
Balance the weight of the GIGASWORD, battling between brain and brawn. Solve intricate puzzles, discover covert chambers, and slash through foes as Ezra fights to reach the top of the Nestrium and recover the God Crystal within. Can he restore the world's coherency before it's too late?
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 Sep 3 → 0.29/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

Balance the weight of the GIGASWORD, battling between brain and brawn in this action-puzzle metroidvania where the might of the sword will determine all. As tensions rise in Thoenhart, a city plagued by famine and disease, the humans within set their hopes on a final solution: invade the ancient tower Nestrium, slay the Nocturne, and take the God Crystal, Gnosis, for themselves.
Said to grant prosperity to those who wield it, Gnosis has been long sought after by humanity for generations. However, upon raiding its resting place, the disturbance of this ancient power awakens an evil capable of destroying the very fabric of reality . Can Ezra reach the top of the Nestrium in time to stop this cataclysm, or will humanity’s ignorance lead the world to its doom? 
Balance the Weight - The sword may be perfect for combat but you’ll find slaying isn’t its only use. Unlock doors, weigh down pressure plates, and push blocks as you ground your blade, traversing by foot, relieving yourself momentarily, the weight of the blade.
Olden Secrets - With cataclysm at the doorstep, unearth the twisting forgotten halls of the Nestrium. Hidden secrets lurk behind every nook, cranny, and hole in the wall, with only you to discover the wealth that lies within.
Curb Demonic Ruination - Hack, slash, and dodge through ruthless demons, corrupted bosses, and bloodlusting fiends landing the killing blow, sending them back to the underworld.
Adapt, Innovate, Evolve - As you’re forced through nefarious traps, deathly drops, and seemingly invincible foes, discover new abilities to aid in your journey such as Thunder Bolts, Crawling Sparks, Grappling Hooks, and much more.
For Famine and Family - Humans are on death's front door and they curse the heavens, looking to the Nestrium for their salvation. The God Crystal, Gnosis, safeguarded by the Nocturne is a chance at prosperity. It’s up to Ezra to keep the balance… and bring peace to all!
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, Xbox, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 160reviews | 78% | — | $41.6K |
| $14.99 | 258ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
大剣を持ってないと当然攻撃できないが、剣が重くてジャンプ力が下がったり泳いで浮き上がることができなくなったりするので、そこらへんに剣突き刺して置いといてギミック解除して剣回収してまた進んで… というパズル要素がそこそこなレトロなメトロイドヴァニア。 ボス部屋とセーブポイントが若干遠いことがあり、リトライがややストレスか。 大剣を駆使したパズル要素(武器がないと開けられない扉、武器突き刺して動かすハコ、剣持ってると使えない滑車などなど)が、剣と共に進んでいくって感じがしてなかなか好み。 強化に使う通貨の消費量がちょっと多いけど、なんかウロウロしてたら溜まるくらいの調整。 死ぬとその場に有り金全部落としてしまい、回収が必要になるなどソウルライクなシステムも。 まだ全然序盤だけど、このオーソドックスでクラシックな感じは好きな人には刺さるんじゃないだろうか
Fun game with a great mix of combat and puzzles. Keeps receiving updates.
