
Constance is a 2D hand-drawn action adventure featuring a paintbrush-wielding artist, striving to escape from a colorful but decaying inner-world, created by her declining mental health.
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.
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.
About

Utilize paint-based mechanics to experience a constant state of flow—dive into the ground and walls, slice through the air and enemies!
Become stronger by unlocking new techniques with your brush that aid you in defeating threatening foes, overcoming platform challenges, solving complex puzzles, and advancing your progress.
Explore Constance's non-linear interconnected world and discover countless secrets, abilities, upgrades, characters, side quests, and inspiring moments.
Using your brush techniques will corrupt your Paint. If you become fully corrupted, negative effects await you, so be wary!
Use inspirations that you find on your travels to sketch in your journal. Your sketches enhance and customize Constance's capabilities. By gathering materials, you can upgrade your sketches into even stronger artworks.
Upon death, choose how to continue your journey. Do you want to persevere through the challenge, at a price? Or do you return to a safe point and explore other unbeaten paths?
The inner world is strongly connected to Constance's mental health journey, with each colorful biome and its unique set of enemies and characters representing different aspects of her psyche and personal history.
Experience playable flashbacks about personal struggle, creativity, work-life-balance, and inner purpose. Step into Constance's socks to uncover her past!
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99−25% | 3Kreviews | 83% | — | $1.4M |
| $19.99 | 252ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 333 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to like Constance, if only for its adorable character, its artistic setting and its attempt at telling a touching story. Sadly, it falls short in areas that are difficult to overlook: mediocre level design, boss encounters that tend to be more annoying than satisfying, and what really felt like an excessive amount of poorly balanced platforming challenges. I don't mind difficult games in general but I felt this one had way too many of these spikes without much buildup, and it felt weirdly out of place with the sort of cozy and heartwarming vibe that it's trying to get across. Constance certainly isn't an awful game, but I just dont know who I would recommend it to. If you like "metroidvanias", you've likely already played the great ones out there, and this one won't compare favourably. But if you're new to the genre, I really wouldn't call it the most ideal and accessible entry point, either.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 5/day in the week to Jul 31 → 8.57/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, French, Italian, Spanish - Spain, Polish, Russian, Thai +4 more
| $19.99 |
| 39ratings |
| 90% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
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 334 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game starts off enjoyable enough but the more you play the more frustrating it gets. For a game about mental health and how the main character's depression stems from everyone demanding perfection from her, it also demands absolute perfection from the player. For starters, the platforming is awful. Like, there are precision platformers, and then there's THIS. Areas just filled with spikes, bottomless pits, and electric walls where you can't be one centimeter off or use the wrong move once or else you have to start all over again. And unless you enable accessibility options, failing at platforming grants a LOT of damage. You gotta be careful when using special moves, too, because you are granted a limited amount of paint/MP, and if you go over the limit, that will damage you, too. To top it all off? You don't get the double jump, one of THE most essential power ups in any Metroidvania, until near the end of the game, and apparently some players can finish the game without ever knowing about it. You can probably play through the main story fine, but if you feel like exploring or taking on any additional challenges, the game feels like it actively punishes you for doing so. The boss fights are poorly designed, too. For starters, the save point before a fight will often be several rooms away. The first boss fight requires you to take an elevator to get to them every time you fail rather than just put the save room right next to it, making failing tedious. The boss fights themselves do NOT feel intuitive. There were multiple times when I had to go online and see other people defeat the bosses just to understand how the hell I'm supposed to beat them. Quelle surprise, a lot of them require you using special moves with limited