
A creature-scanning metroidvania. Explore an ancient paradise before it's lost forever. Study the EMUUROM creatures, document your findings in the EMUUDEX, and use what you learn to unlock new paths.
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): 0.57/day in the week to Aug 31 → 1/day in the week after.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 21 → 1/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

Discover rules, gather information, and use the gained knowledge to find new paths forward.
There are layers of secrets hidden in plain sight!
Bit by bit, the lost world of the EMUUROM creatures begins to unfold.

Study creatures and reveal hidden pathways with your trusty scanner beam.
Traverse an interconnected world full of mysteries and use your scanner to solve puzzles ranging from obvious to obscure.

Your every scan is stored in the EMUUDEX. Connect the dots as you gather more information about the world and its denizens.
No hand-holding! It's up to your wits to figure out the workings of the world.

Unique retro look and feel arising from the TIC-80 fantasy console restrictions.


Engagement
Reviews
Themes across 93 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I came here from r/metroidbrainia because i wanted to support members, this. Game. Is. Awesome I am not far in yet but enough to grasp a bit of what i'm getting into, so charming and i feel that i am in for some deep stuff . Good job!!!
A whole mystique surrounding ROMs, sprites, and video game jargon serves up a 2D puzzle platformer somewhat reminiscent of Animal Well. It's not on the same level, obviously, but it's still very enjoyable!
♥♥♥♥♥♥♥♥♥♥♥♥♥ be like "I played this for 20 hours and will play more but I don't recommend because gameplay is annoying". Who's making you play? Are you being held at gunpoint by the dev?
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
Hours played at review time, across 93 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What a beautiful game. If you want a great metroidbrainia similar to animal well (and imo much better), this is a no brainer purchase. Each screen holds so many secrets, from hidden pathways to unexpected interactions and encounters. I also love the minimalism in your toolkit, as you only have your trusty scanner, but it can do so much depending on the context of your surroundings. The animals are definitely stars of the show. Emuurom is filled to the brim with them, and finding new ways to make them do something you want is delightful. The secrets go deep, but still feel manageable enough to be figured out on your own, at least so far (which is kinda my main gripe with animal well). If you want a cool rollercoaster of surprises, look no further!
The game goes from having no failure state for more than half the game, to frustraring platforming with limited healthpoints to a bullet hell boss at the last hours. Beware, because it gives whiplash of the bad kind. The bullet hell boss I literally cannot be bothered to try it again after a way too long and boring fight. Is the game good? Yes. But its like a good cake that at the center presents you with very, very spicy hot sauce.
yes
A wonderful little world chock full of puzzles. It goes so much deeper than you initially think it would, and every time it opens up a surprising new pathway for you to go down, you can't help but ruminate on it until you've solved every last bit to it there is.
Do not read anything, just play the game! If you want to read something: THE game of 2026. If secrets are something on your wishlist, merry christmas to you!
I cant really explain what makes EMUUROM so special, but I enjoyed every minute i spent with it, and im planning to spend more. Its something that draws me in and I didn't want to stop playing it, despite any other obligations. Truly something special, and i can't wait to dive back in
It's a really great game that for me is an easy 9/10. While it's in the same genre as Animal Well, I don't think that it would necessarily be a great recommendation to anyone who liked it, since it's much different from it both visually and in its mechanics and progression. I would definitely recommend it to anyone who played Animal Well and enjoyed the item/egg collecting aspect of the game, since it can scratch a similar feeling to that. Apart from that and the fact that you solve environmental/creature-based puzzles, it really is its own game that is very unique in most of its aspects. The biggest issue for me at the beginning, which kind of threw me off a little, was the visual aspect of the game, since it's retro inspired and I'm not usually a fan of it, but in this case it feels really fitting and coherent throughout the whole game. Each level/screen feels unique and is kind of memorable. While some secrets can be very well hidden, there are usually some clues or things that you can notice that can hint to you that there is something hidden nearby. While in this case the world map is much smaller than in Animal Well, it's really packed and filled out with content to explore and find. Even after exploring new parts of the map, you can find your way back to the previous areas where you find new things that you missed, unlocked, or didn't know that you could do anything with them. This is