
Experience the awesome power of the Curse of the Abyss, as well as the astonishing, legendary entities known as primeval creatures. Prepare to glimpse the world of Riko and her friends.
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): 0.43/day in the week to Sep 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
Genres
Sums Steam only; PlayStation, 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 | $8.99−85% | 2.8Kreviews | 79% | — | $491K |
| $59.99 | 578ratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 846 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This one is a bit tricky. Overall i would say my experience was positive due to the fact that i loved the anime. There are 2 main game modes, one that follows the anime, named Hello Abyss that follows the anime up to the start of episode 9 just before they enter the 3rd layer, and one named Deep in Abyss. You are going to spend most of your time in this one as it follows another diver on their quest to conquer the abyss. It took me about 24 hours to get all the achievements, skipping about half the guild missions (those are very repetitive) and some side quests. Yes this game is a bit repetitive, you will see the same enemies just recolored and the combat is not the best and until you get your blue or moon whistle and some more upgrades climbing and moving from place to place will be a bit tedious. But it manages to give you a better view in the world of Made in Abyss, as the game was made with the original story writers participating during development, it gives you a more detailed view in the layers and world that the 1st season shows us and has some decent world building. Overall i would recommend this game only on sale for less than 15€/$, it is not a perfect game but if you enjoyed the 1st season of the anime and wish to know a bit more of the world of Made in Abyss then it might scratch that itch. PS this game has horrible keyboard controls so please use a controller if you can!!
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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*, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
| $59.99 |
| — |
| — |
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| 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 847 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
>> Made In Abyss: Binary Star Falling into Darkness is a difficult game with permanent character loss. Losing characters is a part of the game that should be expected. <<
This game is pretty good but it's not $60 good. I'd recommend this game to any Made in Abyss fan but ONLY when it's on sale There are many bugs, janky AI, clunky hit boxes, and poor game design choices but overall I found the game fun and enjoyable especially during the exploration focused parts of the game.
Please note that due to the [u]length of this review[/u], I've put the [b]NEUTRAL and TIPS sections in the comments[/b] (for anyone who's still interested!) This game rocks! I have absolutely no idea why it cops the amount of hate that it does. The key here being on the word [u]"amount"[/u]. Yes it's janky, the spawns are terrible (enemies literally fade in and out in front of you) and by God, the weapon deterioration is [i]horrific[/i], but there's plenty of positives going for it as well. So why then all the hate? As this is going to be a [u][b]LONG review[/b][/u], let's start with the positives first. [h2]Positives[/h2] First off, as far as an interactive MIA experience goes, this is the closest we have at this point in time to reliving the original show / comic, and I very much feel they nail both the art and the environment. The development team has gone for interconnecting hub areas per layer, all the way down to and including layer five. Each area, with the exception of maybe the fifth layer really does have a unique feel about it, and make you feel like you're there, experiencing what you couldn't make out or always wanted to see from the show. The art is also spot on - the characters look just like the show but in 3D (with their huge heads and goofy proportions). This also goes for size and environment, so if you want to jump off a 200 m cliff or have Ozen tower over you, by all means fulfill your wildest fantasies. Second, and probably the most notable point of praise is the [b]sound[/b] - particularly the voice acting. Say what you want about the choice of mechanics and game play, but I'd find it difficult to criticise the effort in ensuring the original voice actors play their original characters. The fact that the game was worked on under the direction of the original author also makes the experience feel more natural, and regardless of which mode you play (Hello Abyss or Deep in Abyss) both game modes will feel like extensions of the original show. And yes, while we weren't able to have the great Kev Penkin return for this production, I would say the music they did end up going with is actually [i]pretty good![/i] (Though that's just personal opinion). Last point of praise is the brutal experience of the Abyss itself, including planning, choosing / deciding (what to take and what to leave), and figuring out the best path to your goal. No part of any cave delving experience would be complete without some degree of inventory management, and while it's certainly challenging, it's definitely manageable! Unlike Riko, we don't get the luxury of her robot boyfriend using his extendable arms to slap bad guys and descend with ease. No rope? Go find the plants that can make you one, or turn back. Not enough food? Better hope you brought some salt to season the meat you just harvested, and not the type of salt that comes with the experience of being down in the Abyss itself. I also want to give a particular call out to the [b]death animations[/b]. They definitely didn't hold back with these - when your character falls to primeval creatures, be prepared for an almost spectacularly detailed, yet gory death scene. I certainly can't think of any other game depicting such brutality to such young characters, but if this game is remembered for only one thing, I'd have to say this is it. If you have the patience and plan on sticking with this game, be prepared to see these endings a fair bit! All of this adds to the challenge to go find relics, level up and become the next white whistle. Now onto the [i]not so great[/i], or stuff that [i]could be improved[/i]. [h2]Negatives[/h2] First is [b]weapon degradation[/b]. While choices are reasonable, their actual use is [u]terrible[/u]. Don't get fooled by your first run