
Explore a fully interconnected 3D world where every new ability dramatically expands your freedom. A true non-linear Metroidvania with breathtaking movement, atmospheric sci-fi beauty, and deep environmental storytelling.
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): 0.29/day in the week to Sep 11 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0.56/day in the week to Aug 4 → 0.71/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
Maseylia: Echoes of the Past is a true 3D Metroidvania built around freedom of movement, deep exploration, and atmospheric discovery.
In a fully interconnected three-dimensional world, every new ability dramatically transforms how you traverse the environment — opening hidden paths, enabling sequence breaking, and rewarding curiosity at every turn.
Explore a vast, vertically rich world filled with ancient ruins, forgotten cities, alien forests, and surreal techno-organic structures.
Master fluid traversal abilities including Double jump, 360° air dash, Grapple and more.
New powers don’t just unlock doors — they fundamentally reshape how you move and interact with the world, allowing you to revisit old areas in entirely new ways.
Discover a breathtaking universe where nature and ancient technology merge into surreal, living landscapes.
Uncover the tragic history of Maseylia through exploration, ruins, and forgotten remnants.
Face hostile creatures and towering guardians in fluid, mobility-focused battles.
Inspired by Metroid Prime, Pseudoregalia, and Hollow Knight but fully reimagined in true 3D.
Genres
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There are two major issues with Maseylia that prevent me from fully enjoying the game, one of which is possibly not fixable, the other of which is a personal preference but can be fixed. Others will harp on the combat more, but I want to focus on the platforming. So the latter first. I'm a real nitpicker when it comes to the feel of a jump in a 3d platformer, but Maseylia's got one of the weaker ones. There's two reasons for this, one of which is the jump curve, and the other of which is the animation itself. The jump's acceleration and deceleration are barely present, resulting in a jump that feels more like the character is sliding up and then down. The animation lacks anticipation, and it lacks squash and stretch. Combine these factors together and you have jumps with no oomph and no hangtime. This isn't a dealbreaker, though, it's just something that I tend to notice in indie 3D platformers that don't quite get the feel right. What IS a dealbreaker is, awkwardly, the game's selling point: the art direction. I love the devs taking inspiration from Moebius, but it actually comes at the cost of readability. Playing on the Steam Deck, I have sometimes gotten turned around because a flat color I assumed was a wall was actually an open space that just had limited draw distance. And man the early areas, they're so lacking in contrast values. The ice area (which I have completed and now I've gotten to the forest) is just a pain to navigate because nothing pops out at me, it's full of mid-tones. Just take a look at the third official screenshot on the store page. Aside from a couple of darker shades on the nearby platforms, the turquoise values all look like they're within 10-15 pips of each other. The fog is probably not helping, pulling values even closer together towards the horizon. There are other problems too, that contribute to making the world feel a little less alive. Weak visual effects, for example, especially on dead enemies. Sometimes I'd defeat an enemy and it'd look like they just blipped out of existence. This can go hand-in-hand with the sound design as well... those golem enemies, when I would hit them with the scepter, it'd have a clank sound; but that's not too different from when I shoot bows at enemies that aren't damaged by arrows. When I shot an arrow at the golem, then, it was a different clink, just a lot louder? It's weird. But if there was better visual feedback from my attacks, I wouldn't be as confused. The simple white flash isn't great for this, however. I like the exploration, and going up giant collapsed columns to climb up a hill, that's cool. Bonus collectives behind platforming challenges, that's great, although some need to loop better... there was one with sliding ice platforms and waves to avoid, where instead of looping back around to the start point, the dev opted instead to send you up to a cliff and have you walk all the way back. I'm fine with buying the maps, the currency in the game seems to come at a decent pace. And there's enough movement tech to chain that I could see a nice Blue Fire-esque community forming around this if the game improves. In terms of bugs, there were some. Sometimes the mana indicators would not accurately show how much mana I had, which is pretty bad when I'm in a fight! I was in an underwater bonus collectable area, and I stood by a respawning bubble for a second to figure out my next move, and then suddenly the oxygen meter just disappeared. I could be wrong but I feel like I captured a flag once and then had to capture it again the next time I interacted with it. Anything else... I'd say the grapple move is kind of awkward to chain on controller, you kind of have to do it like: lock on, grapple, jump, lock off, lock on, grapple, jump, lock off, lock on, etc. It's not the most graceful. Maybe it handles better on M&KB. The UI is lacking in frills or personality, bugs aside, and when there's more than one dialog from an NPC or sign, there should be an arrow indicator to press a button to continue. All in all, I'd say it has a chance at turning out okay, and congrats to a small team putting this together, but I'm not sure if it's ready for primetime yet.
