
Forspoken follows the journey of Frey, a young New Yorker transported to the beautiful and cruel land of Athia. In search of a way home, Frey must use her newfound magical abilities to traverse sprawling landscapes and battle monstrous creatures.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.89/day in the week to Aug 4 → 1.57/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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, 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 | $69.99 | 8.6Kreviews | 63% | — | $11M |
| $69.99 | 19.7Kratings | 69% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8/10 in general 9/10 if you like deep magic systems, open worlds and a modern take on magic. After 64 hours and 100% completing the main game and DLC i can only say that people are idiots. The game is amazing and its reputation and potential for a sequel were ruined by sexist idiots that dont like strong women or female main characters. The game has its criticisms, like any game, but its far from a bad game, its actually really good. The magic system is by far the most amazing part, so much variety, over 50 different spells, each with their own use depending on combat style and enemy you are facing, the gear is just enough to be interesting but not overloaded to get annoying. I wish it could have its sequel, but sadly those hopes are ruined by ♥♥♥♥♥♥♥♥.
I didn't even want to write this review, but while going for 100% completion in this game, I almost lost my mind, so I HAVE TO vent about it to preserve my sanity. 🟢 The Good The Core Gameplay: First things first: the game is actually fun to play, which is why I tried going for 100%. The game is quick, responsive and fun to play with a unique twist to the combat system... at least initially. 🔴 The Bad The 20-Hour Wall: The thing is, the game is only fun for the first 20 hours or so; after that, it becomes straight-up torture. It feels like a social experiment to see how long someone can do the same thing over and over again before going crazy. The Combat System Illusion: While it is fun at first, you're going to reach a point where every encounter simply revolves around spamming every single ability you possess with little to no strategy at all, transforming one of the positives of the game into yet another con. An empty Open World: The way they handled the open world is borderline insulting. There is nothing to discover, nothing to interact with, and no secrets. Just the same activity repeating itself a billion times because the developers couldn't help but copy-paste over and over and over again. The Story & Writing: Speaking of the story... Yeah, it's actually trash, there is really nothing else to say. The concept was cool, but the writing must've been done by a 14-year-old. It's so bad that sometimes I couldn't believe what I was watching. ⚠️ Final Verdict Seriously, you can finish the main story and all the side quests in about 20 hours, after which you're left with literally nothing but the exact same activity for the rest of your playtime. If you ever want to play this game, I recommend completing the story, enjoying the gameplay for what it is, and then dipping out immediately. Unfortunately for me, I like to 100% games and, as I said, I was actually enjoying it at first, so I thought to myself: "I'm almost done, I'll just go for it." Little did I know I was about to experience hell. The crazy thing is that it didn't even take me that long, but the repetitiveness was just too much to bear. What a shame.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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*, Spanish - Spain, Arabic, Japanese*, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
| $69.99 |
| — |
| 83% |
| — |
| 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 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Не покупайте этот мусор. Это сырой кусок го*на у которого уже никогда не будет обновлений, команды разработчиков больше не существует. [h1] НЕ ПОКУПАЙТЕ НИ В КОЕМ СЛУЧАЕ [/h1]
Alright one more f ucking time, my name is f ucking Frey ariana Grande, I'm a quirky homeless ♥♥♥♥♥ from NYC, I was about to f ucking unalive myself until some crazy stuff happened with this talking cuff! and now I can use magic parkour with my mind!!??! with my f ucking mind?!?!? and now I'm fighting magical dragons in a f ucking magical world with my f ucking magical mind!!! You wanna know the name? its... F O R S P O K E N! -Hip Hop R&B playing in the background-
Homer couldn't write this if he tried.
