
A next-generation action experience where the elements obey you, the terrain bends to your will, and every victory is entirely your own.
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): 0.71/day in the week to Aug 25 → 1.14/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 2,402 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
Eternal Strands is a third-person fantasy action game where ARPG-style elemental mastery meets open-zone exploration and improvisation. Players step into a richly reactive world, not just to follow a path, but to forge one.
You play as Brynn, a young Weaver, wielding fire, ice, and kinetic magic as tools of survival, strategy, and power. Whether freezing a dragon’s wings mid-flight or tearing apart the battlefield with physics-driven chaos, every encounter demands quick thinking and creative control, not just reflex.
With full traversal freedom, dynamic environments, and colossal foes that must be scaled and outwitted, Eternal Strands invites players to explore on their terms and fight on their instincts. There are no locked builds, no scripted solutions - just raw power, a broken world, and the legend you choose to create. A game where the elements obey you, the terrain bends to your will, and every victory is entirely your own.
At the heart of Eternal Strands beats a revolutionary new system for gameplay interactions: heat spreads, cold chills, and real-time destruction allows for unprecedented reactivity in combat. Hurl burning tree trunks at enemies with telekinetic powers, snap nearby trees to block opposing fire, or channel raw telekinetic force to rip boulders from the ground.
Wear the Mantle, a magical cloak that channels raw magic into raging flame, chilling ice, and telekinetic force. Combine your growing array of powers with enchanted weapons and armor crafted from slain enemies to create a custom look and style. Block incoming attacks with a wall of magical ice, lash out waves of flame from a massive two-handed blade, or toss enemies off a cliff with raw force.
Face gigantic adversaries and defeat them through a mix of sword, spell, and mobility. Leap onto and climb their massive forms to attack from different angles. Shatter armor or slice at weak spots to diminish their protection. Use ice to pin limbs of a towering foe, arcane flames to burn their fur, or catch lobbed projectiles and turn their attacks back upon them in battles that will leave scars upon the land.
Enhance the effectiveness of your ice abilities during a flash freeze to open up new paths. Use a heatwave to start a wildfire and watch it spread towards enemies as it consumes the tinder-dry trees and grass around it.
Explore the wilds, the capital city of Dynevron, and the secrets beneath as every surface is climbable. Magical abilities can create bridges, burn barriers, or launch Brynn across the world. The next-generation physics system encourages and rewards player creativity in exploration as much as combat. As the Enclave’s secrets unfold, return to base camp to consult with a rich cast of characters. Each are keen to discover the mysteries of what happened to this lost bastion of power and knowledge.
A realm of mystery, opportunity, danger, and wonder: the Enclave awaits.
Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 1.8Kreviews | 88% | — | $1.4M |
| $29.99 | 4.1Kratings | 64% | — | not modelled | |
Engagement
Reviews
Themes across 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game made by a small studio that could genuenly rival with Hollow Knight in terms of gameplay. I even had the chance to meet the team in person and they are just amazing and passionate people. This game was definitively worth my time, would heavily recomend
Mapas legais, grandes monstros, liberade total nos mapas! Mas a historia 'e horrivel!!!!!!
