
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.
Reviews, worldwide (the counter carries no country): 3/day in the week to Sep 16 → 2.75/day in the week after.
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!
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 347 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
結構つらくてストーリークリアまでやって収集要素は断念 全体的にアスレチックやボス戦でのアクションのガイドが不親切で、1回ミスしてからやり直す場所が多かった。 初見のプレイヤーに気持ち良くアクションをさせるゲームではなく、繰り返しやって覚えるタイプのゲーム性で、メトロイドヴァニアで毎回これをさせられると辛いところがある。 そういったゲーム性なのに、リスポーン地点がまばらで戻るのが遠い。 そのマップからのリスポーンは敵が強化されるデメリットがあり、面倒くさい。 やりこんだ人がやる分には楽しいかもしれないが、やりこむまでに嫌な部分が目についてしまうのでイマイチ楽しめなかった。 また、マップにアイコンは表示されこそするが、マップ内のどこにあるか分からない、ファストトラベルが遠い、ボス戦までの通学路がアスレチックで面倒など、最近のゲームにしては面白さにつながらない面倒なことが多いなと思った。 攻撃やアクションは良くできているけど、嫌な要素が多くて楽しめなかった
⡴⠑⡄⠀⠀⠀⠀⠀⠀⠀ ⣀⣀⣤⣤⣤⣀⡀ ⠸⡇⠀⠿⡀⠀⠀⠀⣀⡴⢿⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀ ⠀⠀⠀⠀⠑⢄⣠⠾⠁⣀⣄⡈⠙⣿⣿⣿⣿⣿⣿⣿⣿⣆ ⠀⠀⠀⠀⢀⡀⠁⠀⠀⠈⠙⠛⠂⠈⣿⣿⣿⣿⣿⠿⡿⢿⣆ ⠀⠀⠀⢀⡾⣁⣀⠀⠴ ⠙⣗⡀⠀⢻⣿⣿⠭⢤⣴⣦⣤⣹⠀⠀⠀⢀⢴⣶⣆ ⠀⠀⢀⣾⣿⣿⣿⣷⣮⣽⣾⣿⣥⣴⣿⣿⡿⢂⠔⢚⡿⢿⣿⣦⣴⣾⠸⣼⡿ ⠀⢀⡞⠁⠙⠻⠿⠟⠉⠀⠛⢹⣿⣿⣿⣿⣿⣌⢤⣼⣿⣾⣿⡟⠉ ⠀⣾⣷⣶⠇⠀⠀⣤⣄⣀⡀⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇ ⠀⠉⠈⠉⠀⠀⢦⡈⢻⣿⣿⣿⣶⣶⣶⣶⣤⣽⡹⣿⣿⣿⣿⡇ ⠀⠀⠀⠀⠀⠀⠀⠉⠲⣽⡻⢿⣿⣿⣿⣿⣿⣿⣷⣜⣿⣿⣿⡇ ⠀⠀ ⠀⠀⠀⠀⠀⢸⣿⣿⣷⣶⣮⣭⣽⣿⣿⣿⣿⣿⣿⣿⠇ ⠀⠀⠀⠀⠀⠀⣀⣀⣈⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇ ⠀⠀⠀⠀⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ Joguinho absurdo! Criador dele zerou Hollow Knight e pensou "preciso fazer um jogo em homenagem". Realmente dá pra ver q o maluco se inspirou sem copiar e mano o jogo me ganhou firme. Desde HK meu coração não ficava tão quentinho. Ele é super curto e valeu cada segundo, sério msm. Fiz o 100% no save em umas 13h então realmente não é nada longo. Pra quem ama HK esse game vai desbloquear memórias incríveis. Bão pa caceta, pó comprar
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Genres
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 348 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Je préfère vous arrêter immédiatement : Constance n’est absolument pas un mélange entre Hollow Knight et Celeste. Certes, c’est un Metroidvania très axé sur le platforming, mais cela s’arrête à peu près là. Les personnes qui décrivent le jeu comme un enfant issu d’un mariage entre ces deux titres ont probablement vu un personnage sauter et se sont immédiatement emparées de leur clavier. À ce rythme, Mario sera bientôt considéré comme un mélange entre Elden Ring et Microsoft Flight Simulator parce qu’il tombe parfois dans des trous. Loin de mes Metroidvania préférés, Constance parvient tout de même à me divertir et surtout à me demander de mettre mon cerveau à contribution. Il faut observer, réfléchir, mémoriser certains éléments et surtout se concentrer, ce qui est assez audacieux pour un jeu vidéo puisque j’étais initialement venu ici pour m’amuser et non pour passer un concours d’entrée dans une école d’ingénieurs. Par moments, la concentration demandée est telle que mes neurones semblent organiser une réunion de crise afin de déterminer lequel d’entre eux est responsable de la situation actuelle. Le gameplay est excellent et le platforming constitue clairement l’un des gros points forts. Les déplacements sont agréables, les contrôles répondent bien et les différents passages demandent suffisamment de précision pour donner cette délicieuse sensation de progresser grâce à ses compétences plutôt qu’à la bienveillance miraculeuse du jeu. Certains passages sont néanmoins assez frustrants lors des premières tentatives. On recommence, on échoue, on recommence, on échoue différemment, puis on finit par réussir avec cette immense