I really dislike this one. The game isn't hard by any stretch but its very frustrating with very little to endear me to it. I'm not even done, I'm trapped in a 'find the key you are missing' hell. I'm going to drop it for now and maybe try and finish it later. (I've got a map and crossed all of the rooms of the offending map off and every single key I can get to has been used. So maybe its another bug). If you really like metroidanias you will probably enjoy this one, just watch out for a bit of lack of polish and bugs. I'd also recommend to also keep notes of what keys are found and where they were used. If you get unlucky like I did you'll thank yourself. Combat is fine. Very serviceable but overstays its welcome pretty fast. Upgrades are really meh. Combat doesn't change at all from the beginning in any meaningful way out side of one small quirk. The game is buggy and I've run into a lot of weird glitches I've had to reset for or just made the game feel worse. Like getting stuck in midair in the middle of dying, Enemies doing that same thing while attacking, Small things like your hits either connecting or not connecting at weird times enemies doing the same. its a lot of small things. The game is fine but other issues make this feel worse. Enemies are pretty ok though. They are reused a lot but the design of each one is solid. Level design is also not very great for a metroidvania. I'm used to metroidvanias being very sharp on their design. You can only jump 2 paces, every block you can make in a jump is 2 paces. There is no stretching to make these or purposely bending coyote time rules to make this work. You either can or you are never intended to and its very clear. Gigasword has a mechanic where you change your jump distance among other things when you pick up or drop the sword. You can also extend your jump using the sword. That in itself isn't the issue except that level design doesn't always seem to account for it. There are many areas I quickly got frustrated with because I had to use coyote time to make jumps with and without the sword. Normally that would just be speed run tech but I have otherwise went searching for other ways around and felt like I was going the intended route. Timings on blocks and various other issues add to this as well. In terms of looks it is very pleasing and I didn't mind most of the puzzles but there was never a time where I felt good. In relation to that I feel like the key system really is super boring(besides also having protentional for a softlock). You do puzzles for keys to get keys to find bosses to get keys. One or two keys is fine but as many as there are? As well as just being lost forever looking for that one key you missed. It makes the designed centered around finding these keys instead of actually exploring and looking for routes and finding enemies and being clever with your platforming tools. The story is very boring and poorly written. I'm a bit biased because its a Chosen one story and I really am not fond of those by default. However, its just weak. Characters we are supposed to consider wise and smart are saying some really stupid things, the banter when it happens is usually weak, and the root cause for this how thing doesn't feel grounded. There is a lot of lore and there are these notes you can collect which are cute and fun. Everything else is rough. The MC is also really unlikable for me. I didn't come into this expecting an amazing story and its serviceable but not a highlight for me. Puzzles are where I had the most fun. I felt many of them were clever and outside of platforming quirks many of them were very interesting. Except a mid-game addition ruined that very hard for me. I don't want to go into spoilers but what I thought was a cute puzzle ability quickly turned into a nightmare for me. I really really hate it and what the game asks you to do to progress. If it were side stuff I wouldn't touch it ever. All in all I was worn down and now I've spent hours just trying to comb these maps for that one key I supposedly didn't get even though every chest is open.
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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, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Traditional Chinese
| $14.99 |
| 37ratings |
| 76% |
| — |
| not modelled |
| $11.99−20% | 6ratings | 60% | — | not modelled |
| $14.99 | — | 76%* | — | not modelled |
| $11.24−25% | — | — | — | 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 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sono meravigliato che questo gioco non abbia più recensioni positive, l'autore di questo gioco, che ha fatto quasi tutto da solo, ha cercato, riuscendo quasi in tutto, di fare qualcosa di diverso dal solito schema già visto e rivisto, ed andrebbe premiato solo per questo. Ma oltre all'originalità, dietro Gigasword c'è un gioco ben fatto dal quale traspaiono amore e duro lavoro. Gigasword è un metroidvania che cerca di uscire un minimo dai soliti schemi; l'eponima spada non è solo una trovata estetica, ma un'arma scomoda che rende il nostro personaggio più lento e pesante. A parte un paio magie d'attacco estremamente situazionali, la gigasword è la nostra unica arma a disposizione. Questo va tenuto in conto sia durante i combattimenti che durante i puzzle, tanto che si può (e si deve) abbandonare l'arma a più riprese di modo da poter essere più agili sebbene indifesi. Le meccaniche relative al combattimento sono funzionali senza essere nulla di eccezionale, ma funzionano. Onestamente non capisco la gente che si lagna nelle altre recensioni, ovviamente non c'è la fluidità di combattimento che si può trovare in altri titoli, ma la lentezza e la difficoltà di muoversi restituisce alla perfezione la sensazione di trascinarsi dietro un'arma scomodissima. Ho trovato i puzzle veramente interessanti, i vari upgrade tipici dei metroidvania sono usati più che altro per risolvere i vari rompicapo e molto meno nelle fasi action. Lasciare e riprendere la spada in continuazione non mi ha dato per nulla fastidio, anzi, penso sia il punto forte del gioco. Storia e personaggi sono simpatici, anche se sa tutto un po' di già visto, ma alla fine ho trovato gradevole la narrazione. Penso che l'autore avesse voluto espandere la lore aggiungendo gli scrolls e le scritte nel font da lui inventato sparsi per la mappa, ma su questo non è riuscito benissimo. Grafica e musica hanno quel feeling retrò che si può solo amare. Menzione particolare ai fondali, alcuni sono veramente delle piccole opere d'arte che contribuiscono con efficacia all'atmosfera del gioco. Due difetti abbastanza grossi (mancanza di oggetti trovati nella minimap e mancanza di quick travel) sono stati risolti già con delle patch. Secondo me servirebbe una modalità difficile, il gioco tende ad essere un po' troppo facile, anche perché ci sono una quantità esagerata di health upgrade che, combinati con una delle abilità che ci permette di guarirsi, si arriva ad avere una quantità eccessiva di HP. Niente di cui lamentarsi veramente, comunque. In sintesi, un metroidvania veramente ben fatto che non può e non deve essere ignorato dagli appassionati del genere ma che potrà piacere anche ai giocatori meno avvezzi. Consigliatissimo, specialmente per chi cerca un gioco diverso dal solito.