I'm not regretting my purchase a single second. I even bought this game for my gf to try bc I like it that much. I just finished the last boss of the game and watched the credits roll. So now I want to leave a genuine review. For reference I'm playing on a laptop with a 3060 and 16gb of RAM and I can easily run the game with graphic settings on ultra. So performance is awesome so far. Graphics are more than enough then what you pay for. The game looks very nice! Next I'll talk a bit about the gameplay. If you're not creative and don't like to think outside of the box than you will maybe struggle a bit in this game as there is little hand holding when it comes to discovering how you can combo your abilities and that could hinder your fun a little. But if you are... OH BOY IS THIS A GAME FOR YOU! There is never a single path that leads you to the goal. The sandbox style combat is SO FUN once you get into it a little and discover what you can do. You can combo all of your abilities in different ways and create your own playstylre through player expression which I personally love. You always have 3 weapons equipped which you can freely switch inbetween and there are 12 different spells to play around with. This gives you a ton of different ways on how to approach not only fights but other ingame tasks aswell. Like "Do I fight the minions for ressources or do I yeet them off a cliff?", "Do I try to walk around the thing, or do I climb it by creating ice platforms with my freeze ability", "Do I fight this giant from the distance with my bow and arrow, or do I climb the mf with my greatsword and bash his head in?" (Yes you can climb EVERY big monster btw) The controls feel VERY nice and responsive. Sure climbing on big monsters can take a little getting used to but once you figure out how to position your camera properly and how brynn moves accordingly than that isn't an issue anymore. Next I saw a review of a person saying the end/midgame gets tedious bc you have to farm the same monster over and over. First, you don't have to, just for one quest near the end. Second, once you learn how to hunt one of the bigger monsters, the hunting time goes down by literally 80-90%! This game is all about learning the mechanics, your surroundings and your possibilities. It wants you to really focus on the fight/ the world that you travel through and learn how to fight your opponent and how to use your surroundings to your advantage. Are you a Monster Hunter Fan waiting for the Wilds DLC and want to play sth new and fresh? TRY THE DEMO OF THIS GAME Do you like to explore areas, learn about interesting lore and experience a nicely crafted world? TRY THE DEMO OF THIS GAME Except for the goal you have to reach in a quest, there is no set in stone path that you have to take to finish your quest. You can easily use your powes to finish a fight in 50 different ways and that's maybe even an understatement. It took me 20 hours to "finish" this game. I didn't just do the mainquest. I did alot of exploring too but I still have side quests and things to do. Even if you buy this game at full price, YOU ARE GETTING YOUR MONEYS WORTH 100% This game fully delivers on it's trailer, if you are willing to open your mind and learn a thing or two.
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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*, Japanese, Portuguese - Brazil, Simplified Chinese, German, Spanish - Spain*languages with full audio support
| $29.99 |
| 1.6Kratings |
| 85% |
| — |
| not modelled |
| $29.99 | 53ratings | 82% | — | not modelled |
| $29.99 | — | 92% | — | 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 123 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I recommend this game.
A solid, charming game with thought out lore and top tier voice acting. And it's the first game of this studio, which I think makes the quality very impressive! My pc is an elder, and the game runs perfectly fine with higher graphic settings. I really enjoyed the magic system and how reactive the world is to elements, and you can use that to your advantage in exploration and in fights. Speaking of fights, the boss battles have nice mechanics. If you want to improve your magic or obtain rare materials there is a reason to keep farming them. The changing boss spawn locations and weather conditions spice things up nicely. I appreciate being able to climb bosses and most surfaces. It gets a little clunky sometimes but it didn't bother me much, though I did get stuck once by accidentally climbing a small rock, Brynn laying on her side on the ground. Jumping off fixed the issue lol. Most dialogue is done through visual novel style conversations and it's fully voice acted. The whole cast does a wonderful job, and includes actors like Amelia Tyler (Baldur's Gate 3 narrator, Hecate from Hades 2). There are a few rare animated scenes (both in-game models and 2D) and I wish they had done more of them. I adore the sprites and their expressions but I can understand why static, long dialogue might feel boring to someone more interested in action. Lore and characters are one of the most important aspects of a game to me personally, and the devs have written a wonderfully detailed world and intriguing characters. The plot is good, but truthfully it suffers from bad pacing at times. It feels like it takes a little too long to get things rolling. On the bright side there is still stuff to do even after the credits roll. The codex works as the collectable of the game alongside with crafting schematics. You collect notes around the Enclave which is divided into zones, and crafting schematics are even marked on the map. Codex pieces are unmarked but emit a sound you can follow, and you get a wisp (originally used to find quest objectives) to help you find them at the end of the game. Very useful if you're hunting for achievements. Overall I think Eternal Strands is a hidden gem overlooked by many, but it has its flaws. The artwork is pretty and won't age like milk and the combat is innovative. The writing has so much potential and could have greater impact with better pacing, but it's still absolutely worth experiencing. I'm glad I gave this game a chance!
Fun game and awesome mix of melee and magic combat. I look forward to Yellow Brick's next game; and if it's in the Eternal Strands world, I hope they refine the combat mechanics and rein in the fetch quests for even more good times.
