
Fall into a beautiful and puzzling dreamworld. Find your friends, unlock spectacular abilities and overcome the odds in a surreal tactical dodgeball adventure to uncover the mysteries of a broken world from the creators of Monument Valley.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 5.5/day in the week to Jul 18 → 0.29/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 2,400 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



Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.39−80% | 159reviews | 79% | — | $11K |
| $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.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Beautiful story and good puzzle game. Grinded out the 100% which was easy but long. Feels like I truly completed this golden story and learned an important message about facing your true nightmares.
Fun puzzle strategy game with interesting mechanics and new concepts added often. I like that if you lose a round you can get a bonus to help you beat it. And everything resets if you lose, but if you win 12 matches with the same ability then that ability doesn't reset and disappear. It's also nice that different characters have different powers and they get better the more you use someone.
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*, French, Italian, German, Arabic, Japanese, Korean, Polish, Portuguese - Brazil, Spanish - Latin America, Swedish, Thai +3 more
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Interesting little game, it reminds me slightly of Pyre in a way, though much more tactical and with more emphasis on being turn-based. The main draw of the game is its story and characters, a 'coming back home' plot where each chapter talks about an important person in the MC's life, it's simple but it has a good message. It's a small game with extra content if you like the challenge (shoutout to the really pleasant and sleek UI!) Bonus points for the music by Mansur Brown which is what got me interested in the first place, it's a great album and definitely elevates the experience.
Desta: The Memories Between, developed and published by ustwo games, is a thoughtful and emotionally driven title that merges narrative introspection with light tactical gameplay in a way that feels both deliberate and personal. Rather than chasing scale or complexity, it focuses on intimacy—telling a story about grief, identity, and reconciliation through a structure that turns internal struggles into playable moments. It’s a game that doesn’t rush to impress; instead, it slowly draws players into its world, asking for patience and reflection rather than quick reactions. At the center of the experience is Desta, a non-binary protagonist returning to a place tied deeply to unresolved memories and strained relationships. The loss of a parent looms over everything, shaping not only Desta’s emotional state but also their distance from the people who once mattered most. Instead of presenting this narrative in a straightforward way, the game filters it through dreams—abstract, symbolic environments where past events and relationships are revisited in altered forms. These dream sequences act as both narrative progression and gameplay arenas, allowing the story to unfold indirectly while maintaining a consistent sense of mystery. The gameplay itself is an unusual hybrid of turn-based strategy and dodgeball-inspired mechanics. Encounters take place in contained arenas where positioning, timing, and spatial awareness are key. Players throw projectiles at opponents, but these throws are governed by physics—balls can ricochet off surfaces, curve through space, and even return if used skillfully. This adds a tactile layer to what might otherwise be a straightforward tactical system, requiring players to think not just about what to do, but how to execute it effectively. It’s a system that feels simple at first but reveals subtle depth as encounters become more demanding. As the game progresses, additional characters join Desta’s journey, each representing a fragment of their past and bringing distinct abilities into play. These abilities are not just mechanical variations; they are tied directly to the characters’ identities and histories, reinforcing the connection between gameplay and narrative. The structure includes roguelite elements, with repeated runs through dream sequences that gradually unlock new interactions and story developments. While this repetition serves a thematic purpose—mirroring the process of revisiting and reinterpreting memories—it can occasionally feel limiting, especially when the variations between runs are modest. What stands out most is the game’s emotional tone. The writing is understated but sincere, focusing on small, personal exchanges rather than dramatic plot points. Conversations feel grounded, and the characters are portrayed with a level of nuance that makes their relationships believable. Themes of grief, self-discovery, and forgiveness are explored with care, avoiding exaggeration in favor of quiet authenticity. The game doesn’t try to provide easy answers, instead allowing its characters—and the player—to sit with uncertainty and gradually move toward understanding. Visually, Desta: The Memories Between maintains a clean, stylized aesthetic that complements its reflective tone. The environments shift between grounded reality and abstract dreamscapes, using color and design to subtly communicate emotional states. The presentation is cohesive and polished, with smooth transitions and a consistent artistic identity. The soundtrack plays a crucial supporting role, offering calm, ambient compositions that reinforce the game’s introspective atmosphere without overwhelming the experience. Despite its strengths, the game’s scope is relatively modest. The overall length is not particularly long, and the reliance on repeated sequences can make progression feel somewhat constrained. While the gameplay system is solid, it doesn’t evolve dramatically over time, which may leave some players wanting more variety or complexity. Those looking for a deeper tactical challenge or a more expansive narrative structure might find the experience somewhat limited. Even so, Desta: The Memories Between succeeds in what it sets out to do. It offers a cohesive blend of story and gameplay that feels intentional and meaningful, using its mechanics to reinforce its themes rather than distract from them. It’s a game that values emotional engagement over mechanical depth, and while that approach won’t resonate with everyone, it creates a distinctive and memorable experience for those who connect with it. Rating: 8/10
Desta is a weird game to categorize. On the one hand, I really enjoyed the gameplay loop, though I can acknowledge it's simple at its core. Maybe too simple. That said, I find it fun from the very beginning & I played through the whole game multiple times inspite of the fact I absolutely hate the dialogue. This isn't a roguelite like Hades where you're getting new dialogue constantly; you're hearing the same thing over and over again. No skip button, you have to manually skip each line even if it's your 15th time seeing it. I'd just mute the dialogue and set the music to max, which was made by Mansur Brown for this game and is definitely a highlight. Another highlight were the challenge levels, which force you to approach the game in a new way. Also probably my favorite because they had minimal dialogue to skip. Some levels are too easy, others require replays, one I spent probably over an hour on and then realized the developers wanted me to approach it differently. I enjoyed the game so much, I went through the effort to get all the achievements, though you won't see it here because I played the game for free through Netflix. Having played both on a touchscreen and on a mouse and keyboard, I think this works better as a mobile game. Pros: -Fun gameplay -Great music -The challenges levels are really enjoyable -Interesting themes about the self, forgiveness and friendship Cons: -The dialogue feels forced & unnatural -No option to skip scenes (which sucks for multiple playthroughs) -Repeated dialogue 99% of the time you're playing through the story -Works better as a mobile game If you don't have a Netflix membership, I'd recommend you pick this one up on sale. At the time of writing, it's $3.39 and that seems fair for the 12-15 hours you'd get from it if you do the challenges and achievements as well.