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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*, Italian*, German*, Spanish - Spain*, Simplified Chinese*, Japanese*, Russian*, Arabic*, Korean*, Portuguese - Portugal*, Turkish**languages with full audio support
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I think I've been playing enough to write a sort of "subject to change" review - I intend to finish the game and update this review if needed. I rarely write reviews, at least not in depth reviews, but I have a lot of thoughts and feedback for this game. Let me start of by saying I like this game and that's why I am recommending it, but sometimes I'm more critical about things I like vs things I don't like. Once something gives me enough reasons to dislike it, I drop it instead of pressing on to just pick it apart. So since I am more critical of things I do like, anyone reading this might be confused why I am recommending by the time they finish reading. Let me start with my biggest disappointment- the underutilization of verticality. Before I even knew this game was inspired by pseudoregalia I was instantly comparing them - I guess This makes sense as there are very few 3d metroidvania platformers... like ones that are true metroidvanias that use ability gating to gradually open up the world. Pseudoregalia, unfortunately for all future 3d metroidvanias with a focus on platforming, set the bar very high. I personally think it has the best movement of any 3d platformer to date - but I don't care too much about comparing the platforming. I wanna compare the use of 3d space. Pseudoregalia had a lot of layering in vertical in 3d space, where this game has... little to none. Let me explain what I mean: In this game so far there was no time where I caught myself looking down and being like "oh there's a route down there/there's more platforms or items down there" or looked up and thought "what's up there/how do I get up there" - that's what I mean by no layering. It just feels like the game is kinda flat even though there are times you go up and times you down, ultimately it is along the same path and of course they diverge and converge but they could do so much more with the verticality. In pseudoregalia most open areas had a sense of layered non-linear ways to navigate spaced out vertically. Gives you a reason to stop and look around AND up and down. In this game I feel like I'm just looking forward/backward/left/right because looking up and down most of the time is a waste of time. I hope I explained this well enough... but I am trying to review this game based on what it is vs what it could be. When I have a lot of thoughts on a game that has few reviews, I tend to look at the negatives brought up by the people who don't recommend it - then point -> counter point/ see if I agree or disagree So here's what I've gathered from others about the negatives of this game, and how I feel about it: -platforming is clunky/janky controls: it could definitely be smoother but I wouldn't say it's clunky. Pretty decent for a 3d platformer. If people want examples of clunky 3d platformers I could make a list for them to play so they can appreciate the movement in this game more -combat is clunky/an afterthought: yaaa... combat is kinda just meh and really clunky. They could have put more focus into platforming challenges and taken out combat completely.... it doesn't really add anything to the game. I spend most of my time just ignoring enemies as they aren't fun or rewarding to fight. They aren't worth the little money you get from them when you can just bash a glowing rock that gives you 10× the money. Also, the boss fights are super lame. Instead of boss fights they should have just had extra hard platforming sections to get to the main collectible (keys) (( while I'm on the subject of things that add nothing to the game - the game saves your progress every time you get an item which is good... except when that item is at a dead end and the only way to continue is platform back the way you came which usually isn't a problem, more of just an annoyance. Making you do the same platform challenge in reverse adds nothing to the game - maybe they could have used the time that they spent on combat on new platform challenges that loop you back to the map.... or add a teleport pad just for dead ends )) -bugs: there are some I encountered, but nothing major or game breaking or anything that's just more than a nuisance. Examples are enemies Clipping through walls and they can shoot you still but you can't shoot them, I've clipped through the ground a few times, sometimes a mana "ball" in the ui will be full despite looking empty, when you pause when there are sound fx playing they repeat which can confuse you/make you think the game isn't actually paused -feels like a student project: ya... kinda... or like early access. The reason for this will be obvious based on other things brought up throughout this review -unpolished world: mild agree. There are parts here and there that feel a bit unfinished, linear platform challenges they force you to go both ways but some