I like anything magic-related in my games, so when I heard that Forspoken was magic-focused, I was intrigued and picked it up during a sale. To my surprise, I actually really enjoyed the combat and parkour—it’s some of the best I’ve seen in a game centered around magic. There’s a wide variety of spells, each feeling distinct from the others. Swapping between them is fun and keeps the gameplay fresh. The parkour system is also a highlight: it’s fluid, fast, and satisfying when you're zipping across the map. However, the stamina limitation becomes frustrating, especially in the early parts of the game. Where Forspoken really suffers is in everything else. The writing is pretty rough, and Frey is one of the most obnoxious protagonists I’ve ever played. I don’t mind quippy dialogue, but they went completely overboard here—worse than the main character in Atomic Heart. Most of the supporting characters are forgettable and one-dimensional. The story is painfully generic, and the plot twist is so predictable that it turns the narrative into a triple-decker combo of clichés—in the worst way possible. Then there’s the open world. Oh boy, this one hurts. The map is bloated with an overwhelming number of checklist-style objectives. It’s packed to the brim and ends up feeling like a chore. I could’ve looked past that if the side content had some variety, but it’s always the same formula: “go here, clear this, find notes, take a photo.” It quickly becomes repetitive. Some locations are also so poorly designed that you just don’t want to bother going there at all. Honestly, I wish I could leave a neutral review. As much as I’ve criticized it, I still enjoyed parts of the game thanks to its engaging combat and parkour. Forspoken had a lot of potential, and it’s unfortunate how many aspects were mishandled. I totally get where the backlash is coming from—they really dropped the ball in several key areas. 6.5/10
I really enjoyed this game, and I don't think it deserves most of the hate it gets online. The combat and movement in the open world are extremely fun and beautiful. That being said, the controls can be awkward at times and the MC is a real ♥♥♥♥♥♥♥ for most of the game. I don't think it's worth the $69.99 original price tag, but definitely worth it when it's on sale. Sadly, I doubt we'll see a sequel or any more DLC, but I'm looking forward to playing "In Tanta We Trust" and exploring the world more post-credits.
At the time of me buying Forspoken, the reviews were mixed with a slight leaning towards positive in the more recent reviews. I had been wanting it for a number of years before the game even released- but due to the price tag, couldn't justify the purchase. I managed to snag it for just over 17$ though, and I think anything under 30$ is well worth the purchase for this game. From the beginning of the game, you get to know Frey and she's not portrayed in the most flattering light. She grew up jumping from home to home within the foster care system, never truly having people she could trust or rely on and it shows in how she's guarded around others, even if they're seemingly friendly or hospitable to her. She always has a voice in the back of her head questioning what they are getting out of the interaction with her that clouds her judgement and ability to feel close to anyone. This aspect of her personality is a large portion of what I think commenters are referring to when they say the main character is utterly unlikeable. Personally, I disagree with that. I think she has a lot of depth to who she is and why she has so much resentment for others. She does grow and develop in a positive way over the course of the game, but it isn't until relatively late game that she makes the turn-around. I'd argue that this is more accurate to how people are in real life and good story telling, personal growth and healing takes a lot of time to truly take place and she's no exception to this rule. I don't want to spoil the game, but the beginning sequence had me nearly in tears, which in my opinion means the narrative was exceptional to evoke those feelings in me. You get a touching introduction to her kitty friend, Homer, and then off you go into the magical universe of Athia. The world is gorgeous, it's vast and open world which is fantastic if you love exploring at your own pace- and the way you traverse it feels very zippy and enjoyable. I'm not embellishing at all when I say that every moment of gameplay was enjoyable. There are very few exceptions to this- or minor inconveniences where I felt a little irritation and I'll get to those in just a minute. The main story took me right around 26hrs, I was planning originally to go the completionist route, but decided against it because I'm also excited to play some other games that have been in my backlog. There is so much hardcore parkour to be had, the combat blends seamlessly with it and feels very original. You have a skill tree, which you will constantly be finding skill points to unlock more skills from that list as you explore. The game doesn't waste your time or pad the content- so every dungeon you visit, town you explore, or places on the map that you interact with all feel fulfilling. There are SOOOOOOOOOOO many accessibility settings- I mean, pages of them to tweak every aspect of the game to what you would enjoy best. Great news: for those comments saying that the dialogue between Cuff and Frey is unsufferable, you can turn that down to basically nothing. There's actually