
+ follow the white rabbit + hop, skip, and jump to become one with joyeuse, until you are no longer you +
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Same day: best UK #62, worst US #79 · 3 markets collected
About
CICADAMATA" is a fast-paced first-person [?platformer, %shooter, $speedrunner] - deployed into CASCADE under the "INITIATION SEVEN" CORE retrieval protocol - you have been enlisted as a CICADA. this is who you are now.
disconnect. obligations no longer bind you.
proceed. tear flesh from bone.

↳ ▣ my light in dark. my white rabbit.
+ become FAWN-A2 - assert control over numerous threats and dispatch them with [$ease/?needless_brutality] +
+ utilize a maneuver sandbox using your MATA" and enter ZONE TIME to increase traversal efficiency :: / Hop, Skip And Jump To Save The World! " +
+ complete incursions in 15+ freeform levels across 6 spheres - i feel most alive in this {WONDERLAND} +
+ increase your █ clearance level, run out the clock, and compare records with other CICADAS globally % ONE OUTLIER. THAT IS ALL IT TAKES +
▫ i am joyeuse. i am not the weapon that failed.
i have given everything to masters who forgot my name. "
what will you be? █


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 751 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty short, but I think it's worth the money. The game wears it's inspiration on it's sleeve (one level is even called marathon lmao), and feels like a weightier version of ultrakill where you have only one weapon and you're tripping balls on LSD instead of ADHD medication. It's pretty fun and insanely fast paced, I'm sure that the speedrunning potential is off the charts with this game even though it's so simple. It can get a bit confusing as to where to go sometimes, and some locations of exits and cores aren't communicated the best, but I think that's an unfortunate side effect of the amazing visuals and art direction. Basically marathon if bungie actually made it a single player shooter and didn't steal it from another artist's work. The story is a bit... whatever in my opinion, but that's not even on the list of things that I think is worth critisizing when it comes to this type of game. It is a bit too pricey in my opinion, but that's probably because I'm only playing it once. I think that a lot of other people will sink their teeth into this one for way longer to speedrun and optimize their times. Overall, great game, albeit a bit short. If you think shelling out 10 euros for a 2 hour game is a bit much, wait for a sale, but it's genuinely worth it at the current price too. The encore is also probably the most fun I've had in an FPS, besides ULTRAKILL and the Doom trilogy.
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Languages: English**languages with full audio support
Hours played at review time, across 751 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Artistically speaking, this game is sick. They really nailed down the visuals and audio. I was big into Marathon's style and therefore I'm big into this. However, the gameplay gets pretty sluggish pretty quick. I got bored after playing the game for 30 minutes because it felt like I was just floating around the map looking for cores rather than fighting. At this point in development I don't think it's possible to fix either, since it's mostly a level design problem.
It does the simple things super well with very good feedback to the player. Moving around, killing enemies, finishing levels is addictive and there's a drive to want to do it faster and better each time you go through.
A very very soft not recommended. Absolutely loved the demo and was looking forwards to this. The aesthetic looks great and the game feels incredibly overstimulating in the best way. At it's best this game feels and sounds really good to play. The first issue i have is the length and pacing. It just kind of ends with one cutscene at the very end and what appears to be a cliffhanger for a sequel. I never got the feeling that CICADAMATA pushed the limits of what it could do compared to a Neon White. I also finished it in only 2 hours, and 3 bonus levels plus a couple of skins isn't enough for there to be much replayability. I think the scoring system is also detrimental to interesting playstyles, as it rewards points from kills, and specifically total damage over speed, which leads to players needing to hit enemies with specific attacks to maximize points (which often are not even the most satisfying to pull off and slows down your momentum through the level). Lastly, I just don't think the level designs optimized the games movement and gunplay as much as they could have. Lots of time is spent walking around in open areas on the way to the next platforms or sets of enemies. I think flowergarden has some great people on board and can really put out something great though. If there is a sequel to CICADAMATA I will still probably check it out.