paint that will damage you if you overdo it! Yes, there are paint upgrades, but they're so sporadic and scattered that you will be stuck with low MP for most of the game. What makes the boss fight stick out to me is that they actually don't have a lot of health, but deal SO much damage and have complicated movesets that makes the difficulty feel artificial. You could beat the bosses very easily and quickly otherwise, because when you finally beat them, it feels less cathartic and more, "Oh, that was it?" And lastly, the core theme of mental health kind of falls flat to me, as someone who has struggled with on and off depression, because Constance herself is just a blank slate. She has a cute design, but that's about it. She has no unique facial expressions (she doesn't even have a mouth) or idle movements and we don't know anything about Constance as a person. Whenever we get clips of her past, they feel so generic they could apply to literally anyone. [spoiler]Oh no, she's an overworked, stressed out artist in a ♥♥♥♥♥♥ company! Oh no, her childhood music teacher was a ♥♥♥♥♥! Oh no, she has conflict with her family! Oh no, her depression is making her art worse! Do we get any insight on how these experiences make Constance feel and behave beyond just being sad and burned out? Nope![/spoiler] Constance feels like she was tailor made to be as generic as possible for any depressed player to relate to rather than a character with a unique story that depressed people can connect with on their own terms. It's possible that the story ends with something actually meaningful to say about mental health and the people who suffer from depression, but I can't bring myself to finish the game. The story and characters are so uncompelling and the gameplay is so awful I just don't care. I'm putting this game on the backburner, which I hate doing because I'm a completionist, but I just don't feel any enjoyment out of this game beyond one cute little cat character from one of the side quests. If you want a game that actually has a meaningful conversation about mental health, play Omori. Yes, that game is VERY heavy, but it's one of the few pieces of media I've experienced that actually makes a statement about depression, grief, trauma, and guilt beyond worthless platitudes and the main character actually has a personality despite being silent and sad. If you want to play a Metroidvania where the difficulty actually feels warranted rather than forced and you want to actually get gud, play Blasphemous or Hollow Knight if you haven't already. This game means well and has pretty art, but that's about it. There's nothing done in this game that hasn't been done before, and much better, in others.
This is a cute little Metroidvania. I say little because I don't think it's very long... I'm an hour or so in and I play entirely on steam deck. It doesn't really ask a lot from you. The boss fights I've had were fun, the platforming is well done, and the general combat is engaging. This isn't trying to be a ridiculously difficult punishment exercise like some other Metroidvania games... it does use save points, and does have some of the elements like that but it's a bit more of an easy going experience in general. The traversal though does get a bit demanding at times. There are plenty of spots where you have to nail every keypress just right. It isn't path of pain or whatever... but it definitely wants you to master a very specific sequence. The music is nice, the visuals are good. Overall this is a decent little game. I'm not really into the story... its kind of bland and uninspiring... but as a technical exercise the gameplay definitely can grab you. I'll probably play this on and off as my go to on steam deck for a while.
「やっぱつれえわ・・・」「言えたじゃねぇか」までを描くアクションゲーム 戦闘は初見で敵の動きを観察してクリアまで出来る丁度良いバランス、クリアして2周目だと敵が硬く難易度が上がっていても物足りなく感じるバランス クリアまでそれなりに探索したり迷っても6時間程度と内容は薄い、全てのアイテム収集して2周クリアして12時間程度 ファストトラベルが無いのはかなり不便 エリアを探索し尽くすとマップ上の見た目が変わり分かりやすいのはGOOD 操作性は良いがアクションが複雑で直観的に動かせない、そのせいで色んなアクションを要求されるアスレチックは思ったように操作出来ずストレス BGMは良い、キャラデザは酷い、シナリオは分りやすい、翻訳は良い あまりメトロイドヴァニア感はありませんが良質なアクションゲームで万人にお勧めできます
Pretty on paper, but the substance is just not there. Simply not a fun game. A classic example of a project that sacrifices most of its game design and feel for the sake of artistic expression. Unfortunately not even the actual message being told here is very poignant or interesting. Inside the game proper its just a large flowery visual metaphor for burnout and depression of a nameless artist. And then there are the unskippable, monotonous story segments which are about as entertaining as reading a dictionary and gentle as prying your eyeballs open and painting wet acrylic on them. I suppose if there is one thing the game accomplishes, it quickly makes its player feel the anguish of the nameless artist, although not through intentional means, but rather by playing such a dull and poorly designed experience.