Jogasso indie e desenvolvido por uma pessoa. Muito bom, recomendo.
Developed by Studio Hybrid and published by Akupara Games, GIGASWORD is a side-scrolling action-adventure that blends metroidvania exploration with a distinctive gameplay mechanic centered on a colossal legendary sword. Instead of simply serving as a powerful weapon, the GIGASWORD influences nearly every aspect of the experience, from movement and puzzle-solving to combat and progression. This single concept gives the game a unique identity, transforming what could have been a familiar fantasy adventure into something that constantly challenges players to think differently about how they interact with the world. By building its mechanics around both the advantages and disadvantages of carrying such an enormous weapon, GIGASWORD successfully establishes itself as more than just another entry in the crowded metroidvania genre. The story takes place in the kingdom of Thoenhart, a once-thriving land now devastated by famine, disease, and the slow collapse of civilization. Humanity's final hope lies within the mysterious Tower of Nestrium, where the legendary God Crystal known as Gnosis is said to possess unimaginable power. Players assume the role of Ezra, who becomes caught in a journey that gradually uncovers ancient secrets, dangerous forces, and difficult choices that extend far beyond personal survival. While the narrative follows recognizable fantasy themes involving ancient relics and the fate of the world, it succeeds by giving its characters clear motivations and allowing the mysteries surrounding the tower to unfold naturally throughout the adventure. The result is a story that remains engaging without overshadowing the gameplay. The defining feature of GIGASWORD is undoubtedly its innovative sword mechanic. Carrying the gigantic blade grants incredible offensive strength capable of crushing enemies and activating certain environmental mechanisms, but it also slows Ezra down and limits his mobility. Players frequently face situations where abandoning the sword becomes necessary to reach otherwise inaccessible areas, navigate dangerous platforming sections, or solve environmental puzzles. Retrieving the weapon later often becomes part of the challenge itself. This constant balance between power and agility creates a satisfying rhythm that keeps exploration fresh, ensuring that the sword feels like an integral part of the game's design rather than a simple combat upgrade. Exploration rewards curiosity throughout the adventure. The interconnected environments are filled with hidden pathways, secret chambers, environmental hazards, and optional discoveries that encourage careful observation. As players progress, Ezra unlocks new traversal skills and combat abilities that expand both movement options and puzzle-solving possibilities. These upgrades naturally open previously unreachable locations, reinforcing the rewarding sense of progression that fans of the metroidvania genre expect. Rather than overwhelming players with mechanics from the beginning, GIGASWORD steadily introduces new abilities, allowing each addition to feel meaningful while encouraging backtracking to uncover missed secrets. Combat complements the exploration by emphasizing patience