It's a good game but some will struggle with the controls and the "clunkyness". I always loved RPGs of any kind and this one hits the right spot for me. Details: The game has a very unique climbing mechanic that sets it apart from others. You can walk up to anything and climb it. Trees, buildings, bosses, cliff walls etc. Doesn't matter what it is, you can climb. The maps all utilize this to make you explore more vertically and it's all well crafted. I loved taking my time to fully explore the maps and find everything there is to find. Boss fights also require climbing to defeat them. It took me some time to get into the mindset that I can just climb things- Through the first map I was just running around on the ground trying to find the right path but then it clicked. I can actually go anywhere for once in a game. The exploring is the best part and I wish there were a few more maps but instead the game utilizes a lot of backtracking to find quest items in already explored areas, so it does not lend well to my style of seeing everything first, then doing the quests. I had been to the same areas 10 times each by the end of the game. Combat is fun too and I enjoyed using the magic system (a lot of magic) more than weapons. Weapons felt kind of week compared to the magic in mid-late game. I also had a good time trying to figure out each boss, how to counter them and how to perfectly defeat them to extract an upgrade essence from them. Repeating boss fights to earn their upgrades was very satisfying because my own progress is clear. Some things require work from the devs: * Quest rewards. Most side quests just give you an achivement but nothing in game. This feels bad. * Backtracking items should be available on the first run through if you explore everything. Something like "Interesting item, maybe it has a use for someone?" instead of going back again and again. * Improve cutscene animation - The mix of cutscenes and anime did not bother me, but the few actual cutscenes in the 3D world all had bad clipping and poor frame rate. Something was wrong with them. * Display what boost you get from gear special abilities. They are just listed as "bonus heat resistance" for example, but it does not show you how much or how. This is very bad. I stuck to one set throughout the game because it game me a clear boost to mana regen. Overall I would say the game is worth a buy if you like this type of game.
Great gameplay, similar to Dragon's Dogma. Decent story, but kinda woke
I thought it'd be fun, but everything feels lame and childish.
[h1]Eternal Strands | Uma ótima ideia que dura mais do que deveria | 8,1/10[/h1] Eternal Strands foi uma surpresa muito positiva para mim. É um jogo que claramente nasceu de uma equipe com boas ideias, muito carinho pelo projeto e, principalmente, vontade de criar algo próprio. O resultado não é perfeito e acaba se perdendo bastante no caminho, mas isso não apaga tudo o que ele faz bem. [h2]O grande destaque é a gameplay[/h2] Enfrentar as criaturas colossais é facilmente a melhor parte do jogo. Você não está apenas batendo em uma barra de vida até zerá-lá. É preciso escalar os monstros, remover partes da armadura, quebrar pontos específicos e entender a condição necessária para extrair o fio de cada criatura. Uma pode exigir que você destrua cristais espalhados pelo corpo. Outra pede que você apague uma fonte de fogo, quebre mecanismos de uma arma ou espere um comportamento específico durante a luta. Cada criatura possui uma espécie de pequeno enigma próprio. Essa foi uma sacada muito boa, porque transforma os confrontos em algo além de simples batalhas. Às vezes eu ficava vários minutos tentando entender o que ainda estava faltando, observando o corpo da criatura e mudando completamente minha estratégia. Existe um pouco daquela sensação de escalar um colosso de Shadow of the Colossus, mas Eternal Strands coloca muito mais interação de cenário, interação elemental e destruição no meio disso. E a física do jogo é muito divertida. Poder arrancar objetos com telecinese, arremessar coisas nos inimigos, congelar superfícies, espalhar fogo e usar o cenário durante as lutas faz com que o combate tenha bastante liberdade. As animações, a movimentação da Brynn (protagonista) e o comportamento das criaturas também são muito bem feitos. A música merece destaque. Principalmente durante os confrontos maiores, ela consegue dar o peso necessário para aquilo que está acontecendo. O design geral das criaturas, dos poderes e das regiões também é muito bom. Nos primeiros