satisfaction propre aux jeux vidéo : celle d’avoir accompli quelque chose qui semblait impossible alors que l’on vient essentiellement de sauter correctement au dessus de quelques plateformes. L’exploration fonctionne également bien et donne envie de regarder autour de soi plutôt que de foncer tête baissée vers l’objectif suivant comme une personne poursuivie par une dette. Le level design accompagne bien cette progression et récompense suffisamment la curiosité pour donner envie de vérifier les recoins au lieu de simplement suivre le chemin principal comme un touriste perdu avec une carte à l’envers. Plus on comprend les mécaniques, plus certains passages deviennent lisibles, ce qui produit ce merveilleux phénomène où l’on passe de je ne comprends absolument rien à ah, d’accord, c’était donc moi le problème. La direction artistique est originale et possède une véritable identité, ce qui est toujours appréciable. Le jeu réussit à proposer un univers visuellement reconnaissable sans donner l’impression d’avoir organisé une réunion avec douze autres jeux afin de décider lequel avait les meilleures idées. Il y a une vraie personnalité dans l’ensemble, et c’est plutôt agréable à regarder, surtout après avoir passé plusieurs minutes à fixer le même obstacle avec l’expression d’une personne essayant de résoudre une équation en latin. Concernant les musiques, elles ne me sont malheureusement pas particulièrement restées en tête. Elles ne sont donc ni atroces pour les tympans, ni suffisamment hypnotisantes pour que je me réveille trois jours plus tard en train de chanter dans mon sommeil. Elles accompagnent correctement l’expérience sans venir réclamer un bail permanent dans mon cerveau, ce qui est probablement préférable puisque celui ci est déjà occupé par une quantité inquiétante de souvenirs parfaitement inutiles. Je ne me souviens peut être pas des mélodies, mais au moins je ne les entends pas actuellement tourner en boucle dans ma tête pendant que je rédige cet avis, ce qui mérite presque une récompense. Le rythme est globalement agréable, même si certaines séquences peuvent davantage ressembler à une séance d’apprentissage intensif qu’à une promenade digestive. Il faut parfois accepter de pratiquer, recommencer et assimiler les mécaniques avant de réellement maîtriser certaines situations. C’est frustrant sur le moment, mais plutôt satisfaisant lorsque tout finit par fonctionner. Le genre de satisfaction qui donne envie de dire que c’était totalement prévu alors qu’on vient de réussir après quatorze tentatives, trois soupirs et une remise en question existentielle de ses capacités à appuyer sur un bouton au bon moment. Pour les fans de statistiques, de pourcentages et de chiffres suffisamment précis pour donner l’impression de travailler à la NASA, j’ai terminé le jeu à 100 % avec tous les succès en 10,1 heures. Oui, 10,1 heures. Pas 10 heures. 10,1. J’étais à seulement six minutes du moins de dix heures. SIX MINUTES. J’étais si proche que le chronomètre aurait presque pu me tendre la main avant de la retirer au dernier moment avec un petit rire démoniaque. Tous les succès, 100 % du jeu, et pourtant Steam a décidé que mon destin serait celui d’une personne éternellement séparée du prestige par une quantité de temps ridicule. Je vivrai désormais avec cette humiliation statistique, cette cicatrice numérique, cette virgule infâme qui restera probablement plus longtemps dans mon esprit que la majorité des événements historiques appris au collège.
