
Take a father’s journey to hell in order to save the souls of his wife and child. Insanity's Blade: The Chronicles of Thurstan is the first in a series of games based around the journey of a sword possessed by a father's powerful grief and hatred. This is the tale of the sword's creation.
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 Aug 10 → 0.14/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
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Recomendar este juego es complicado, tiene un diseño de niveles más que cuestionable, ganas dinero para obtener mejoras pero a mitad de juego la tienda deja de aparecer y todo el dinero que sigues ganando no sirve absolutamente para nada, tiene un pico de dificultad al principio, que se desvanece por completo desde que pasas los primeros niveles. Pese a ser bastante imperfecto e incluso fallido el cabrón tiene su encanto. Es brutal, rápido, con un aroma a arcade noventero imposible de ignorar y una magia en su sucio arte que puede atraparte. Obra para los muy fans de juegos tipo Black Tiger o Magic Sword, que aunque se queda a años luz de sus referentes, se deja querer en sus 3 horitas de duración. 6/10
a red sky a new order and a mindless hippie zombie armada
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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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Insanity’s Blade is an unapologetically retro action platformer that channels the intensity, difficulty, and visual attitude of arcade and console games from the 1980s and 1990s. Developed by Causal Bit Games Inc. and published by Monster Bath Studios Inc., the game was released in December 2014 and builds its identity around fast combat, gruesome pixel-art violence, platforming, exploration, and light RPG mechanics. Rather than presenting retro graphics simply as a visual gimmick, the game attempts to recreate an entire style of older action gaming while expanding the formula with character progression, multiple modes, cooperative play, side quests, and modern configuration options. The adventure centers on Thurstan, a grieving father who journeys into hell to rescue the souls of his wife and child. His loss provides the foundation for a larger mythology surrounding a sword possessed by the overwhelming grief and hatred of a father. Insanity’s Blade serves as the beginning of this mythology and tells the story behind the weapon’s creation. The concept was adapted from the Insanity’s Blade graphic novel written by Chris Obritsch, giving the game a more defined narrative foundation than might be expected from its arcade-oriented presentation. Story sequences, introductions, endings, and cutscenes between stages gradually develop Thurstan’s violent descent through a supernatural world. At its core, the gameplay combines traditional side-scrolling action with platforming and RPG-inspired progression. Thurstan fights large numbers of enemies while navigating environments filled with platforms, hazards, hidden areas, and opportunities for exploration. His ability to jump and climb walls gives the movement system a useful vertical dimension, allowing stages to extend beyond simple horizontal progression. Weapons can be collected and stored in an inventory, while abilities can be upgraded through an in-game store. These systems provide a sense of advancement throughout the campaign without overwhelming the straightforward arcade structure that remains at the heart of the experience. The campaign contains more than 16 stages featuring different environments, enemies, and optional side quests. This variety is particularly valuable because Insanity’s Blade intentionally relies on mechanics that are relatively easy to understand. Much of the challenge comes from learning enemy behavior, reacting to hazards, mastering movement, and surviving increasingly dangerous encounters. Side quests encourage players to investigate stages rather than always rushing toward the exit. Completing Story mode also unlocks the ability to revisit stages through the existing save file, allowing unfinished side quests and missed objectives to be completed without restarting the entire journey. Combat strongly reflects the game’s exaggerated dark fantasy personality. Encounters are violent, energetic, and intentionally excessive, with pixelated gore reinforcing the sense that this is a darker interpretation of classic arcade action. The visual design uses demons, monsters, caves, ruined environments, and supernatural imagery to create a world that feels appropriately hostile. Although its pixel graphics may initially appear nostalgic or even playful, the subject matter is firmly aimed at mature audiences. The game includes frequent violence and gore alongside other mature material, so its retro appearance should not be mistaken for family-oriented content. Two main approaches to the campaign provide some welcome flexibility. Story mode delivers the complete narrative experience, including its cinematic sequences and transitional material, while Arcade mode removes much of that structure in favor of continuous action. Arcade mode is especially suitable for players primarily interested in combat and platforming rather than narrative development. Multiple difficulty settings also make the experience more adaptable. Players unfamiliar with demanding retro games can select a more forgiving challenge, while experienced action-platformer fans can choose settings designed to provide the harsher experience traditionally associated with the genre. Local cooperative play is another notable component. A second player can join the adventure and control different supporting characters encountered throughout the story rather than merely becoming a duplicate of the main protagonist. This gives cooperative play more personality and helps integrate the second participant into the game’s world. The Steam version also supports Remote Play Together, shared or split-screen multiplayer, Steam Cloud, achievements, and Family Sharing. With 34 achievements available, completionists have additional objectives to pursue beyond finishing Thurstan’s main journey and completing its optional quests. The audiovisual presentation deserves considerable credit for understanding the distinction between genuinely embracing retro design and merely applying pixel graphics to a modern game. Character sprites, monsters, environmental