
Help little Peet hack-and-slash his way through a beautifully haunting coma. A hand-drawn action-adventure through a dreamy world filled with fleshy monsters, insane grown-ups, and sad children looking for their mommies.
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.
About
Upon waking from a coma, Peet's girlfriend is nowhere to be found. Thomas Brush, creator of Pinstripe, invites you to investigate the screams coming from the heart of Blackfork Asylum, the increasingly violent behavior of the grown-ups, and the strange truth about Peet's past in this hauntingly dreamlike fable. Discover what's lurking beyond the doorbell in this strange tale that started almost a decade ago.
From Red Wind Field to the haunting halls of Blackfork Asylum, explore six moody, illustrative levels.
Fight your way through hordes of bosses, monsters, and blood thirsty grown-ups with your trusty baseball bat.
Immerse yourself in a breathtaking piano-centric soundtrack.
Join your quirky child-hood pals and trusty pet bird on an adventure to discover the truth about your recent coma.
Genres
Sums Steam only; PlayStation, GOG, 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 | $2.99−80% | 983reviews | 85% | — | $46.5K |
| $14.99 | 139ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm not the biggest fan of Thomas Brush the person (his overpriced game dev seminars and general attitude weird me out). However, I do find him interesting as an artist and Neversong is a game I was quite compelled by. A short, but effective experience with solid gameplay (fair difficulty, fun puzzles and boss fights) and a good story that is clearly personal to Brush and balances charming humor and eerie atmosphere very well. I enjoyed my time with this game.
Zamana Karşı olduğunuz oyunlardan nefret ediyorum, siz de nefret ediyorsanız Neversong gibi kısa ve gizemli bir oyundan zevk almanız çok zorlaşıyor. Kısacası eğlenmek yerine kanser olurken buluyorsunuz kendinizi.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 0.29/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.
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, Dutch, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +2 more
| $2.99−80% |
| 26ratings |
| 68% |
| — |
| not modelled |
| $2.99−80% | — | — | — | 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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Games main menu does not work properly. Can't navigate it using mouse or keyboard. From the "Full Time Game Dev" himself, Thomas Brush, you'd think the main menu would work without issue.
Incredibly lack luster. Surprised ppl like it as much as they do.
7.5, слегка финал не дожали
I haven't finished it yet but I love it! The calming, cheerful music against the bizarre, slightly dark story is perfect. I love all of the characters, the setting...I can't wait for the ending to ruin me lol Edit: The ending makes no sense when you try to tie the ending to the beginning. I wouldn't recommend it but I also wouldn't tell anyone not to play it.
Neversong opens with a narrated intro of a pair of young lovers, Pete and Wren, who are torn apart when a mysterious "Mr. Smile" abducts Wren. As if following the pages of a gothic children's picture book, Pete sets out to find Wren and save her from Mr. Smile. The narrative is pretty slim, due to it not only being a game with a potential play time of one hour, but also given its format as largely a platforming adventure. After Wren's abduction, Pete sets about seeking her out by looking for clues from the residents of their village. It doesn't take long to discover that the village is devoid of adults, leaving a handful of children playing about the town. Speaking with these children is... well... it's not a pleasant experience. Despite Neversong's bleak artistic design, these kids have dialogue like they just walked off the set of a Nickelodeon cartoon which got cancelled after a single season. Every supporting character is practically tripping over themselves trying to insert "butt" somewhere into their sentences. They have "character" it's in the most surface level capacity, with one NPC's entire identity being that they're counting to a million. I appreciate when games receive voice performances, but I don't think the pairing of cartoonish line delivery with the equally cartoonish dialogue elevated the experience. While I could continue to harp upon the puerile writing, which extends to monsters designed like farting anuses called "piss boys," the main story is a bit more somber and grounded. There's a nice story at the game's heart about someone who's lost the love of their life, and is trying desperately to get them back. As the game progresses, it cryptically implies that the events playing out on the screen may not align with the "truth," so it keeps the player thinking a bit about why the game might be written in this manner. Despite my criticism regarding most of the performances, the story book narration at several parts of the game was not an unwelcome feature. The constant tonal shifts of Neversong made it hard to really appreciate its story. There's a possibility I'm fundamentally misinterpreting the artistic intent of