
Roguelite, rhythm,survival game. You need to play the role of Ma Chao, upgrade weapons in the battle, combine fetters, break through the tight encirclement, fight your way out, even if cursed by the world, you have to kill your father's enemy Cao Cao!
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/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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






Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
没怎么玩过肉鸽+节奏砍杀的游戏,感觉挺新奇的,玩了三把下来感觉肉鸽玩家和音游玩家都沉默了……武器的加入真的让节奏感乱成一锅粥,完全不爽……完全不爽…………
游戏还凑合,但解锁全部手札这个成就纯折磨人了,根本没有这么强的重复游玩欲望。
打发下碎片时间还可以,只是这成就需求是认真的吗? 你凭什么认为这么潦草的游戏,心智正常的人会玩那么多遍?
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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: Simplified Chinese*, English, Japanese, Traditional Chinese*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺无聊的游戏,人物众多但除了血量其实差别不大,关卡设计也很无聊,过于单调重复。 所谓的节奏击杀主要还是靠视觉,而不是配合音乐节奏。 玩个半小时就没什么兴趣了。
小肉鸽,要说的话感觉玩个几小时就容易腻了,可能是因为重复性过高,当用好一个流派后不管什么角色都会一直摸这个流派,不同角色的差异化在装备技能加持下不明显。同时音乐也是单曲循环的,无论什么难度,只要一个图就是同一个曲子,如果简单和死战难度有曲风差分,那我相信游戏的游玩周期性可能会增加一些
It's okay-ish but I got bored of it pretty fast as many portions of the game aren't very engaging.
Songs of Death is a hauntingly atmospheric, narrative-driven action-adventure that fuses myth, music, and mortality into a striking and emotionally resonant experience. Developed by DreamStep and Wild Kid Games and published by Lightning Games, it distinguishes itself through its thematic ambition—rather than offering a traditional heroic quest, the game explores grief, sacrifice, ancient curses, and the transformative power of song. The world is built upon folklore and spiritual symbolism, portraying a land where music doesn’t merely entertain—it heals, destroys, awakens memories, and bridges realms. From the opening chapter onward, the tone is somber yet beautiful, filled with quiet tragedies, forgotten histories, and fleeting moments of grace that anchor the story in human vulnerability rather than fantasy spectacle. Gameplay blends exploration, combat, environmental puzzles, and rhythm-infused mechanics that give the world a lyrical sense of movement. The protagonist’s voice or instrument-driven abilities serve as both weapons and tools, allowing players to manipulate enemies, reveal hidden paths, or interact with the environment through melodic patterns rather than raw force. This design choice gives the game a distinctive identity, merging action mechanics with musical intuition. Combat is deliberate rather than frantic—timing, positioning, and song selection matter more than button mashing. Enemy encounters are often puzzles in disguise, requiring players to observe weaknesses, interpret audiovisual cues, or choose harmonies that counter specific threats. These musical systems create a refreshing layer of strategy, making each battle feel like a performance rather than a routine obstacle. Exploration reinforces the game’s emotional and thematic core. Environments—ruins swallowed by vegetation, abandoned villages, ethereal spirit realms, desolate plains—are meticulously crafted to feel both beautiful and burdened by loss. The world tells its own story through subtle environmental details: torn tapestries, scattered instruments, gravemarkers, murals depicting forgotten rituals. NPC interactions deepen this atmosphere, offering fragmented histories, moral dilemmas, and personal reflections that encourage empathy rather than simple quest progression. Progression feels organic—new songs open pathways, reveal secrets, or unlock emotional connections rather than act as arbitrary skill gates. The game rewards curiosity with lore, worldbuilding, and meaningful optional encounters rather than empty collectibles. Visually, Songs of Death stands out with its painterly art direction, blending stylized character designs, dramatic lighting, and intricate environment textures that feel almost impressionistic. Animation carries emotional nuance, particularly during musical sequences where body language and sound interweave to convey meaning. The soundtrack—central to the game’s identity—is evocative, melancholic, and thematically rich, featuring traditional instrumentation, vocal harmonies, and subtle ambient layering. Music isn’t just background—it is narrative, gameplay, and emotional punctuation. Sound design reinforces spatial awareness, danger, calm, and spiritual presence, making the act of listening as important as watching or reacting. Few games integrate audio and worldbuilding with such intentional cohesion. Narratively, the game excels through restraint, trusting players to interpret themes rather than spelling everything out. The protagonist’s personal journey—whether driven by guilt, duty, love, or destiny—unfolds gradually, letting emotional stakes build naturally rather than through exposition-heavy cutscenes. Supporting characters are flawed, human, and morally complicated, reflecting the story’s emphasis on consequence rather than clear-cut good and evil. Myth and reality frequently blend, leaving players unsure whether events are literal, metaphorical, or spiritual visions. This ambiguity enhances the world’s mystique and reinforces the game’s recurring question—what does it truly mean to live, die, and be remembered? However, Songs of Death does have limitations, many rooted in its artistic ambitions. The pacing may feel slow to players expecting constant action, especially during reflective or exploration-heavy segments. The rhythm-based abilities, while innovative, may challenge those unfamiliar with timing-driven mechanics, occasionally disrupting combat flow. Some puzzles rely on auditory perception, which may require accessibility adjustments the game doesn’t fully support. Additionally, technical performance may vary depending on hardware—certain scenes, heavy effects, or transitions might show occasional stuttering. While the story’s emotional subtlety is a strength, players seeking explicit plot resolution or detailed lore explanations may find it too open-ended. Despite these potential hurdles, Songs of Death remains a deeply memorable experience because it prioritizes artistry, identity, and emotional truth over genre convention. It offers a world where combat feels expressive, exploration feels purposeful, and music serves as both narrative language and survival tool. DreamStep, Wild Kid Games, and Lightning Games have crafted a thoughtful, poetic adventure that lingers long after completion—not because of bombastic set pieces, but because it speaks to universal human fears and hopes through melody, silence, and story. For players who value atmospheric worldbuilding, thematic storytelling, unique combat systems, and games willing to embrace melancholy beauty, Songs of Death stands as a powerful and resonant journey worth taking. Rating: 8/10
This game is so addicted. We need more skills and characters.
角色立绘格外亮眼,第一眼就吸引到我
放置玩法,三国人物。有点没玩明白,不过游戏简单没啥难度,消磨时间也挺好的~
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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