artwork, animations, and violent effects all contribute to the feeling of an unusually ambitious forgotten arcade title. The visual direction has enough personality to prevent the game from becoming a generic imitation, although players without nostalgia for this graphical style may find its intentionally dated presentation less appealing. Music is treated with similar attention. The original soundtrack is available in both 8-bit and 16-bit arrangements, with each composition receiving versions representing the different audio styles. Players can therefore tailor the soundscape according to their preferred retro aesthetic. The options menu goes further by offering classic 4:3 and modern 16:9 display choices alongside custom control binding. These features demonstrate that the developers understood that nostalgia does not necessarily require sacrificing flexibility. There are nevertheless some drawbacks to the game’s devotion to older design principles. Movement, combat, enemy placement, and difficulty can occasionally feel rough compared with highly polished contemporary platformers. Some players may interpret these qualities as authentic retro design, while others may simply find them frustrating. The RPG elements are also relatively lightweight. Weapon collection and upgrades add meaningful progression, but anyone expecting a deep role-playing system with extensive character building should adjust those expectations. Insanity’s Blade remains fundamentally an arcade action platformer with RPG features rather than a full action RPG. There are also technical considerations. The game’s Steam information warns that video-streaming and screen-capture software can cause decreased performance. Intel GPUs are listed as unsupported, while mobile graphics chipsets may function but are not officially supported. An XInput controller is recommended. These limitations are more noticeable today because the game comes from an earlier generation of independent PC development, and players planning to record or stream their sessions should be particularly aware of the stated capture-software issue. Overall, Insanity’s Blade succeeds because it commits completely to its chosen identity. The combination of violent combat, responsive platforming concepts, wall climbing, weapon collection, upgrades, side quests, cooperative play, multiple difficulties, Story and Arcade modes, stage replay, and dual 8-bit and 16-bit soundtracks creates a package with considerably more substance than its deliberately old-fashioned exterior initially suggests. Its darker narrative gives purpose to the constant carnage, while its graphic-novel origins help establish a distinctive world around Thurstan’s journey. Rating: 7/10
good ol retro goodness, simple but enjoyable. deff recommend for a quick gaming afternoon.
Avanzar. Seguir avanzando. Y no dejar de machacar el botón porque los malos aparecen por generación espontanea. No me deja reconfigurar los botones. Y visualmente no me gusta nada.
The pixel art is so atrocious it makes my eyes bleed. The actual game play and text displayed look like they need a tad more pixels to make this look like a legit game.
i had much fun playing the game. the story and the ambiance were on point and have a nice feel to them. Definitely worth my time and money.
Game Design (5/10) ---> I don't fell it's fun! Graphics (9/10) ---> I don't like the fire in the first level - Second level is GREAT Programming (9/10) ---> Works fine
Basically, it's an arcade game. It even has an "arcade mode." Yes, some more complex RPG type elements have been added. But if you have played "Black Tiger" or Rastan you sort of get the idea. The story... something to do with a knight and a less than awesome new king and a village and a wife and a demon. Alas, these devs have NOT learned that not everyone can read at THEIR speed so, as my vision is starting to fail and it is hard for me to read scrolling text already, I have little idea what the plot is. I started skipping it fairly early on. All things considered, it does not really seem to make any difference. If allowed I would give this a neutral review. Wait for a sale. I do not think I would have put 24 quarters into this back in "the day." So, you will have to take my failure to recommend this as more of a "meh." It has some good points. But there are to many fails for a recommend from someone as critical as I tend to be. Sorry devs.
Здесь нет кнопки нейтрального отзыва, увы. Эта игра валялась у меня с 2014 года, и только сегодня я решил в нее поиграть, и пройти. На самом деле ничем не примечательная околоаркадная поделка. Что здесь присутствует? - Какой то сюжет, для галочки больше, подается в виде текста, и двумя катсценами в игре. - Режим истории с очень линейными и простыми уровнями, в которых просто идешь сломя голову и крушишь все на своем пути - Типо карта мира с мейн квестом и сайд квестами на всякое оружие и предметы. - Можно апать уровень и улучшать оружие у торгаша, который появляется раз в тысячу лет на каком нибудь уровне. Это даже не достоинства, а то, что тут есть просто. Что не понравилось. - Встречал на уровнях невидимые стены 0_0 - Совершенно дебильные прыжки, а в некоторых местах прыгать от стены приходится через задницу, при этом на другойц платформе нас ожидает какая нибудь падла, нечестно. - Сама игра не сложная, средняя, но вот в ней есть просто пара моментов, которые не то, что бы сложные, а нечестные и просто бесят. Вроде тех же прыжков от стены, просто прыжков, или вообще каких то таких подленьких, раздриажающих моментов. - Угрюмые и скучные боссы совершенно, со скучными паттернами. - Дропнул игру на последнем уровне, на последнем боссе, в секции когда платформа поднимается вверх, и там появляются две платформы поменьше, так вот, нужно расчитать прыжок попиксельно, что бы зацепиться за верхнюю платформу, это раздражает просто. Это даже не хардкор, и не сложность с перекатами, блоком и парированиями как в каком нибудь дарксоулсе, это просто нечестный элемент игры. В то время, как последний босс это вообще груша для битья. *Досмотрел концовку на ютубе Всё чем может взять игра, это своей динамикой, и не более того. Если нужно что то на вечер, то по огромной скидке в 90% можно взять, понастольгировать по игровым аркадным автоматам, но не больше того. Игра средняя, очень средняя, иногда местами создается впечатление, что сделана спустя рукава
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