also connected to another great aspect, that if you scan all the creatures that are available in some level or if you scan any of the unique creatures, it will be marked on the map, so it makes it much easier to track and find some secrets. Without it, the whole map exploration would be much more painful. Coming to the puzzle difficulty, this game seems much more accessible than Animal Well. The text hints and the visual cues are usually enough to solve most puzzles and they are much more direct in Emuurom. Just to note, right now I can't really talk about the end-game puzzles in this game, since I'm still trying to find out how to progress with some endings and I haven't taken a shot trying to decipher any of the cryptic messages (the ones with strange hieroglyphs), but I'm at the point where I explored the whole base map and collected all the butterflies. Based on that I would say that puzzles in Emuurom are easier and not as complex compared to the Animal Well. Music overall really fits the whole atmosphere and the aesthetics of the game. It's really great and doesn't feel looped or short (which is sometimes an issue in the retro inspired n-bits games) and it has some variety based on the location that you are currently exploring or some user states. But for me personally, this game also has some issues that are worth noting and mentioning: [list] [*] While the music is great, it sometimes feels like it gets cut off abruptly by some user events or world events that can happen. This happens mostly when entering some rooms or by interacting with some creatures/environment elements - my biggest gripe on this is with the [spoiler]turtles[/spoiler], since interacting with them can quickly change the music or play some sounds that can be annoying. [*] Exploring the map can be painful, especially at the beginning of the game. Going back to some earlier level without having some later skips/shortcuts available, can be quite tedious, since you don't only have to remember where each level was set, but also what was in it and how to traverse it using the usual visible routes, creatures and the hidden paths that aren't visible at first glance. I'm glad that I didn't have to take some longer breaks between each game session, since I feel like forgetting some hidden paths or map levels and having to discover them again would be quite painful. Because of that I can't really recommend this game to anyone who doesn't have a good memory or at least some time to play through the whole game without longer breaks in between each gaming session. I feel like this issue could be easily resolved if the game also gave you the option to look at the rooms that you already discovered and marked on your map. Another solution would be if the game would allow to somehow mark the hidden paths that you discovered and scanned by showing them in some special mode or as part of the map with some slight shadow/hue or whatever way to hint that it even exists. I know that the game has a mechanic that allows you to [spoiler]send a ghost[/spoiler] and to use it to [spoiler]look through already discovered levels[/spoiler], but the game hints it to you in a very late part of the game. Also while useful, it's really bothersome and slow to start and use, so I wouldn't really call it a solution to this issue, since at this part of the game you would usually already be forced to memorize most of the map. [*] Adding mutually exclusive achievements to the game that prevent you from getting them legally at the same time in any form or adding some achievements that aren't implemented/reachable in any way is something that shouldn't be allowed in my opinion. I understand if not implemented achievements would be added shortly before releasing them, but it doesn't seem to be the case in this instance. As of right now, at least based on my knowledge so correct if I'm wrong, there are 2 achievements that are mutually exclusive (and that have some protection built-in against having them both at the same time) and 3 achievements that aren't implemented, so they are just placeholders. I know that some people might feel like this isn't important or that it's just some small part or that it's just part of the game design and it's some meta elements of it that are meant to say that you shouldn't expect to get all the achievements. For me personally, achievements are meant to be something that is achievable by the player and that could be used to tell what they achieved in the game or if they can or are meant to find something else in it that's intended to be found. They don't have to be achievable in a single game playthrough and can even be granted for some extra hard challenges that aren't meant for the majority of players. But what's the point of them if they aren't meant to be achieved at all? If they aren't meant to be achieved, then why not simply remove/hide them for the time being? This is something that can easily make some players come back in the future, since it will be easier for anyone to notice that some new content was added in the meantime along with achievements that they are missing (assuming that they are gonna get implemented at some point). [/list]
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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