a setting for it! You can have the game auto-heal for you, auto-dodge, you can set it up so that it automatically switches to the next spell that is available and able to be used, as well as fine tune the aim assist to your preference. I feel confident in saying that regardless of your skill level or abilities, this game was made with accessibility in mind. On that note, there's a super important setting you should enable that allows Tanta's familiars to follow you. I'm not going to explain what that does, but it's an integral part of the game. Just do it. In terms of things I had qualms with- I think the top of that list is the few story dialogue moments where they do not allow you to move at all, and you only have the option of selection different text to discuss with a character. This is a relatively isolated part of the game, 99.9% of the game you'll be zipping around at the speed of light, hopping up rock walls and just enjoying the environment... so while this does bug me and I've seen a number of people in the negative reviews mention it- it's infrequent enough that I'll give it a pass. There are also a few times where the story moment makes you walk and will not allow you to run, but much like the above- it's not /too/ long. Sometimes the map loads in a bit slow. I don't mean when you load into an area, but the map itself within the menu is slow. It'll show blacked out for several seconds before loading up. Once you visit the new areas though, they get registered to your map and you can fast travel to them. I really appreciate fast travel in games, and this is no exception. Fast travel options show respect for our time, and not making us senselessly run to the opposite side of the map as padded filler to the play time. I'll always prefer a shorter game that respects my time over a game that is hundreds or even thousands of hours, but a large percentage of that time is filler and just something I have to get through to get to the good core parts of the game. I'd give this game a solid 4/5. Frey can be a bit overly confident and maybe a bit cheesy in her battle commentary, but I personally enjoyed the dialogue, story, and characters. Frey is human, and humans are messy, but I think that's beautiful. Definitely give the game a chance, but don't pay full price- it goes on sale a lot!
tl;dr: half-assed parkour FF15, but noctis is a sassy black girl and doing his insufferable post-altissia personality for the entire game, and the boys squad is replaced with a schizoid, genre-confused voice that so badly wants to be the equivalent of johnny silverhand cyberpunk 2077. It is actually very difficult to describe Forspoken as anything but an off-brand Final Fantasy whose charming JRPG story elements have been replaced by progressive, Western tropes. Here, the reluctant hero is a troubled "adult" (twenty-one years old) with a chip on her shoulder, whose worst character traits (self-absorbed, "Boohoo, nobody wants or needs me!") stem from having grown up abandoned in foster care. The expectation should be that she has underlying biases and prejudices in decision-making and how certain plot points pan out, but the reality is that she acts more like a petulant teenager who has never truly grown into (even partially) the maturity that should have come with not just adulthood but the street smarts and caution that would have become second nature to someone who has lived their childhood through trouble. For the entire game, Frey stays the poster child of entitlement--and with everything that happens, she comes off with an air of main character syndrome self-awareness. Her interactions with the cast are frustrating--one-liner quipping, anachronistic slang and swearing that other characters will or not inconsistently understand, and a continual disregard for reading the room. It is subtly very impressive that the writers were able to capture, distill, and recreate the exact stereotypical behavior that is expected and unsurprising to see out of someone like Frey--it is not just the obnoxiously common "This character is (visual characteristic), and we made them (visual characteristic) to show that people who are (visual characteristic) are (personality trait), too!" but also "This character is (personality trait), and it just so happens to that they are also (visual characteristic), too!" The open world exploration style is reminiscent of Final Fantasy 15 (Luminous Productions, after all) with many points of interests with trivial rewards to progression: numbers (a health, defense, or healing boost), materials (a currency for mostly inconsequential rewards and upgrades, or literally adding a different-colored cat to the safe house and over-the-shoulder. Forspoken's parkour system is a freeform, "even if it looks impassable, the system will allow it" type that the world is hardly built around. The wall-climbing functions like a poor platformer--if you do not reach your intended destination, you hope to reach a foothold along the way instead. The sprint not only consumes a stamina equivalent resource out-of-combat but feels uncontrollably punishing for traversing the world--painfully slow walking and power-walking are available, but there are a number of platforming segments that become difficult because, since the velocity of the default movement is too slow to make the distance, you are forced to rely on that unwieldy and unreliable sprint. On the combat side, there is just a deceptive depth and variety to the toolset. By endgame, you