through the story section of the game (Hello Abyss!). In Deep Abyss mode, you will very quickly learn why it's not such a great idea going ham on everything you can see. Weapons are practically made of [b]plastic[/b] and hit about as hard, especially in later sections of the game. You also can't repair on the fly either - in many cases it makes sense to carry several different levels (or types) of weapons to spread out the wear. As a tip, [b][u]all weapons auto-repair when returning to the surface[/u][/b], so you'll want to take advantage of this trick where you can. Slap one-too-many man eating squirrels, and you'll be down to your fists in no time, which (pro-tip) you [i]MUST have a weapon to fight[/i], fists are not an option. To give you an idea, the one useable firearm breaks after about 8 to 12 shots unless you have the final tier of the weapon, which can probably withstand about 25. The [b]spawns are down right horrendous[/b]. Enemies shamelessly pop into view (and sometimes fade out, too). If you think you can whack the entire population of Strength-Suckers in a given area to zero, you're dead wrong. While this probably wouldn't be an issue normally, because of point one (above), this typically results in you wasting valuable weapon integrity on useless creatures, meaning your only option is to run. I will point out that this is actually a design choice. For whatever reason, after about ten minutes in a given area, the idea of spawning harassing flying enemies is supposed to encourage you to move on. This becomes an issue in larger areas, but understanding this mechanic is a key part of a successful dive. Doesn't make climbing ropes surrounded by monsters any less irritating though. Third point to make is the story. There was some effort to give the free play Deep Abyss mode a story, but it's mostly forgettable. If anything, the side quests with the characters you remember from the original material (Ozen, Jiro, Hablog and Laffi, etc...) is probably more engaging. It's there to serve a purpose, but you could of removed the side characters while keeping the main ones and there would be literally no change to your experience. AI - Now here's a basket case. Watching your characters get stuck on tiny rocks, or failing to correctly complete any particular action (during fights, or general pathing) is almost depressing. The first time I tried to descend a cliff with Reg in Hello Abyss, the AI could not path to the particular area. As there is no way to cancel the animation, I had to restart from the last transition point. While this only happened to me once, the rest of the criticism still stands. They also have no sense of self preservation. Don't expect them to be much more than extra health bars in a fight. If you want to witness something truly comedic, watch the first fight between the Otttobas and Ozen's team of Subterrannean Bandits - all of them go from 100 to 0 in the first 5 seconds. [u]I found this to occur no matter how many times I restarted the fight[/u]. Finally we come to the more [b]neutral points[/b] of the review - please see the [b]comments[/b]. Otherwise feel free to skip and read the final notes section (and thank you to whoever's bothered to read this far!). [h2]Final Notes:[/h2] Despite the negatives and drawbacks, Made In Abyss BSFD is still a game [u][b]I would recommend[/b][/u]. Yes it's janky and somewhat simplified, but ultimately this is still very much a playable product. I truly believe that it has the potential to be seriously improved with some changes to the mechanics and design choices. As other reviewers have noted, it lacks the polish and execution, but it still has all the right ingredients to charm any MIA fan with patience to accommodate it's shortcomings. I never had an issue with the so called "last generation, outdated" graphics, and while the control scheme is a bit cursed on MKB, you can definitely get through the game just fine without a controller. I had a lot of fun and believe others can too, provided they go into the game with an idea of what to expect, hence the above essay. Thanks for reading! ^._.^
游戏类型和题材算比较稀少的那类,但是制作不够精致也不是很用心,白费了这么好的世界观。
Прикольная игра, но брать нужно только на скидках, ибо 2700р за игру на 30 часов - не очень. А если судить, так, то это очень хорошая игра, да и где вы еще посетите бездну?)
What a horrible, stupid, buggy, broken fun game. Finally completing it, I have met many moments where I am genuinely not happy with the design of the game to which forced me to go back to resorting to seeking out discussion forums for these specific things. One of those many examples are the constant spawning of creatures that would never just stop stacking up from one another; and would push you off to an edge or get your character to somehow clip on top of it only to fall down millions of meters to the ground forcing you to restart. Climbing is 80% of this game and it's absolutely atrocious. The way how the "curse" is measured when climbing is done by you going up and not by how far you go up, meaning you can literally jump in place up and down a ledge over and over and start puking blood out of nowhere. Cooking without salt? Deathwish, the fact you can't even get that anywhere but from above. Clunky mechanics, horrible AI, get stuck on everything, clip through every wall when climbing. The combat is not complex whatsoever-- to which gives this the same issue as most other games have when they have simple combat where "hard NPCs" to battle are just straight up unfair, stupid or horribly designed. For a game that tries to have a slow-burn pace with the curse and having to be very mindful of your stamina, it kind of goes against that at the same time with how the game is just built, with the creature spawning + unfair mechanics. Regardless, it was surprisingly fun- admist all of the flaws that this game has to offer, it's really addicting. I decided to just gut through these flaws and try my best to be patient with it and play around it which made the game feel much more enjoyable. I believe a big part of enjoying this game is understanding that this game can be stupid and unfair so you might as well try to find any way to make it more bearable. Be patient and enjoy the scenery, try to stop for a moment and think. If you're struggling, get off the game and come back with a fresh mind. Sacrifice your items when needed, throw away everything when you need to, learn how to lose time. I adore this game, it has a huge learning-curve and a big part of it is trying out what works and what doesn't, and to try again and again and again.
