
Explore a beautiful, vast and ruined world riddled with dangers and lost technologies.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 4.43/day in the week to Jul 30 → 3.29/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
Genres
Sums Steam only; PlayStation, Xbox, 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 | $19.99 | 19.2Kreviews | 93% | — | $8.5M |
| $19.99 | 4.3Kratings | 94% | — | 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 908 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
进了游戏发现没有中文,后来发现无论剧情、引导还是操作教程,都从里到外透着一股看图说话而且不说人话的劲,没中文的影响可能比雨世界还小不少。不过剧情和路径选择并不挂钩,操作就那么两三个按键,野生的血瓶给得非常慷慨,甚至每个门口都能分到一个存档点。既然如此,“不说人话”就可以放心大胆地成为加分项了。地图里还有很多分散隐藏的碑文,显然是某种特殊的语言,作者或许在很认真地铺展世界观;可惜游戏里明文的部分并没能勾起我足够的兴趣,哪怕是足足三分钟的OP也不行。我看不懂啊!这一堆连不起来的画面和概念,要是能读出点什么隐喻也好,但是纯粹看不懂的东西我过一会就忘了。 幸运的是,主角的光剑和枪并不是黏在一起的,而且对于一款像素俯视角独立游戏而言,打击感意外地足。近战的攻击范围很慷慨,枪的数值(尤其是喷子)也很慷慨,美中不足的是怪的数量有时候也很慷慨。有一次冲刺进一个房间,等镜头移过来的时候发现有踏马的十只飞镖蛤蟆围着我打,我只花了半秒钟时间就气笑了,笑得比死得还快。除此之外,战斗手感还是很不错的,打起来也很上头很好玩(尤其是喷子)。可惜boss的设计还是太素了,变招和速度都很保守(我是普通难度,不知道高难度是纯加数值,还是有新的变招)。每次初见boss看见它的抬手,总觉得马上就要有一个光速微追踪自机狙创我脸上,鉴定为玩远星物语玩的。发现boss浑身都是破绽之后,大多数情况下初见就过了(尤其是拿喷子的时候)。最终boss也少了点压迫感,发现没有二阶段的时候甚至有点失望,毕竟谁不想急头白脸打完两个小时易公发现还有三阶段呢。 有一点很值得拎出来单独讲一讲:连续冲刺。我是机动至上主义者,第一次攒到三个技能点,迫不及待地点出了“多段冲刺”。但是我忘了这游戏包括技能预览在内的所有教程都是看图说话且不讲人话的,所谓多段冲刺拿到手上之后手感呲牙咧嘴,有时候只能冲一段,有时候能一口气冲七次。研究一番之后发现,这冲刺居然是音游,得以特定的bpm连按,combo断了就呲溜出去二十米远,创到墙上摔一屁股墩。这种音游式多段冲刺我是头一次见,乍一看很不合理,用多了就会发现有股很诡异的说服力。它的上下限是零到正无穷,因为是固定bpm所以也算不上抽奖,实战效果全靠持久的练习或者突发的手感。被boss的大激光追着跑的时候,忽然摁出来一个四段冲刺窜到boss背后,还是很有成就感的。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Japanese
| $19.99 |
| 1.7Kratings |
| 90% |
| — |
| not modelled |
| $19.99 | 487ratings | 88% | — | not modelled |
| $19.99 | — | 94% | — | 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 912 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Seems not great at full price, I think it's overrated. What I liked about it: looks pretty, combat was ok I guess What I did not like about it: Short, music was not great, story wasn't well conveyed enough (the few things I pieced together didn't seem to lead to anything of note?), the map is hard to read and doesn't make it clear where you've already been. The game basically does the same cutscene four times over. While I can appreciate trying to make a game with basically no text, I don't think a compelling experience was put together.
Hyper fun, hyper fast and hyper beautiful <3 buy it.
I f-ing love this game. Everything about it is so good, the art, the gameplay, the music, it's just muack! Chef's kiss! From a noobie's (me) standpoint, this game relatively on the hard side of gameplays and if you're not trying to catch every secret like a maniac (also me) it's also on the shorter side of runtimes (I think I cleared it in between 10 and 15 hours? All that while being a*s at the game mind you). But it's a great game, even more so for it's price. The story is a tad bit confusing, you can understand most of it but some of the details are more obscure. It's great if you're lore crazy though, pretty sure the game is full of little details that I'm just not smart enough to get. Overall a great and massively underrated game, beautiful art and a fun time. Fully recommend other works by heart machine too!
Overall the game mechanics are beautiful. Simple but effective. The game still feels like it´s still in a kind of a Beta-Phase. Game freezes or it´s sometimes too bugged. It needs a polished version to "really" enjoy this game.