feel like they were mainly designed to go one way, there are orbs that have different uses and each one is just a slightly different size and color and specifically 2 of them are hard to discern when you're platforming quickly, there are a couple grapple orbs ive come across that placed in odd spots where you basically have to clip through some edges of platforms to use them. These are the main things that come to mind - it's not a super polished game but for the most part its polished enough - it seems this is the first project from a very small team so you can't expect high level polishing -someone who only played 1.3 hours stated you just get one upgrade, use it a couple times, and then a new one... basically saying you don't use previous upgrades and that they don't have you use them in new ways: I will say this is almost completely untrue. There is a slide upgrade that I only used like 3 times and haven't used it since in over 3 hours of playtime (and the air dash seems to completely replace the slide since you use the same button and end up just dashing on the ground instead of sliding - havent checked if this blocks of the few areas that need the slide), but every other upgrade has continually been utilized and combined with new upgrades to create interesting new platforming challenges. I guess this person just didn't play long enough to experience this. Animations lack polish: I guess... but I think they are fine enough. Not really a problem for me Sound effects are bland: agree, the sound effects just sound link a bunch of different crunchy noises for the most part, and the ones that aren't kinda just sound... "stock" UI is unattractive: its not unattractive, but it's not attractive either - wouldn't say it's an issue at all Ok now that all the negative stuff is out there... let me try and explain why I still like and recommend it. Although a few times I got annoyed with it, overall I've just been having fun. The art style is nice and it's been enjoyable enough to where I keep coming back to it instead of going to other games I was recently in the middle of. Beneath it's rough edges is a solid, good game that keeps the gameplay refreshing as you progress. Despite its lack of use of layering and verticality it's still a good metroidvania designed world. It's 100% worth checking out you like 3d platformers and/or metroidvanias - if you're doubting based on the negatives... maybe wait for a deeper sale or some patches to fix it up a bit. Also the developer has been super responsive, they even helped me find an upgrade I stupidly missed (you can see this in discussions *spoiler warning*) the map has "bonus/upgrade missed" icons which I didn't realize - ty dev for putting these in there I hope the dev doesnt perceive me as being harsh, I just wanted to put all my thoughts on the table. A decent amount of it can be fixed/improved in patches, but hopefully the dev takes the rest as feedback they can apply to a future game cause I would love to see more from them. This is a pretty good game but I think they have the potential to make a *great* one See comments
The concept of a fairly open 3D metroidvania really excited me. However, this game feels so empty and dead in a way that lore and movement cannot account for. The Pros: - Aesthetically pretty pleasing - Map from the beginning - Truly non-linear in a way that makes it very easy to get lost exploring - Interesting movement upgrades that I'm sure would become something cool by the end of the game The Cons: - Combat, though kinda rare, is very clunky - Incredibly unusual controls - the confirm button on dialogues with options is not the same button that closes dialogue boxes - Kinda buggy for something to be past release - when I picked up my first collectible, the dialogue box stayed on the window and was unable to be closed until I clicked out of the game and back in. I was never given an indication what the button to close dialogue boxes was, and only discovered it through trial and error - The openness of the world is so much so that there are nooks and crannies that are easy to nearly get stuck in, which just kinda feels bad because you either have to die or make really precise jumps to escape those places.
I played the ♥♥♥♥ out of the demo, found every nook and cranny, absolutely loved it. Then I got the full release, and really the demo was better. Every biome is pretty much the same, I mean they've got some cool mechanics but not enough save points. Really the rage quit for me was the double jump arena. Once I got that ability I was 100% stuck. I couldn't finish the area, I played that one section for over 2 hours and never got out. I would have loved to move on or go back to another area but sadly you can only fast travel to very specific way points from very specific way points, and there aren't any in that area. The map refuses to let you go backwards from there so, while this game was fun, it is dead to me now because of poorly designed levels. Sorry guys better luck next time. Unless you implement map travel from anywhere so you can get yourself unstuck from areas, this is a no go for me.