Детский сад в преисподней: симулятор ходьбы по граблям Важное предупреждение: Если с английским у вас не очень — ищите русификатор от Allodernat или Тимура Щиткова. Без него игра превращается в угадай мелодию с японскими субтитрами. А с ним — хоть что-то понимаешь, пока тебя жрут. 😄 Сюжет: Вы — ребёнок. Вы живёте в приюте. Вы хотите стать легендарным рейнджером и лезете в огромную дыру, где всё живое хочет вас убить. Звучит мило? А вот хрен там. Геймплей (или "как я провёл 4 часа в меню"): Разработчики (Chime Corporation и Spike Chunsoft) решили, что идеальный способ передать атмосферу бездны — сделать управление таким, будто вы пытаетесь завязать шнурки в боксёрских перчатках. Вот что вас ждёт: Кривое управление клавиатурой — вы будете лазать по стенам, как пьяная коала, и падать чаще, чем биткоин в 2022-м. Бесконечно спавнящиеся монстры — хотите остановиться перекусить? А хрен вам. Тут же прибежит тварь и откусит вам голову. Буквально. Инвентарь — моя девушка, глядя как я играю, сказала: "Ты вообще играешь или заполняешь налоговую декларацию?". Да, я просто пытался рассортировать верёвки и еду, пока меня не сожрали. Жестокость (и куда же без неё): Игра создана по мотивам аниме, где дети страдают. И разработчики подошли к этому с душой: Монстры протыкают вас насквозь, пьют кровь прямо из раны, отрывают конечности. Падаете с высоты? Ваше тело лежит скрюченное, конечности торчат под немыслимыми углами. Красиво? Нет. Атмосферно? Да. Проклятие бездны заставляет персонажа блевать при подъёме. Если вы думали, что в Souls-играх сложно, попробуйте карабкаться вверх, пока у вас перед глазами всё плывёт, с вечно страшно громким звуком, а вас ещё и монстры с тросов сбивают. Визуал: Графика... ну, она есть. Выглядит как добротная игра с PS2, которую достали с полки и сказали: "Давай, бегом в 2022 год". Фоны красивые, персонажи анимешные, но текстуры местами такие, что хочется протереть экран. Цена: Если возьмёте за фуллпрайс — вы либо мазохист, либо фанат, готовый простить всё. Если по скидке — самое то. Потому что за полную стоимость хочется не только страдать, но и иногда получать удовольствие. Есть два режима: Hello Abyss — пересказ аниме за Рико. Вы там не прокачиваетесь, не собираете лут, просто смотрите сценки и идёте по сюжету. Это как демо-версия, только вы за неё заплатили. Deep in Abyss — оригинальная история за вашего персонажа. Вот тут начинается мясо: прокачка, лут, экспа, и вы наконец понимаете, зачем вообще игра куплена. Только до этого надо доиграть 4 часа. Итог: Игра — парадокс. Она безумно раздражает кривым управлением, бесконечными врагами и тем, что ты половину времени проводишь в меню. Но при этом она атмосферная. Она реально передаёт ощущение бездны: каждый шаг может стать последним, каждая верёвка — спасением, а каждая тварь — причиной перезагрузки. Вердикт: 7/10. Скидку отыгрывает, нервы мотает, фанатам аниме — мастхэв. Остальным — подумайте, готовы ли вы страдать ради красивой картинки и чувства, что вы настоящий рейнджер. А если разозлитесь — просто вспомните, что могло быть хуже. Например, вы могли бы быть ребёнком в бездне. А вы просто за компом. Так что всё норм.
The first 5 hours is a tutorial level of sorts, narratively kinda cheesy and awkward, but functional in terms of teaching game mechanics. The "real" game starts in a second campaign called "Deep in Abyss", which is suprisingly fun. It focuses on exploration and crafting, and forces the player to be careful and strategic as they move through the abyss. The art style is cutsey and relaxing, making for this really interesting mix of wonder, comfort, and tension.