9分,美轮美奂的投球动作回合制游戏 优点;1.7的key,音乐、美术甚至是物理引擎都很舒服,找不到同类玩法代餐 缺点:难评的剧情,最后的全技能成就就是浪费时间 推荐玩法:CE3倍速——打梦魇需要再打两遍剧情把好技能和队友等级刷上来,就好打很多,AOE、假身和笼子都是超模技能;挑战模式恰好出的解密难度;研究一口气扔球、打人反弹再回手很有意思,可惜没有PVP和更多玩法拓展···
Oh boy this one..I have never played a game with so much cringe in it, it was so unbearable that I needed to stop after every 15 minutes. Probably if you are a 13 year old or with a mindset of teenage person, then you probably identify with this game story and dialogue. The gameplay itself is somewhat okay, nothing special. You got your basic turn based battles, different skills, squad mates with different skills etc. But the awful story itself is just so bad. So why did I played it 3 hours? I wanted to get to story end because it's just like in cinema - if you buy the ticket to a movie without previous knowledge and movie turns out to be s***, then I watch it to the end because I have already paid for it. Now excuse me, I need something strong to get this terrible feeling out of my mind.
Um jogo bonito com uma jogabilidade simples porem interessante . A parte Artística do jogo é fenomenal , tanto o design de personagens quanto a música dizem coisas sobre o que se passa o que me agrada bastante . Cada personagem tem habilidades próprias que condizem com a personalidade deles dando servindo não apenas de caracterização mas também como forma de nos manter interessados . Porem nem tudo é perfeito , como é um jogo curto que pode ser finalizador entre 3 e 5 horas algumas partes da história parecem corridas . No quesito progressão para conquistar os últimos avanços nas habilidades dos personagens de equipe custam a vir , as ultimas sessões foram tentando conseguir ter upgrades o bastante para sobreviver certos desafios e desbloquear personagens adicionais para então enfrentar o modo pesadelo . Um bom jogo para mudar de ares que possui um charme indiscutível , porém se você for do tipo de pessoa que caça conquistas talvez precise pensar um pouco mais devido a necessidade de grind que pode se tornar repetitivo. Jogo comprado na promoção de de primavera .
Well the ball tactics gameplay is interesting indeed, it is fun don’t get me wrong, but the problem is that the whole game is based on it, nothing changes. Take another tactical game like FF Tactics let’s say, now imagine playing it only with 1 class (for all characters) but each character has 1 ability (passive or active). And now play that whole game with this set-up, sounds fun? That’s the thing about the gameplay, it is fun for a while but it eventually gets stale fast. Now I for the story. At the core it is a wholesome one, with the main character, Desta, going back to her/his/they/them/it (I don’t know anymore, or care much) home. The main character fights through the anxiety of reuniting with friends, relatives, acquaintances via dreams. You recruit those people by fighting them in dodgeball, once you beat them, they join your team. After you recruit them you can also level them up to gain not only a few extra stats and abilities but also short dialogues with them (this is how you get to know em better). The main problem of this game, in my opinion, is the fact that this is a rougelite. So, in order to level up characters you need to grind, you can do so with 3 (1 of them is always Desta which you cannot switch), but to do so with all of them you gotta be defeated at some point, because the exp. caries on through the dreams. If you get defeated you will wake up and gotta start again, but the game does give you checkpoints, so you don’t need to start from the very beginning. However if you do choose to go back at the very beginning then you will get additional rewards, plus you get into more fights, so that means more exp. BUT mostly for Desta since you gotta recruit the others all over again, and in the same order. This means either you stick with only the first 2-3 characters through the rest of the game or lose constantly so you can farm with the others. That’s the main complain I have with this game, it should not have been rougelite/like. If it was map based or hub based (you know, the kind of game where you go into a hub like a guild hall and pick quests from a list), throw in additional side-quests to help with farming I believe it would’ve been so much better. Sprinkle some additional gameplay mechanics on top and I wouldn’t mind the woke story if the gameplay would’ve been enjoyable for more that ~1 hour. And by woke story I mean that it mentions a few times gender politics BUT to give the game credit, it keeps it at minimum. I don’t hate the story, it just leaves a sour-cringe taste when I read through it. The game does have cool art style, the soundtrack is chill fitting for this game, and voice actors do a good job, but in the end the mixture of stale gameplay, the rougelite being too linear and the mix of gender politics every now and again just ain’t doing it for me. Again, it is not a bad game, it just gets stale/boring, so, because it doesn’t have a demo, try it out for 1-2 hours and then refund it, cuz you will experience most of the game in that time.
I never thought I would like RTS games, but these vibes and music make the genre feel reborn. I love the dogeball like combat, and im a sucker for rougelikes. It's a nice story and I can actualy relate to desta.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $126.4K | 838 | 73% | $5.99 | |
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| $2.5K | 14 | 43% | $7.99 | |
| $1.3M | 2.3K | 78% | $9.74 | |
| $596.8K | 2.4K | 96% | $12.99 | |
| $244.6K | 33 | 30% | $199.99 |
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