Maseylia : Echoes of the Past - достаточно приятная игра, с отличным мувментом, незапарной боевой системой и таинственным сюжетом. Большую часть игры ты буквально двигаешься в потоке, но на секунду не останавливаясь, но мне кажется - разработчикам не хватило тестирования, чтобы довести её до ума. Я застрял в «Затопленной шахте», это ответвление от главной локации и интересно то, что я смог ее исследовать, дойти до конца, но мне не хватает воздуха (под водой), чтобы выбраться. Я полчаса пытался вылезти из шахты, пробовал плыть ко входу, пробовал налево и это невозможно. По обсуждениям я понял, что перед исследованием шахты, мне нужен был ещё один апгрейд, но так как я уже здесь - найти его и заюзать уже поздно. По сути я просто застрял в моменте из которого выбраться невозможно. Ранних сохранений в игре нет, а перепроходить все заново, желания уже нет у меня. Разработчикам желаю, чтобы они в будущем лучше тестировали свои игры и не было подобных моментов. Покупать не рекомендую, может в будущем после патчей
Overall feeling is that the game is fairly enjoyable, just really unpolished and lacking. Areas generally look good and are mostly fun to explore. Game really just needed some puzzles or actual mechanics beyond just whacking things with a stick or shooting them. Movement feel clunky in areas, and super jolting in others. 'Bosses' are pretty awful. Honestly felt like you could just remove all the 'combat' from the game and it just gets better. Map and UI need a ton of work. Impossible to tell which way you are facing on the map. Aiming reticle needs to stand out way more. Environment is pretty cool but the plot/story are pretty derivative. Not every indie game like this needs to have the exact same lore. Unsure why money even exists in the game other than to make you backtrack. Probably needs a few more months in the oven.
<本編クリア後の感想> 探索寄りの3Dプラットフォームアクション 色々不満点はあったが難易度高めのプラットフォームアクション好きにおすすめ ボス戦や雑魚戦はおまけ程度、探索についても隠し通路的なものはほとんどなかったはず 良い点 ・ステージ攻略部分はテンポよく楽しめる ・幻想的なステージとBGM 悪い点 ・マップ解放やテレポート解放、所持金上限増加にお金が必要 所持金制限があるので都度都度稼ぐ必要がある ・酸素メーターが画面中央にあり透過していないので邪魔 ・弓を使うときのレティクルの色が薄く背景と同化する場合があり照準が合わせにくい ・マップにアイコンが置けない ・終盤の一部テキストが翻訳されていない ・一部のギミックが説明不足 >一部のギミックが説明不足 [spoiler] 滝っぽい何かに入ると重力の方向が変化して先に進めるようになります [/spoiler]
Pretty solid 3D Metroidvania especially for someone's first game as the platforming and exploration are enjoyable. It's especially fun with the ice sliding or chaining movement abilities together for gauntlets. Combat's the weakest point of the game as it works but there's nothing special about it. Sometimes there's a bit of jank in seeing where to go or certain textures not showing up. Took a bit over six hours to finish (spent another hour checking for missed bonuses) and a repeat for the speedrunner achievement was about three hours (with the achievement requiring under five hours) so it's a good short to medium sized game.
Controller does not work. The R2 button is bound to the start menu and mellee at the same time and everything can be rebound except for mellee conveniently. Mellee button remapping is an option except its not bound to anything. Its probably a bug but until this is fixed this is unplayable on controller. This is a mouse and keyboard only game.
I appreciate the art style, but ultimately that is what got in the way of me enjoying the game. It's mostly huge cavernous rooms that feel largely empty and because everything is the same color palette it is often difficult to tell where exactly you are supposed to go. That coupled with the platforming being fairly basic didn't inspire me to keep going. Unfortunate because 3D MV's don't come around too often and I had hoped this would be a good one.
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Where this game's players are, estimated from review languages.
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