atos, eu estava completamente pasmo positivamente, o jogo tomava um caminho muito bom. Eu sempre tentava enfrentar cada boss de maneiras diferentes, permanecia bastante tempo nos mapas coletando recursos, procurava as receitas escondidas e tentava melhorar meus equipamentos antes de continuar a história. Cada expedição parecia ter algum propósito. [h2]O problema começa quando o jogo mostra tudo cedo demais[/h2] Eternal Strands é dividido em oito atos, mas tenho a sensação de que, entre o primeiro e o quarto, ele já mostrou praticamente tudo o que tinha para oferecer. Nesse momento, o ciclo de gameplay fica MUITO, mas MUITO evidente. Você volta aos mesmos mapas, enfrenta as mesmas criaturas, encontra os mesmos inimigos com os mesmos movimentos e realiza tarefas muito parecidas. Não existe uma evolução significativa que consiga acompanhar a duração da campanha. Quando o jogador começa a enxergar completamente o looping, normalmente o jogo precisa começar a encaminhar sua conclusão ou introduzir alguma mudança importante. Eternal Strands não faz isso. Ele continua por mais quatro atos. O conteúdo existente é bom. O jogo possui vários mapas, criaturas, poderes, receitas e personagens. O problema é que ele tenta prolongar esse conteúdo por tempo demais, em vez de terminar enquanto suas ideias ainda parecem frescas. Existe uma mania na indústria de tratar duração como sinônimo de qualidade. Como se um jogo automaticamente valesse mais por durar quarenta horas em vez de vinte. Eternal Strands seria uma experiência melhor caso tivesse entendido que não precisava se estender tanto. [h2]Uma história arrastada ou mal distribuída?[/h2] A história possui um rumo interessante. Não é uma trama extremamente inovadora, mas combina bem com o mundo e dá contexto para a exploração, para as criaturas e para os poderes da Brynn. Meu problema é que eu ainda não sei definir se ela é arrastada por causa da própria escrita, pela forma como foi distribuída durante os oito atos ou por uma mistura das duas coisas. Eu sempre tento prestar atenção nas histórias dos jogos. Independentemente da qualidade, alguém escreveu aquilo, pensou naqueles personagens e dedicou tempo para construir aquele universo. Eu tento fazer o esforço dessa pessoa valer e entender o que ela queria contar. Mesmo fazendo esse esforço, chegou um momento em que acompanhar Eternal Strands começou a se tornar cansativo. Os atos de 1 a 4 parecem um jogo. Os atos de 5 a 8, em vários momentos, parecem uma light novel interrompida por teletransportes e pequenas tarefas. Não existe problema em um jogo ter muito diálogo. O problema é quando esses diálogos repetem informações e sentimentos que já foram estabelecidos anteriormente. Muitas conversas poderiam ser bem menores sem perder absolutamente nada. As missões secundárias também não ajudam. Grande parte delas funciona assim: converse com alguém, teletransporte-se para outro mapa, vá até um local, pegue um objeto, volte para o portal, viaje novamente e entregue o item. Depois, muitas vezes, ainda é necessário esperar outro diálogo aparecer para continuar a história daquele personagem. Algumas dessas histórias pessoais possuem conclusões interessantes, mas a demora para chegar até elas é excessiva. O próprio peso emocional das missões acaba prejudicado pela quantidade de tarefas repetitivas colocadas entre o início e a conclusão. [h2]No fim, ainda vale muito a pena[/h2] Mesmo com todos esses problemas, não considero Eternal Strands um jogo ruim. Muito pelo contrário. Como primeiro jogo da Yellow Brick Games, é uma experiência extremamente sólida. Existe uma ótima fundação aqui: o combate contra criaturas colossais, a física, os poderes elementais, a exploração e a liberdade para resolver algumas situações de maneiras diferentes. O jogo se perde no próprio ritmo e permanece tempo demais repetindo o que já havia feito, mas os seus melhores momentos continuam sendo muito bons. Eternal Strands poderia ter sido uma experiência excelente caso tivesse terminado antes, reduzido a quantidade de tarefas intermediárias e distribuído melhor sua história. Ainda assim, foi uma surpresa para mim. Dá para perceber que existiu muito carinho durante o desenvolvimento, e eu realmente quero ver o que esse estúdio fará depois de tudo o que aprendeu aqui. [b]Uma aventura criativa, divertida e muito bem construída, mas que não percebe quando já entregou tudo o que tinha para entregar.[/b] [b]Nota: 8,1/10[/b]
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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