good game
I love metroidvanias and I know that Constance had a lot of love put into this. I had no expectations going into this, and my past experiences with metroidvanias gave me good hopes for something as beautifully drawn as this game. All my positives: - The platforming is difficult, which is a personal plus for me. I understand the critiques that the difficulty spike between enemies and platforming is drastically different. You have sections where you need to flawlessly combine your movement abilities to get past tight sections, otherwise suffer the consequences of resetting the section, to fighting an enemy that can be beat just by dealing one hit, and dashing away. - The concepts of stacking your 'inspirations' as pseudo Jenga pieces is an innovative way to incorporate literal creativity in an artist themed game. It's cute and I love that. - The bosses, for the most part, had great gimmicks that felt refreshing, utilizing the movement abilities you get to work around their attacks. They weren't too challenging, and all had their own learning curve that I think is appropriate for something like Constance. Personally, the bosses, art, and platforming were all my favorite parts. All my negatives: - One thing that most got me frustrated was how the map system was designed. While I personally didn't mind that the map was essentially *blank*, only being guided by a fading snake trail, I found it most annoying when there was indication that an area was not fully explored, only to realize that I couldn't explore it anymore at its current state. Biggest example being the milkshake remixes. I didn't know those were a thing until VERY late game, which caused me to struggle to find any sort of hidden wall or secret door for an extended period of time for zero reason. Indicating whether or not an area was fully searched is good, but is a double edged sword when it's not fully considered (Lupin Locations and Phone Line Locations. - Some of the puzzles are not easily explained. The big stone cubes, where you must slide against walls to activate certain lights was never explained mechanically. I had thought that I needed to find a new ability. Turns out I had to *hit space and a direction* to shift the cube over. Same for the Phone Line puzzles, which never explained mechanically how it could be solved. With no indication other than a sound cue to show that I messed up, I spent far too long solving for a solution that was never going to be accepted by the rules of the puzzles. - The healing mechanic is not my favorite. Almost nowhere was the act of healing myself mid combat truly a big decision. Part of that being that the most healing you will do is during a boss, in which you most likely will be respawning right at the entrance with no extra healing. Almost no bosses provide hearts themselves, so you spend the entirety of the fight simply with your health bar and a dream. While it wasn't a personal challenge, I just wish the healing was more incorporated into the fights. Even when exploring, the act of healing never becomes an issue. You either automatically heal your already lost health by finding hearts, or find a rest point before your health gets too low. Not to mention that there is one paint attack that allows you to heal mid combat. While it is amazing, it also limits combat to simply one attack in order to get the most out of regenerating health. - Finding new areas were also not as fun as I hoped it would be. Within the first hour I crossed through nearly all areas with little need for other abilities with little effort, making it feel like just another room with another color. Of course, that's a more nitpicky negative. Overall: - The game is still great despite its flaws. I still recommend this game because it's not a poorly made metroidvania and it still deserves the praise for the effort and love this game has. The platforming is fun and creative, but the puzzles, combat, and certain mechanics such as healing limited the potential the game had.
muy bueno juego
Good
Jogo incrível de bonito
a bit short, and a bit easy, but i can safely say i liked it.