A somewhat odd preface to a positive review: if you enjoy 100% completing games, as I do, you will be extremely frustrated with this game. At (many) times even hating it. I have given up on ever finishing Hyper Light's achievements. Also, I definitely have a problem with run-on sentences. Sorry! With that being said, I loved my time with the main game and challenges of Hyper Light Drifter immensely. The game hooked me completely from the very first cutscene. I was curious, excited, and somewhat unnerved due to how well it established it's strange and quiet world. The game's art style is incredible. The colors are absolutely gorgeous, and the environments of the game are so stunning that dozens of times I had to just stop and absorb the scenery. Similarly, the soundtrack of Hyper Light Drifter is incredible. It has an incredible balance between eerie and peaceful. The artistic aspects of the game blend together incredibly well into a holistic masterpiece of game design. Personally, I also found myself very much enjoying the game's mechanics. I don't recall having many problems with the game's default keyboard configuration and was able to comfortably swap guns and heal and dash during combat. Dashing itself is very well implemented. It feels powerful but not broken due to the distance of the dash being very close to unreasonable. I enjoy that it will definitely allow you to avoid an enemy or projectile, but spam could lead you straight into a pit. Chain dashing is super fun and satisfying (when you aren't being forced to do it repeatedly in a tight area.) and really makes exploration not feel too overwhelming most of the time. The boss design is very fun, especially I think for the mini-bosses with repetitive and exploitable but difficult attack patterns that have to be learned to a level of consistency to be beaten. And I enjoy how the game's toolkit allows the flow of a challenging boss fight to change into a 10 second slaughter once you've learned some things about weapon damage and their different use cases. There's pretty much a single aspect of the game that I have major complaints about. and that would be... ...the achievements. They are far and above the worst part of this game. Some of the achievements are so far from the definition of fun that its genuinely unbelievable. Being challenged by a game can be an enjoyable experience or add to the message its trying to convey. Sometimes I just have to accept that I am not at a level of skill or dedication that I will do certain things in games and I can still recognize that it would be cool and awesome if I was. But there is simply no justification for like. 80% of these things. The amount of actual time that I would have to waste to get the die thousands of times achievement is like 7 hours or something and I genuinely felt like Heart Machine personally flipped me off and told me to go die in a ditch when I finished the game for the first time and went to look at the achievements that I would be trying to complete. Busywork is not fun. Also, multiple achievements rely on the stupid frame perfect chain dash combo over a progress resetting pit or in a stupid room a 100 times and its genuinely unfair to make this a thing that everyone would have to do if they wanted to enjoy all a game has to offer. I assume there is like secret endings or something behind all the pac man dots. That's cool. I'm not gonna bother. And this might be especially unstructured and an uncomfortably dense wall of text but it truly drives me nuts. I am a intermediate skill casual gamer who only does challenges if I'm made to want to or if its fun. Play Hyper Light Drifter. It is incredible. But once you beat the game, and beat it again faster, or beat it with minimal weapons, or whatever FUN self/game imposed challenge is done, I strongly recommend putting it down until the next time you want to experience the art and the story and the world.
Все время в детстве рассказывали, что если начать колоться будет ухудшаеться здоровье, но поиграв в данный шедевр я понял, что меня наглым образом наебали.
Absolutely amazing game. I keep coming back to it, trying to beat New Game +. The atmosphere is great, the gameplay is very unique and enjoyable, I really like the way the story is told with no words.
- FOORTİNAYTİ İLE BABACİİİ + BABACİİİ - BABACİİİ İLE İKİS BOKIS SERİS İKİS + BABACİİİ - BABACİİİ İLE BALESTEYŞIN FAAAAYYYF + BALESTEYŞIN- FAAAYYFF - BALESTEYŞIN FAYF İLE LUCİTİKK + LUCİTİKK - LUCİTİK İLE HAYBIR İKİS İKİS İKİS İKİS + HAYBIR İKİS İKİS İKİS İKİSS
Hyper Light Drifter frequently chooses to be pretty at the expense of being playable. I badly want to like this game. I expect that I will keep trying to play this game. But every time I re-enter Hyper Light Drifter, I know that it will end the same: 20-30 minutes of quality exploration and gameplay that ends frustrated after repeatedly scouring the same routes for any new path forward with no success. Sadly, frustration is inevitable when roadblocks are poorly explained and the map is nearly useless. So I'll put it down and return in a few days to give it another try. Hopefully I didn't forget exactly which areas I explored before, or I'll just keep retreading the same futile routes over and over again. Sometimes I wonder if this game even wants to be played. Pros: + Beautiful visuals and sound design + Fun movement and combat (when working) + Exploration and discovery is rewarding (when it happens) Cons: - Communication is minimalist to a fault (on every level) - Woefully unhelpful map (in an exploration-centered game) - Movement and combat behaves inconsistently (especially chain dashing)
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.
Related
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.5M | 13.3K | 82% | $19.99 | |
| $8.5M | 15.7K | 90% | $21.99 | |
| $8.6M | 10.9K | 85% | $29.99 | |
| $8.5M | 57.3K | 94% | $8.74 | |
| $8.6M | 13.5K | 83% | $19.99 | |
| $8.6M | 11.7K | 92% | $19.99 |