ㅤНасколько сырая, но при этом очень проработанная игра, которая преподнесёт изумительное путешествие, передающая атмосферу бездны, которая вас сожрёт, если вы будите слишком расслаблены.))) [hr][/hr][hr][/hr] [h3]Немного общих впечатлений об Игре:[/h3] ㅤКампания делится на две части: На «[i][b]режим истории[/b][/i]», где можно пройти сюжет повествующий в аниме. И «[i][b]оригинальный сюжет игры[/b][/i]». И очень печально, что «[i][b]режим истории[/b][/i]» прерывается на моменте ухода из лагеря [i][b]Озен[/b][/i] (перехода на 3 слой бездны). ㅤСам сюжет очень качественно пересказывает события [b]Аниме[/b], но геймплейно он был сделан как обучающий уровень, где не будет смысла собирать, изучать или что либо крафтить, ибо рюкзак переполнится, а оружие не ломается, да и лвл не поднять. Печально, могли бы продумать эту часть, можно было добавить пару заданий в начало, а то остаётся лишь пробежаться, любуясь прекрасным сюжетом. ㅤА вот «[i][b]оригинальный сюжет игры[/b][/i]» это уже что-то с чем-то, он нам расскажет о новом исследователе пещер, который пришёл в приют сразу после ухода [i][b]Рико[/b][/i] и [i][b]Рега[/b][/i] из приюта [i][b]Бельчеро[/b][/i]. Где он ставит перед собою цель стать белым свистком. ㅤСюжет очень качественно ложится под события [b]Аниме[/b], в течении которого мы повстречаем как новых, так и нам уже известных персонажей. Где мы сможем чуть больше узнать об [i][b]Озен[/b][/i] и её лагере искателей, об черном свистке [i][b]Хабо[/b][/i] и других жителей [i][b]Орта[/b][/i]. А говоря о геймплее, то он очень порадовал. Как системой навыков, так и выживанием в бездне в её суровых реалиях. ㅤХотя есть и печальная его сторона, в виде сырости. В игре есть несколько очень крутых скрытых мест, которые можно пропустить, ведь ни задания, ни достижения к ним не ведут, а если их всё же отыскать, то всё что вас ждёт это лишь рюкзак с обычной снарягой или вообще пустота. Как минимум нужно было ложить разовое низко-качественное реликтовое снаряжение. ㅤТакже есть в игре несколько багов, которые могут не раз бросится в глаза, но с ними жить можно, они не портят игру. Также огорчило, что ни в [i][b]Лагере Искателей[/b][/i], ни во [i][b]Фронте Идо[/b][/i] нельзя не прикупить и не сбыть предметы из инвентаря. ㅤНо если ещё чутка подушнить к этой игре, то я бы ещё докопался к развитию после синего свистка. Крафт оружия становится бессмысленным, всё становится слишком много затратным или очень весомым, что перегружает сумку или быстро ломается. Намного проще становится закупка оружия в магазине и брать с собой 10 обычных мачетов по 100гр., чем 1 кирку или мачет весом в 1кг. Ибо урон складывается от Вашей сили и силы Оружия. ㅤА сюжетных заданий становится многократно меньше м/у сменой свистка, чуть ли ни 2-3 задания. Из плюсов в ходе них можно встретить наших главных героев, что связано с основным сюжетом, из минусов это можно сказать разовая акция, очень жаль, с помощью этого они могли завершить весь первый сезон, добавив его от лица нашего героя. Или могли бы выпустить [b]DLC[/b], с охватом данного сюжета и возможным 6 слоем. А то и кооп, тут бы он зашёл. ㅤНо ничего из этого не испортило мне эту замечательную игру, стоит приспособиться, так становится нормально. Сюжет и персонажи радуют, а Бездна очаровывает и захватывает, особенно когда забираешься слишком глубоко, а потом пытаешься выжить и найти выход на поверхность. [hr][/hr][hr][/hr] [h3][i][u]Примечание:[/u][/i][/h3] ㅤПеред началом [b]Игры[/b] я бы порекомендовал бы скачать русификатор и мод на музыку, другие моды я бы не рекомендовал качать, но это уже на ваше усмотрение. Можно лишь ещё скачать мод на уменьшение рюкзака, ибо с его прокачкой в определённый момент вы станете как [i][b]Лилирука[/b][/i] из [i][b]DanMachi[/b][/i], даже свой красивый наряд нормально заценить не сможете.) ㅤА говоря о моде на музыку, то я не стал его устанавливать полностью, уж хотелось послушать местную музыку. Но часть из них прям нуждается в добавлении, уж очень атмосферно становится. Плюс опенинг русский хотелось в начало игры перед входом добавить, идущий с середины. В случае чего, компоновку я сохранил.
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.
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The games this title's players most often review too — audience affinity.
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