
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
[h1] 极度偏科的3D类银河恶魔城平台跳跃动作游戏 [/h1] 本作是一款仅由四人小团队打造的独立处女作,整体美术风格出色,干净利落的线条搭配独特画风,配乐与音效搭配协调,视听表现颇为亮眼。 游戏的核心玩法完全集中在3D平台跳跃设计上,这也是全作最出彩的部分。关卡地形设计丰富,涵盖冰面滑行、高低落差、弹跳台、崩塌平台、气泡交互等多种机制;二段跳、空中冲刺等机动技能手感流畅、设计完整,随着逐步解锁的全新能力,可以不断组合出新的跑酷解谜思路。角色操作反馈顺滑,长距离跳跃、动态地形躲避等挑战设计均衡,熟练后操作会形成肌肉记忆,游玩过程流畅解压。 地图由多个连通区域构成,探索逻辑贴合经典银河城设计,解锁专属能力后可前往此前无法抵达的隐藏区域,区域探索进度、收集品都会在地图标注,还自带遗漏升级提示,降低玩家查漏难度。 但在3D地图的设计上,就没有发挥出应有的潜力了。场景虽有高低起伏,但路线大多平铺单向,上下区域几乎没有隐藏通路、隐藏收集物,玩家无需抬头、向下探索,大幅削弱了银河城标志性的自由探索感,空间设计潜力没有充分挖掘。 另外战斗是本作另一大败笔,机制简陋、手感僵硬,仅单一攻击手段,无目标锁定,弓箭瞄准存在偏移BUG,输出乏力且箭矢无限大幅降低BOSS战难度。击杀怪物收益极低,远不如敲击场景魔力矿石刷钱来得实在,绝大多数敌人都可以直接无视;BOSS战设计乏味,没有专属机制,全程仅靠射箭即可通关。 综上所述,本作作为四人小团队制作的独立处女作,拥有精良亮眼的美术与音画表现,流畅完整的3D平台跳跃玩法、丰富关卡机制以及出色的银河城式区域探索,地图配套了完善的收集提示,非常适合轻度玩家。但游戏空间设计偏平铺单向,战斗手感较差、机制单薄,BOSS战设计枯燥,拉低了一部分游戏体验。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
le gameplay est bien fun ! je recommande
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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
Ayant testé les premières versions, je peux vraiment dire que Maseylia a franchi un cap. Les contrôles sont nettement plus fluides et on sent le travail en profondeur sur l'expérience. L'ambiance est vraiment au rendez-vous. C'est un plaisir de voir le chemin parcouru, et je suis impatient de continuer l'aventure ! Les combats restent simples à prendre en main, mais ce qui me pousse surtout à avancer, c'est l'envie de découvrir le prochain environnement, la prochaine zone. L'univers a vraiment son identité et on ressent la passion derrière le projet.
Thoroughly enjoyable game. The design is well thought out and executed excellently. The length is agreeable, the overall diversity of enemies and abilities is fair for the scope of the game, and the visual cues and asset tweak+reuse is consistent and sensible. Art style is visually pleasing, music sets a nice atmosphere, and the discoverable world lore was enough to paint a picture but not bog down the experience. I came across a few bugs and some aspects that definitely need polished, but nothing that I wasn't able to work out without getting progress locked (although that situation could have arisen once or twice if I made a few different choices). I think this one could have used a bit more playtesting just to iron out the remaining few kinks but overall the small QA/Playtesting group did a good job with this game. I'd be happy to further elaborate to the devs the few instances I came across with issues with much more detailed specifics in a private chat/message but to give a small overview the bugs I found were things like that when you kill an enemy or destroy a money pile, the currency is set on a path that will always reach the player from the floor up (up through the player's feet) and frequently this means that the currency gets phased through the floor beneath your character and doesn't pass through it until you jump and then you see a bunch of currency come out of the ground underneath you and then it gets added to your bag. Going from the underwater area to the transition back into the green area ended up leaving me on the other side of the teleport orb (other side being the green side when the underwater area is the starting point) where most of the world geometry was like presenting the culled backfaces of the floor and thus it appeared as though I "fell through the floor" and there was no way to get back up to the teleport orb or even to where the proper level "floor" should have been. To solve this I basically just happened to get lucky wherein one of the enemies was close enough still that their attacks would phase through the missing world geometry and hit me while I was "under the level" so I just let it kill me and was able to re-spawn and just not take that route again. That being said, all enemies being able to attack through world geometry and/or being able to walk directly into/through world geometry was kind of a pain, until it served my suicide purposes that allowed me to respawn and not get locked in a position where I was stuck "under a level." Also I noticed that one time when I transitioned from underwater to an above water zone, the above water zone that I had previously experienced as not being underwater, was also now underwater and a restart of the game seemed to fix that and return that area to normal, but that only happened once in ~10 hours. Also it is very unclear how to get the final upgrade in the very last level of the game just before you finish the game (map shows an upgrade in a position that seems to be directly in the center of a mountainous landmass and I'm pretty sure that's the only reason I didn't get the 100% achievements but I tried coming at that one from every angle and couldn't figure it out. Overall this is a great game that I really genuinely enjoyed playing through, even with the few small issues I came across. I've been following this one for a bit on social media and for a first game from a very small team (seemingly kind of mostly a solo-dev project with some exceptions) this was an excellent debut and I look forward to seeing continued updates to address small bugs and I really look forward to seeing what the Sol Brothers will make next. TLDR: If you're a fan of 3D platformers with a smaller overall scope that you can get through in ~10 hours and still have explored everything, I highly recommend this game to you. If you're only looking at it because you like the art style, give the gameplay a shot, its worth your time and I'm confident you'll enjoy yourself.
Au début, je n'ai pas été immédiatement accroché au jeu. Les premières heures sont assez classiques, mais plus on avance, plus Maseylia révèle ses qualités. Le platforming devient vraiment excellent avec les nouvelles capacités, et l'exploration est très réussie grâce à un monde interconnecté qui donne constamment envie de découvrir de nouveaux passages. On sent que le jeu a été réalisé par une petite équipe : il y a quelques imperfections techniques et un manque de finition par moments. Cela dit, rien n'a réellement impacté mon expérience ni mon plaisir de jeu. Les qualités du titre prennent largement le dessus. Au final, c'est un Metroidvania 3D très solide que je recommande sans hésiter à ceux qui aiment l'exploration, la progression par les capacités et les déplacements bien pensés. Il mérite clairement qu'on lui laisse sa chance, car il devient de plus en plus intéressant au fil de l'aventure.
GREAT game, gorgeous platforming
I had an absolute blast playing this game! I believe it does really well making you earn your ability upgrades in the later stages of the game. It never felt unfairly difficult. The environments and artistic style we're absolutely beautiful. The map was fun to explore. The abilities felt well thought out, and made exploration more enjoyable as I progressed. An easy recommendation for those who enjoy 3D platformers and Metriodvania style games.
très bon jeu et bon rapport qualité prix
Hollow Knight if it had been created in 3D. A massive experimental banger hampered by his bugs ! Full French review -> https://youtu.be/z-u_Z8o4LUg
It's good so far.
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.
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