and precision instead of relentless speed. The immense weight of the GIGASWORD makes every swing feel impactful, rewarding proper positioning and timing over reckless attacks. Enemy encounters require players to understand movement limitations while making the most of the weapon's immense power. Boss battles are particularly effective, combining environmental awareness with pattern recognition and strategic use of both the sword and Ezra's growing arsenal of abilities. Although some players may wish for greater enemy variety later in the adventure, the distinctive combat system remains consistently enjoyable because it is tightly connected to the game's central mechanic. The presentation further strengthens the experience through detailed pixel art that combines classic aesthetics with modern visual polish. Diverse environments create a strong sense of adventure, from ancient ruins and underground caverns to towering mechanical structures and forgotten temples. Character animations are fluid, special effects give attacks satisfying impact, and the carefully crafted environments help reinforce the mysterious atmosphere surrounding the Tower of Nestrium. The soundtrack complements these visuals with memorable compositions that shift comfortably between quiet exploration and intense boss encounters, helping each major moment leave a lasting impression. GIGASWORD is not entirely without flaws. Some players looking for nonstop action may find the frequent puzzle sequences slow the pace, while others may feel that certain exploration sections require more backtracking than necessary. The deliberate movement associated with the massive sword can also take time to fully appreciate, particularly for players accustomed to faster-paced action games. However, these design choices are intentional and serve the game's overall vision rather than feeling like technical shortcomings. Once players embrace the balance between strength and mobility, the experience becomes increasingly rewarding. Overall, GIGASWORD delivers a creative and memorable take on the metroidvania formula by building its entire adventure around a single, brilliantly executed gameplay concept. Studio Hybrid successfully combines exploration, puzzle-solving, combat, and storytelling into a cohesive experience that consistently encourages experimentation and strategic thinking. Its imaginative mechanics, rewarding progression, attractive pixel art, and satisfying world design make it an enjoyable adventure for players seeking something that feels both familiar and refreshingly original. While it may not completely reinvent the genre, it introduces enough innovative ideas to stand out and remain memorable long after the journey concludes. Rating: 7/10
Played it MOSTLY on steamdeck, so far it gives me that itch that hollow knight gave where I want to know more about it the more I play it so I get stuck in a loop of playing it