have four distinct combat "styles" to freely switch among--each boasts a primary attack, three charged primary attacks to mix in, something like 8-10 "support" skills to use on cooldown, and one "ultimate" type attack. It is an illusion of choice. Among the four styles, three are shooter-type and one is melee; their primary attacks should be your bread-and-butter--this is good enough on the lower difficulties to overshadow the need for the rest of your arsenal, but Very Hard difficulty boosts enemy HP and defense so much higher by comparison that the primary attack is the only reliable option, despite its impotency, given your other options require setup or a cooldown period. Elemental weaknesses exist in this game, but that hardly matters when your shooter forms do single digit damage against enemies with triple, quadruple, and even quintuple digit HP, and the melee form with actual damage is at the whims of collision boxes that will have you acrobatically sliding your target like a deranged merry-go-round. The charged attacks are hardly better--your movement options are limited while you are charging up your attack, and getting moved (let alone hit) will either cause your attack to miss or to be interrupted. Support skills are horribly underwhelming for being on a cooldown--while they are almost useless on the damage output side (likely a side effect of Very Hard mode), there are something like 2-3 in each form that are specifically a self-buff or a heal or de-buff removal type skill. It is already frustrating to have to switch among the ten or so abilities on-the-fly in combat (on a radial menu with an analog stick, no less), but the alternative is to enable to "automatically switch spells after use" option--you can memorize the order, but that does not mean having 2-3 non-attacking duds will not break your own combat flow, to say nothing of the actual, pure utility-type spells (i.e. the scanning auto-gather). Evasion and damage mitigation feel like an afterthought. enemies have an audio cue and colored lights to go with their attack--purples are handled with the dash/parkour button, while reds are "You cannot dodge, so run to Africa!" There is a limited block/parry in the form of a charged primary and a support spell, but since those are unreliable, the sole damage mitigation option comes from the movement. Nothing among your kit has invincibility frames. Again, (with one trivial exception), [b]you have no invincibility frames on any action you take. Any and every attack will hurt you and interrupt or stagger you so long as its hurt-box touches you.[/b] Finally, there is also an in-combat ranking system--you gain points as you use your abilities and lose points for taking damage. It resets per encounter on Very Hard mode, which becomes a problem since the ranking is also a damage modifier--80% damage at the lowest rank and 200% at the highest. This multiplier is trivial for the purposes of lower difficulty ranks, but in Very Hard, with the inflated HP values of all enemies, it is essential to grind out the high rank as quickly as possible and maintain it. As far as the RPG mechanics go, the customization in the equipment system is easily the best part of the game--four total "equipment" slots: necklace, cloak, and two sets of nail paintings. The nail painting options are all predetermined, with bonuses locked to design. On the other hand, the necklaces and cloaks can be freely customized with three (later four) bonuses from among the pool of bonuses you have gained from the cloaks and necklaces you have collected so far, so their appearances are all preference. That is not to say the bonuses are non-trivial but the placebo of making a meaningful choice is more convincing here, and the growing the pool of effects to choose from is a fun incentive to drive the open world exploration. It is difficult to comment on the music--there is maybe one track that registered as "music" while everything else was indistinguishable from the sound effects going on at the same time--animals screeching, people shouting, explosions going off, annoying protagonist yapping, that kind of thing. Overall, I think Forspoken could have been a solid game--much of its identity is unfortunately somewhere between "unfinished" and "implemented in an unfun way" as far as gameplay goes, while the writing and characters suffer terribly from certain, glaringly obtrusive details--that is to say, inclusions that tend to diversify what has always been an equitable experience prior. And objectively speaking, Forspoken did lead to the "reorganization" of Luminous Productions. I would not, in good conscience, recommend playing Forspoken.
Forspoken zerado com 30 horas quase bem aproveitadas, se não fosse pela otimização cachorra eu até platinaria, Gostei do game, não é algo absurdo mas não é um jogo ruim e recomendo darem uma chance numa promoção. - GAMEPLAY: o ponto mais alto do game é o combate que é aquele tipo de combate que você aceitar e jogar da mesma forma do inicio ao fim ou..... voce pode masterizar e se tornar o diabo. O game tem skills pra caralho e todas são absurdamente bem animadas num combate super fluido e dinâmico - HISTORIA: A historia é simples mas eu gostei e achei até que bem interessante e gostei que o jogo não faz barriga ou tem encheção de linguiça - PERFORMANCE: Até com muleta passei sufoco - PREÇO JUSTO 50-100 no maximo
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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