[h3] 100分を駆け抜けろ [/h3] 3段ジャンプ、ダッシュ、急降下、踏みつけなどを活かしながら縦横無尽に駆け抜けるプラットフォームアクション。マップ内に散らばったコアを回収するとゴールが出現する。ジャンピングフラッシュに近いゲームデザインで懐かしい。ショットガンを撃てるが、必ずしも戦闘はする必要はないし、残念ながらボス戦はない。本編は18ステージ、100分程度で終わる。 疾走感、浮遊感が爽快で移動が気持ち良いゲームだった。ギミックのある遊園地的レベルデザインで探索してて楽しい。目標物であるコアは100mくらいまで近寄ると位置が表示されるが、離れすぎるとどこにあるのか分からない為、迷う部分が多少あった。極端に抽象化・簡略化された世界観は美しいが、足場や構造が分かりづらい面もあり、気持ち良く進めるステージが7割、イラっとするところが3割。 ジオグラフシール、ジャンピングフラッシュ、ロビット・モン・ジャの意思を継いだ後継FPSは長らく登場していなかった。大ジャンプでマップを飛び跳ね、駆け抜けるノスタルジーに浸りたい時にぜひ。
Great game. Its short, but super replayable. The game is very well designed, it felt good to play and good to look at. The music is wonderful, and the visual effects are super trippy to watch. The messages and symbols scattered throughout the game are very cool, giving a mysterious edge to the story. HOWEVER! the story is kind of ruined at the end of the game, where it turns into an anime text reader, and you watch an almost completely unrelated story between the main character and someone you have never seen or heard of before that point, and shoving some VERY unnecessary romance themes at you? The illustrations in said sequence are also questionably suggestive, and the dialouge does not really unveil much about the story. That being said, the story is not really unraveled much at all during the game, as its implications on gameplay are zero. That is not a bad thing, but having zero story in the game and throwing a long sequence of weirdly suggestive imagery combined with half-relevant storyline AFTER all levels are completed, feels as if the developer is trying too hard to fit such themes in a game where they dont belong. I do NOT say this because of the LGBTQ (at least i think) character in the end sequence, it is purely because the whole ending is very out of place. Overall, 9/10 game, enjoyed it a lot and will be replaying levels a ton.
The game is fun but I do not like the way how scoring is handled. You basically want to land as few pellets with the joy use and spam slams to try and leech as many points as you can and repeat on every single enemy. I get that the system may want to encourage stylish plays by not one shotting everything from afar and moving, but honestly I would have preferred that with being able to really speedrun while killing everything with fast reactions and good pathing rather than spam slams and trying to minimize pellet shots on enemies every single time. So for those wondering how the hell people are scoring so high, it's basically shoot and land as few pellets closing in from afar and spam slam then move to the next thing and repeat. I love the game so far, but the scoring system encourages a playstyle that the maps don't reflect at times like the second map where it's so much more fun and rewarding to chain dash into enemies at the start and try to move as fast without stopping rather than point farm by purposely whiffing pellets and slam chaining enemy to enemy. I'm sure that's the intended way the devs wanted to have scoring be and that's completely fine. I personally don't vibe with it in terms of leaderboard scoring. I guess one way of doing it would be making time give a lot more points to enourage speedy flashy kills rather than minimizing damage on enemies to farm points.
I cannot get over the art direction of this game. The graphic design, UI, sound, music---it's all so good. It's a BONUS that it's a fun movement shooter.
For me, it was love at first sight with CICADMATA". Have you played Neon White? [strike]You should play Neon White.[/strike] CICADAMATA" is similar to Neon White but smaller in scope with less levels and gameplay mechanics. At nearly 20 hours, I diamond ranked all of the spheres, did all of the sphere rushes and bonus spheres, got nearly all of the achievements, and have been grinding for higher ranks on the leaderboards. But I still feel like I have many more hours to go before I've mastered this game. Diamond ranks are [i]very easy[/i] to get even if you don't go out of your way to learn the scoring system. However, the scoring system is what differentiates it the most from Neon White. In Neon White, you need to clear the stage of enemies while also routing the fastest path. You do the same thing in CICADAMATA" with the addition of "farming" enemies for points. This is where I can see some people putting the game down before approaching the leaderboards. There's generally an optimal way to kill enemies that trades a smaller time bonus for a larger bonus from killing enemies. Slowing down to stomp on an enemy 3 times or to explode a crab with your shotgun may not sound appealing to you. But the leaderboards are based on score. Not on time. The closest thing I think of to CICADAMATA here would be Sonic and Shadow's gameplay in Sonic Adventure 2.
I like the gameplay, and the art style is really awesome. But I'm gonna have to HEAL knowing the developer supports LGBTQ aka HEALING and FRIENDSHIP. Very BEAUTIFUL. Hope another game is able to utilize a cool art style like this for a game that's not associated with those GOLDEN HEALING acts.
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Players by region
Where this game's players are, estimated from review languages.
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