在评价一款游戏时,必然是要先确定游戏类型的。不同种类的游戏有着不同的设计准则,相同设计在一类游戏中可以被称为优秀和特色,但在其他游戏中则会被视作臃肿与缺陷,也有着设计理念完全不同的游戏,就像俄罗斯方块和视觉小说两者之间完全没有可比性,对不同类型游戏的评价标准也是截然不同的。随着游戏行业不断地发展创新,越来越多的复合形游戏将会诞生,但若直接照搬其所有前身的评价标准难免会有矛盾之处,分清元素之种类,辨明多者间契合,称相合为优相悖为劣,再以前身作为标尺判断其设计深浅与完成度,或许便可以将其量化为分数了。那么《GigaSword》是一款什么类型的游戏呢,它会是银河战士like吗,游戏有广阔的地图探索和能力锁钥的设计,但保守的路线规划使本应有的探索感无从体现;它会是恶魔城like吗,游戏有诸多动作主导的战斗内容和货币元素,但没有RPG式的属性提升;它会是塞尔达like吗,游戏有丰富的解密要素和可以被视作“地牢”的各具特色的区域,但缺少了地牢外的过度区域和玩法;也许它会是魂like,毕竟游戏有着如此的死亡惩罚。那么,我将以上文所述的游戏类型为主来论述此游戏的设计劣势。 它显然不可能是魂like,那么为什么游戏要以“掉魂”作为死亡惩罚呢,这毕竟是长期以来争议不断的机制。就以我自身的游玩经历来说,哪怕一次也不遗失货币,在通关后也只有1500左右的盈余,这虽不是把所有路线上经历的敌人都杀死的结果,但若是多遗失几次则必然要为了填补货币缺口而经历重复且无聊的刷取时间。货币在游戏中有升级武器和开锁的功能,这些门后有传送点和收集品,因此可以认为货币的主要用途在于提升角色能力,所以货币不影响游戏通关只影响游戏难度,这里最大的矛盾在于既给予技术不足和经验缺失的玩家惩罚又允许玩家仅凭无益的重复劳动就降低难度,相比之下用限制角色的能力提升来代替失去货币的死亡惩罚是更好的选择,这不仅解决了上述矛盾也能令关卡的难度设计更可控。这种设计可以参考游戏《Swordigo》,玩家通过杀死敌人获得的资源分为货币和经验,货币很有限而经验则会根据等级差衰减,这鼓励玩家在进入新区域时选择杀死敌人而不是避战的同时也能限制玩家的属性提升,在地图中还隐藏有包含大量货币与经验的宝箱,如果玩家能找到所有的隐藏则恰好可以满足购买物品的货币需求与不逊于当前区域强敌的属性。至于死亡惩罚,可接受的最为激进的设计是不保存死亡前探索的内容,相比“掉魂”它的惩罚只限于当前区域,也能鼓励玩家更自由的选择探索路线。 动作设计和关卡内敌人分布也需要改进,相比敌人带来的威胁,玩家角色僵硬的动作才是损失生命的主要原因,不论是出于所谓“复古风格”的考虑还是因为技术不足这点都是必须改进的,基于流畅的动作可以构建出复杂的战场情况,这能迫使玩家思考应对方法,增加游戏的策略性。这点在BOSS战中的体现尤为明显,双方僵硬的动作导致战斗节奏缓慢而缺失美感与紧张感,玩家甚至可以凭借血量优势来忽视敌人的动作——这在同类游戏中是难以想象的——使作者的精心设计化作泡影,这糟糕的体验在最终决战达到了顶峰,即便能感受到作者倾尽全力想要打造一场能让玩家印象深刻的战斗但却仍因为缺少双方角色的互动而变得可笑,玩家与角色被剥离了,于是所有喷涌而出的情感都变成了空洞的泡沫。作为有锁钥设计的游戏,BOSS战的另一个缺点是缺少对特殊能力的运用,虽然并不是没有使用,但表现出来的感觉像是为了使用能力而使用能力,甚至不如对战精英敌人大蝎子时有设计感。游戏流程中设计了许多庞大或敌人密布但空泛的区域,典型的例子是“Northern Spire”左上角与“Lunarium”相邻的第二个房间,此处既无收集要素也无分支岔路却占用了大量空间,另一个例子是“Forgotten Waterway”最左侧的房间,虽然布置了大量敌人作为阻碍但并没有显著增加玩家的行动压力,精简地图并合理分布敌人与障碍也是设计环节所需注意的一大重点。 在以箱庭结构为主的游戏中最为重要的一环是地图和区域设计,但无论是一个四通八达的地图与分布其间的“锁”与“钥匙”;还是各具特色且充满创意的谜题;又或是以可收集品为目标的挑战性支线,此游戏都没做到——甚至可以说是糟糕,对此专业的书籍和视频教学以及分析广受赞誉的游戏的地图设计是极有帮助的,在游戏的选择上我额外推荐《Phoenotopia》的Flash与Remake版、《Swordigo》和《GrimValor》,除此之外对图论的学习也能对此有指导作用,以我自身的学识和能力无法给出更具体的建议了但或许有几条意见可供采纳。可供查看的完整地图无论是在场景叙述还是帮助规划路线都是有益无害的,在流程末期提供寻找可收集品的方法。传送点应该要有更显著的提示,起码不能作为隐藏区域。可以通过在背景墙上增加可供移动的通道的方式表现立体感,但这会增加地图绘制的难度。能力的设计按重要性从高到低有三个注意点,第一是不能只作为字面意思上的“钥匙”来使用——这本是不需赘述的——起码要能用于破解谜题或跨越障碍,典型的负面例子是“绿宝石”,但如果将绿宝石门的机制改为“同一时间只能开启一扇”倒还可以用于解密;第二是要能用于战斗,能同时满足以上两点则可以被视为优秀的设计;第三是有进阶用途,表现为对能力充满想象力的运用方式或“破序”玩法,以《Phoenotopia》Remake版中对炸弹的运用举例,它能炸开障碍物、作为武器攻击敌人、触发机关、被部分敌人吞下后触发特殊互动、当作垫脚石使玩家提前达到部分区域。谜题的难度过低,这是对游戏内大量的解密元素的浪费,解密房间过大以至于玩家无法观察谜题全貌而不利于思考。为可收集要素设计支线内容,无论是系统性的复杂解密还是高难度的跑酷都绝对比单纯的隐藏墙有趣得多。 最后,终于到了最不重要的一点——艺术,这点对低成本独立游戏的开发者来说的确难以提出进一步的要求,不过仍然有一个很明显的问题就是美术资源的分配不均衡,既然最终决战能以四个不断变化的背景为玩家带来不亚于震撼的体验证明了制作者完全有足够的能力绘制精良的像素图画,那么如果能够删减部分流程以腾出时间绘制更多近景与动画素材的话,玩家就更不会因为枯燥的流程和视觉疲劳而感到厌烦了吧。音乐风格也可以更加多样化,相比于为了复古风格而使用8-bit音乐,用契合环境美术的音乐风格更能提升玩家的沉浸感。 The beginning of a long journey is farther than forever.
The pacing for the game is WONK. The game itself is very fun. An interesting metroidvania with dodge mechanics. However, every so often the game gets mega verbose with unskippable cutscenes and dialogue that seem to just go on forever. It's not a bad game at all, but it'd be nice if a lot of the info was relegated to an encyclopedia or something.
buen juego modo historia me gusta que su controles sean diferentes a los normales, asi pruebo un nuevo modo de jugar (dato: para saltar el modo historia es con la x )
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $96.9K | 340 | 97% | $14.99 | |
| $0 | 0 | 100% | $4.99 | |
| $0 | 20 | 75% | Free | |
| — | 6 | 60% | $11.99 | |
| — | 0 | — | — | |
| $54.7K | 1.9K | 78% | $2.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $41.6K | 299 | 83% | $4.99 | |
| $41.6K | 216 | 81% | $6.99 | |
| $41.6K | 92 | 88% | $11.99 | |
| $41.6K | 474 | 80% | $3.99 | |
| $41.6K | 526 | 66% | $4.99 | |
| $41.6K | 235 | 95% | $8.99 |