优点:美术、音乐有记忆点 缺点: 剧情无病呻吟,原谅我的剧透,因为这游戏的剧情演出实在是对游戏没有任何的正面影响。几段现实生活的演出只让我觉得主角是个无法沟通的巨婴,压力一大就不说话。工作上和同事交接任务进度,发消息的人一多直接啥也不干了。生活上和从小一起长大的亲哥租房住,很难想象一个这么关心妹妹的哥哥能被这个不沟通的人逼到几乎是以威胁的口吻要求妹妹从家中搬出。还有小提琴的兴趣爱好,实际上也是没精力平时花时间练,结果上课检查练习成果直接开始坐牢。可能制作组确实是想通过这些有些被夸大的演出来让玩家感受到主角的压力吧,问题我是一个现实里有问题会积极沟通的人,有情绪会专门找时间找方法消解的人,我也不会晾着为我好的人,我无法共情。 游戏逻辑设计得很混乱,动作设计太复杂,游戏里某些东西的逻辑又不统一。比如说游戏早期就能拿到一个四向的戳刺,这个戳刺可以打掉黑色的失真场景(相当于路障),过一段时间这个黑色的失真又会恢复,在一些怪物身上,这个失真效果被戳掉了过一段时间会恢复,但是在一些怪身上,失真效果不会被戳刺消除,取而代之的机制是,这种怪只能用戳刺对它造成伤害,有些失真效果被戳刺就是直接消失,也不恢复就是凭空消失,而且这些内容就在游戏过程中可以说是随机出现,没有定数,每每碰到我都得去猜戳刺的效果。再比如游戏中的一个位移技,可以在圆形范围锁定一个目标,这个目标可以是场景中的圆环或怪物,使用后可以快速移动到人和目标连线的延长线上,如果是怪物可以对其造成伤害,我上面描述的有关该技能的一切都不重要,最重要的是这个技能锁怪的锁定很烂,我在战斗中会更喜欢用无敌的冲刺,而非这个不可控的位移。而且并非所有的怪都能被这个技能锁定,除非你想起来用这玩意试一下,不然你根本无法分辨哪些怪可以被这个技能锁定,奈何有些怪就必须用这个打才好打,绝大多数情况就是你想不起来用这个技能,掉很多不必要的血。 boss战设计得非常差,结合上面说的游戏逻辑混乱的问题,boss战初见杀超级严重,但你搞明白怎么打又能很快就过了,也没有什么成就感,搞不明白怎么打的时候就一直死,死到明白怎么打。飞天boss,你就猜吧,有的是把小怪清完自己掉地上给你打,有的全程就不落地你自己找机会打,有的就是不跟你交互看他演出,然后演出转阶段跑一段强制跑酷到终点打,失误一下大概率限时内跑不完,跑不完就掉一大管血。还有一堆地面boss,伤害判定很奇怪,还没碰到伤害就先出来了,不懂的进游戏被会控距离的boss拍两下就懂了。 地图设计也得带着动作设计一起说,后期有很多跳跳乐应该是游戏流程必打的内容,而到了后期,我有双向攻击,一个锁定位移,一段双向冲刺,一个下劈,召唤一个能下劈的爆炸分身,一个四向戳刺,潜墨进墙,二段跳,都是几乎不同的键不同作用,这游戏地图到后面几乎要求你能掌握这所有技能,全是初见杀跳跳乐,有些地方就考你反应和你脑内的按键映射,碰到地形就直接滚回原点重新来,什么时候这种乐色跳跳乐是类银代名词了?以至于你的游戏里根本没有让我觉得得到了新能力更好跑的图,该用什么能力跑什么图都是限制死的,地图也一点都不让我感觉到什么所谓的四通八达,什么所谓的首尾相连,打开地图一看只有通路相连的色块,没有一点地图细节,甚至连npc,复活点都只是标记在这一坨色块的下方,只告诉你有无不告诉你在哪,你的意思是你这类银游戏短板是地图设计吗? 通关一遍之后没有一丝打全成就的欲望,不推荐游玩。
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.
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