Constance es un metroidvania con un apartado artístico precioso que nos pone en la piel de una artista llamada Constance. Realmente la historia es complicada de explicar porque el juego es más una metáfora de lo que le ocurre a nuestra protagonista, en un sentido introspectivo. Más allá de la historia que pone de manifiesto la importancia de cultivar ciertos valores y el saber gestionar nuestras emociones, su gameplay es muy divertido y ameno. Es un juego que hasta dan ganas de completarlo al 100% (sobre las 12h tranquilamente), y mira que yo soy un jugador que una vez veo los créditos de un juego no suelo jugar mucho más si no hay DLCs de por medio. Pero en este da hasta gusto terminarlo, porque además, su historia principal es bastante corta. Aunque su diseño de niveles y sobre todo el apartado artistico recuerda a cierta franquicia, el mapa no es tan grande como el de HK/SS y la adición de la mecanica de "hacer fotos" te permite trackear con facilidad aquellas partes del mapa a las que no puedes acceder hasta que consigas ciertos poderes. Y esto se agradece mucho porque en este estilo de juegos se suele perder mucho el tiempo vagando de un lado a otro sin saber muy bien a donde se puede o no acceder una vez conseguido un nuevo poder. No hay mucho más que pueda añadir. Bueno sí, la BSO es preciosa tambien; y con todo sinceramente este juego ha sido una muy grata sorpresa. Hacía tiempo que no disfrutaba con un juego, y mucho menos el querer completarlo al 100%. Es un muy buen punto de partida para aquellos que se quieran meter en un metroidvania moderno (aunque su historia no sea una maravilla; pero como digo, este juego es más una lección de vida) ya que considero que es un poco más sencillo y simple que otros titulos de este género (HK/SS)
Me encantó este juego: su jugabilidad, su historia y arte. Me sentí comprendida. Conecté con la historia de una forma personal. Trabajo y estudio arquitectura, y mientras jugaba recordé la frustración de dar lo mejor de mí sin conseguir los resultados que esperaba. Me hizo pensar en el proceso creativo, las correcciones interminables, los bloqueos, la presión, las ganas de rendirse... y también en la importancia de seguir adelante. Pocas veces un juego logra hacerme sentir tan identificada. Gracias por contar una historia con la que muchos que trabajamos en disciplinas creativas podemos conectar.
I'll beat this at some point, but it is really unbalanced.
(Расширенный обзор на русском: [url=https://dtf.ru/games/5203714]> тык <[/url]) Short, solid acrobatic metroidvania with some interesting decisions. + Your brush is a heavy long-range attack — and also an instrument to beat corrupted enemies and pass corrupted level sections. + After beating two bosses, you have 3 independent paths. Explore these areas in any order. Skills are useful everywhere. + Each area has its own gimmick. For example, the catacombs provide cube-sliding puzzles, and the circus has many jumping sections. + If you die, you can restart from the current room, but enemies will be stronger and will drop heals. + Some secrets are really cool! + Charms have different shapes, making it a mini-puzzle to place them effectively. + Nice, calm art style. + Possibility to buy an item that shows rooms with missing secrets. + Platforming challenges! = It's possible that you will need to complete the game again to get the speedrun achievements. It's even more fun when you know how to get all skills early and try new tricks for platforming and bosses. = The game takes ~8 hours for 100% completion (except for speedrun achievements). = About half of the content is optional. – Backtracking. There are only a few fast-travel points, and many rooms have long paths. I used exiting to main menu as fast travel, which shouldn't really be the norm. – Since the game is short, it's highly possible that you will find the most powerful charms only right before the last boss. – «Respite» achievement. it may be hard fun challenge, but instead it's just a random stuff without any sense. Today, there are many indie metroidvanias out there. Play this one if you prefer exploration/platforming over hard combat and want something not long.
Artistically awesome, but a slog to play. Constance is gorgeous. The art direction is beautiful, and the animations are incredibly smooth and well-done. It starts off really fun and hooks you right away. Unfortunately, it just gets boring in the middle. The progression feels totally unbalanced, and even though you visit different areas, they don't actually offer very different playstyles or mechanics. It eventually just feels flat and uninteresting. It’s a real shame because of how visually stunning it is, but I made a huge effort to push through to the end and just couldn't do it. I have zero desire to open it back up.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 3.6K | 90% | $19.99 | |
| $116.8K | 306 | 70% | $14.99 | |
| — | 0 | 93% | — | |
| — | 0 | — | — | |
| $0 | 0 | — | Free | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 5.3K | 95% | $19.99 | |
| $1.4M | 4K | 85% | $14.99 | |
| $1.4M | 6.4K | 88% | $19.99 | |
| $1.4M | 1.2K | 49% | $39.99 | |
| $1.4M | 1.1K | 89% | $34.99 | |
| $1.4M | 1.7K | 83% | $39.99 |