
Finding the Soul Orb is a medieval fantasy game. In it, you use your crossbow both as a weapon against werewolves as well as a tool to solve puzzles.
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): 0/day in the week to Aug 7 → 0/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
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 60reviews | 77% | — | $5.8K |
| $6.99 | 54ratings | 68% | — | 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fantastic first person shooter with Tomb Raider style challenges, compelling story, and always beautiful scenery
Kolejne miłe doświadczenie z grami od tego dewelopera. Tym razem oprócz chodzenia jest też trochę strzelania z kuszy. Jak komuś przeszkadza strzelanie i woli delektować się samą historią i chodzeniem to ustawia poziom na "ekstremalnie łatwy" i przeciwnik pada od razu a i samemu zginąć jest niemal niemożliwe ;)
[h1]A First-Person Shooter? [/h1] What the hay? An FPS from Tonguç Bodur? We've come to expect walking sims and adventure games, with a slight dip into horror, but an actual shooter? Holy flying crossbow bolts, Batman! And, it's good! Not fantastic as shooters go, but very good. Bodur, and writer/collaborator, Mel Dawn, crafted a classic, but engaging fantasy-adventure story. The pacing is nice--if you're used to the molasses-oozing pace of Bodur's walking sims--and the puzzles/traps are decent, intuitive, and show up with just the right frequency. There's easter eggs, cheevos for collectibles, and EXCELLENT music! One thing I REALLY liked about this game is that the ending isn't some huge plot twist or one of those pull-the-rug-from-under-your-feet moments. It fits and lends gravity to the player's victory, having spent an hour slaughtering Team Jacob. One thing I didn't like were the explosive barrels. There has to be enough pieces in the Unity bundles Bodur's accumulated to STOP using anachronistic or tech-level-inappropriate furniture in his worlds. Most of his games are just riddled with that type of inconsistency and it's funny or off-putting or plain weird. But in this game, even a little affects a lot. Those two modern-era steel drums sullied the show. And this game needs an OST DLC. I've loved the music in other Bodur games, but this one...wow! Wanna pick it up.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Finding the Soul Orb [/h1] A nice visually game made by one of my favorite walking simulator making developer. It's always easy and pretty to the eye, watching the enviroment and stunning backgrounds. Keep this up, cause it's sometimes a great break from my other games, to just walk around in yours.
It's alright. Basically a walking sim + werewolf sniping game. The game kind of freezes for a bit every time a werewolf dies. I had a bug occur where I could still see the main menu text while in-game. Bolt physics are interesting, and the music is good.
Good visuals, but I find it repetitive and boring. The player runs so slow. Combat feels good but repetitive.
Finding the Soul Orb, developed and published by Tonguç Bodur, is a short first-person adventure that blends light exploration, minimal combat, and environmental storytelling into a linear fantasy journey. It follows a familiar structure seen in many walking simulator-style games, but attempts to expand on that formula by introducing small gameplay elements such as puzzle interaction and ranged combat. While the game presents a clear artistic vision and occasionally striking atmosphere, it ultimately feels constrained by its simplicity and limited mechanical depth. The story centers on a troubled kingdom plagued by supernatural forces, with the player stepping into the role of a lone figure seeking to restore balance through the recovery of a powerful artifact known as the Soul Orb. The narrative unfolds gradually as you move through each area, typically delivered through triggered text sequences rather than direct interaction or dialogue. This approach creates a quiet, almost detached storytelling style, where the world reveals itself piece by piece rather than through active engagement. While this can add a sense of mystery, it also makes the narrative feel distant, as players are rarely given meaningful choices or involvement in how events unfold. Gameplay is built around a straightforward loop of walking through environments, interacting with simple elements, and occasionally engaging with enemies. The inclusion of a crossbow introduces some level of interactivity, allowing players to activate switches, solve basic environmental puzzles, and fend off hostile creatures. However, these mechanics remain underdeveloped throughout the experience. Combat encounters are infrequent and lack complexity, often feeling more like brief interruptions than fully integrated challenges. Similarly, puzzle elements are simple and repetitive, rarely requiring more than basic observation or timing. The structure of the game is highly linear, guiding players through a sequence of chapters with little opportunity for exploration beyond the main path. While this keeps the pacing consistent, it also limits the sense of discovery. There are few hidden areas or optional interactions, and once a section is completed, there is little reason to revisit it. The overall runtime is relatively short, making the experience easy to complete in a single sitting, but also reducing its long-term impact. Where the game does stand out is in its visual presentation and atmosphere. Certain environments, particularly outdoor areas, are designed with a strong sense of scale and lighting that creates moments of genuine visual appeal. The use of color and contrast helps establish a mood that aligns with the game’s themes, and there are sequences that feel almost dreamlike in their execution. The soundtrack complements this effectively, providing ambient and orchestral tones that enhance the sense of immersion, even when the gameplay itself is minimal. Despite these strengths, the game struggles to maintain engagement due to its lack of depth. The mechanics introduced early on do not evolve significantly, and the experience can begin to feel repetitive as a result. The combination of simple puzzles, limited combat, and linear progression leaves little room for variation, making the game feel more like a guided walkthrough than an interactive adventure. Additionally, the storytelling, while atmospheric, lacks the clarity and development needed to leave a strong impression. There are also signs of limited polish in certain areas. Animations and enemy behavior can feel basic, and the overall design does not always achieve the level of refinement seen in more developed titles within the genre. These issues do not necessarily break the experience, but they contribute to a sense that the game’s ideas are not fully realized. In the end, Finding the Soul Orb is a modest and focused experience that leans heavily on its atmosphere and visual design. It offers a calm, undemanding journey that may appeal to players looking for something short and straightforward, but it lacks the mechanical and narrative depth needed to stand out. Its strengths lie in its presentation and mood, while its weaknesses stem from its limited scope and underdeveloped systems. For those who enjoy slow-paced exploration and are willing to accept its simplicity, it can provide a brief and occasionally engaging experience. However, for players seeking deeper gameplay or a more impactful story, it may feel too lightweight to leave a lasting impression. Rating: 6/10
Short journey through beautiful landscapes with simple puzzles and cute but awkward combat. There are engaging story items (notes) that you encounter throughout the game, giving the journey a little context. Though the purpose of your wanderings isn't entirely clear. Low replay value maybe, but a nice way to spend 2 hours.
It's all right, the combat though isn't great.
Beautiful walking simulator with some easy shooting sequences. + Graphic + Sounds + Atmosphere + Level selection after finishing game (Easy to get missed achievements) Achievements, 100% / ~2h.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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