of the gameplay feels connected to the universe and its lore, which gives the entire experience much more depth. I especially recommend Celestial Return to anyone who has never played a story-driven RPG before.
"You don't go to God's party wearing your real face." I recently stumbled upon the Celestial Return demo and was captivated from the very first moment. I bought the full version as soon as it was released. The game blends elements of Citizen Sleeper and Disco Elysium while adding plenty of unique character of its own. The dialogue is fantastic, and the music hits the mark perfectly. Having played through about two-thirds of the story, I’m incredibly enthusiastic and looking forward to a spectacular finale. I’d love to see more of this!
Game does not let you re-play previous chapters if you make a “bad” choice that locks you out of a leathal early end to the story. You have to re-start from the beginning. Generally there are numerous annoying bugs. Runs on steam deck but the controls are slightly confusing and at a few locations the text is not scaled (impossible to read a just a few px tall ..) Update: now if i try to restart a new game it gives me a blank screen after the prologue .. to tired to try to figure out how to clear my steam save. It didn’t seem like the story was going anywhere interesting anyways. I never played the original Disco but I did play Esoteric Ebb and Sovereign Syndicate. The full story (supposed I was on the last / 3rd chapter) feels to be about the same length as one chapter from those other Disco-likes. So about 1 / 4 of a game. But I guess the art style is pretty original?
Well, two hours in, and I really love it so far. The dice management system ♥♥♥♥♥♥ me up a bit, as I was lacking dice for mandatory rolls at some point in the story, but I expected it to go that way with my frivolous dice expenditure. The vibes are great and they do give it its own identity. I'm not sure the foolish insight fits the narrative, but the others did make a great impression on me so far. The devs really managed to capture a fitting dystopian vibe. One small thing that bothers me a little bit but is technically helpful for discovering content you missed out on are the locked dialogue choices that tell you what you could say if you had succeeded in a previous check. I'd prefer for those to be hidden or if there was a setting to have them hidden. I doubt that's something that will be added, but I think it would be more in line with the game's tone and delivery if you had to discover them for yourself.
As a lover of CRPG's and story driven games, I cannot recommend this game enough to anyone who likes visual novels, cyberpunk aesthetics, Bukowski / Palahniuk like writing, and some tight decision making. I've finished Book 1 so far, and it's going great. I'm constantly checking every nook and cranny to see what it has to offer. The music, the world, the gameplay systems, everything felt justified and connected. Even a simple gamified system like the dies have meaning attached to it. The characters are lovable (or hateable, depending on your preferences), the dialogue options feel like they have weight and consequences. I can't wait to jump back in after writing this review and see how this grim story unfolds.
[code] Ещё больше обзоров ты найдёшь в нашей кураторке[url= store.steampowered.com/curator/11769719] Dreams of Genesis [/url] [/code] Celestial Return заинтересовала меня в первую очередь своим визуальным стилем и общей атмосферой, необычно видеть сочетание киберпанка, нуара и слегка психоделического хоррора, причём игра не пытается сделать из этого очередной серьёзный и мрачный боевик. С первых минут нас погружают в атмосферу Незервейл-Сити, город, явно вдохновленной атмосферой Бегущего по лезвию – неон, дождь, грязные улицы, странные и местами даже сюреалистичные персонажи. Визуальный стиль вообще очень выделяет игру на фоне других подобных «текстовых квестов». Рисовка чем-то напоминает комикс, но при этом у неё нет какого-то конкретного стиля, а видеовставки, сделанные явно разработчиками конкретно для этой игры – вообще пушка! Вместе с отличным саундтреком это создает очень цельное впечатление. Музыка вообще заслуживает отдельной похвалы, уже с первых нот в меню начинаешь погружаться в вайб игры благодаря ней. Сам геймплей, конечно, копирует Disco Elysium, но со своими механиками. Основу составляют расследования, диалоги и проверки с помощью кубика, но это не тот привычный кубик, который используется как проверка удачи, здесь он является полноценным ресурсом, который приходится расходовать, и делать это нужно осторожно. Иногда нужно решить, стоит ли сейчас потратить несколько костей ради дополнительной информации или лучше сохранить на потом, из-за чего любые второстепенные решения ощущаются более значимыми. Также понравилось, что провал не всегда означает конец игры, иногда он может привести к другому развитию сюжета, открыть другую ветку или просто заставить выкручиваться из уже возникшей проблемы (но, увы, не всегда это так работает). Благодаря этому есть желание перепроходить отдельные моменты и смотреть на другие исходы сюжета. Из минусов: ограниченное количество кубиков иногда создает напряжение, но по большей части всё же бесит. Можно потратить вообще всё на изучение чего-то второстепенного и необязательного, а потом понять, что для сюжетного прохождения кубиков уже не хватает (что у меня и произошло на середине второй книги). То есть в отдельных случаях это может привести к сейвскаму, но я такое не люблю, поэтому увы пришлось дропнуть. Вижу, что были обновления для корректировки баланса, но всё равно сама геймплейная механика требует своего рода привыкания. Сюжет, в принципе, неплохой, мне понравился. История постепенно раскрывает тайны города, происходящие в нем странные события и самого главного героя. Конечно, слизан он тоже с Гарри Дюбуа, но со своей особенностью. Особенно понравилось, что это не просто детектив, а именно детектив с примесью киберпанка и мистики. Некоторых персонажей и сюжетные линии хотелось бы раскрыть подробнее. Я прошла только до половины второй книги, но этого было достаточно, чтобы понять, куда уже дальше ведёт сюжет. История интересная, но остается ощущение, что в конце всё равно что-то недоскажут из-за пропущенных моментов в прохождении (которые будут из-за кубиков). [h1] Итог [/h1] Celestial Return – неидеальная RPG и точно не новая Disco Elysium, хотя сравнения с ней вполне понятны. У данного проекта есть собственное лицо, а сочетание киберпанка, детектива и нуарного хоррора получилось вполне себе хорошим. Некоторые механики и сюжетные моменты можно бы было подтянуть, но в целом это хороший и атмосферный инди-проект, который приятно пройти вечерком. Рекомендую всем фанатам текстовых RPG.
Man. Excellent ambience and narrative. Seems like a real passion project. It definitely draws on Disco Elysium in some pretty obvious ways, but that was a good system and should be imitated, in my opinion. As a long time Cyberpunk, Shadowrun, Dystopian Sci-Fi purveyor, the game hits a lot of sweet spots and has kept me pretty rapt to the story. The art is appealing and I'm truly enjoying the atmosphere. It's a little bit of an adjustment not controlling a physical character of any kind (outside of choosing locations to visit and dialogue options), but I'm coming around to it and the narrative has been good enough to keep me very interested. Some really original and unique ideas are scattered amongst the borrowed ones and the blend is appealing. Great job, really happy with my purchase so far.
This product was received through kickstarter. To put it simply, this game is amazing. The art is akin to being straight out of a cyberpunk comic. If you like the life that the inner voices bring to Disco Elysium you will love it. The ambience and soundtrack is astounding with it variety of metal and cyberpunk ambience. For it's price point, it is a wildly worth it and I cannot recommend it enough.
Great story game, played the beta and also was a supporter on their Kickstarter. Gambling + story intensive is my type of game.
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