Neversong's writing. Revelations at the end of the game, which can be surmised sooner, suggest a possibility that these characters are written intentionally badly. A facsimile of children recounted from an unreliable narrator. However, that may be too generous a consideration. The gameplay of Neversong is about as simple as it gets. Pete acquires a bat, which he can swing in the four cardinal directions of a D-Pad. When platforms pose a threat, he has a basic movement system consisting of a single jump, and standard walking speed. In a minor metroidvania fashion, Pete does unlock a few other movement related abilities, which allow him to swing from vines and ride fans on an umbrella. The game is broken up into five chapters, which all share the same world map. In each chapter, Pete unlocks a method of accessing a new area, completes a quest for one of the children, and then fights a boss. After each boss fight, Pete unlocks a musical melody, which he plays to unlock a new ability. Rinse and repeat. Along the way, Pete is obstructed by various mobs, none of which have movements more complex than move, jump, shoot. While they never pose a serious challenge, there were a couple of times when the behavior of the flying enemies was particularly problematic, with them constantly floating away from Pete's range in a locked room environment. When Pete is not fighting mobs, he's usually doing small platforming puzzle segments, most of which I found rather tedious. Pete is often presented with puzzles which use the velocity of an elevator to help him jump higher. What bothered me was having to constantly reset the slow moving elevators back to the bottom of the shafts anytime I missed a jump. There are some puzzles which have the same solution, but yield different results depending on the order of execution. For example, in the final levels of the game, there's a locked door. There is one switch in the room with the door, and two in another room. If Pete activates the switch in the door room first, and then the two switches in the other room, nothing happens; however, if the reverse order is performed, the door opens. There was no indication of a "correct order," and so far as I could tell was simply a design oversight. Finally, the bosses... or I suppose I should call them waiting games. Bosses in Neversong have some of the most bizarre animation windows I've seen in recent memory. A boss will deliver an attack, then hover around the screen invincible for like 10 seconds, before attacking again. Perhaps most pitifully, several of the boss rooms have "safe spots" where you can stand without ever being hit, not that any of the bosses pose enough of a threat to utilize them. Sadly, I would not recommend Neversong. Aside from what I enjoyed being the art design, and a bit of the main story, there are just too many issues I have regarding its tonal shifts and gameplay.
I've watched Thomas Brush on Youtube for years and always thought he was kind of the lovable idiot of the semi-successful game dev world, I also bought Pinstripe and gave it a quick go and thought it was a nice game, but never really got into it. Neversong, on the other hand, is one of the best indie games I've played in years, I'd almost be tempted to say it's a masterpiece. The opening area had me slightly worried with its PT vibes, but once I got past that it had me hooked and I practically beat it one sitting (just stopping to have something to eat), which is a real rarity for me. I usually just have a quick go on these games and then never play them again, as I did with Pinstripe. But playing Neversong has me wondering if Thomas Brush is a secret genius. Highly recommended. I seriously wish I'd picked this up years ago, when it first came out.
I find myself coming back to this game a lot. Every now and then, mostly around halloween, I like to sit down and play through this game from start to finish and just soak in the vibes. Probably the best part about this game is the music. The music somehow perfectly captures the feeling you had as a child when going on an adventure during summer. All the little melodies are incredibly memorable and hit me on a very emotional level. The sound design overall is just incredible. There are these sections when a narrator reads you scary dialogue in a distorted horrible manner that just sounds horrifying. The art style is also really good. Everything just looks nice and it all fits in with the autumn vibe this game has. Overall I just can't recommend this game enough as it's a lot of fun and I always enjoy coming back to it.
I’ve played through Neversong multiple times, not just for enjoyment but to study its game design. The mechanics are simple but extremely polished, and the vine swinging is probably my favorite mechanic in the game. It feels solid, responsive, and satisfying every time you use it. The atmosphere, art, music, and environmental storytelling are also incredibly memorable. There’s a lot to learn from how the game builds its world and delivers its ideas without overcomplicating things. Definitely recommended.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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