
“Ori and the Blind Forest” tells the tale of a young orphan destined for heroics, through a visually stunning Action-Platformer crafted by Moon Studios.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
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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 1120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game, I have more hours on other platforms, beat it 6 times total (including other platforms,) as of this review, would recommend a walkthrough for some parts of the game, but otherwise explore by yourself.
que jogo lindo
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 14: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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, Japanese, Russian, Portuguese - Brazil
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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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
They told me it's a fun, relaxing game. They told me it's about a cat — apparently a cat with 651 lives.
10~10
Beautiful game !
zerando pela 2a vez, excelente jogo. uma verdadeira obra de arte.
[h1]Ori and the Blind Forest: Definitive Edition[/h1] Ori is a game I remembered loving. The original helped draw me into platformers, so I wanted to revisit it years later and see whether it held up beyond nostalgia. It does, but this replay also made its shortcomings much more obvious. [h2]Visuals & Sound[/h2] Ori is still absolutely beautiful. Foreground elements, the playable plane, and multiple background layers move independently, giving the world incredible depth. Every biome feels distinct, and even more than a decade later there were places where I stopped simply because the scene was pretty. I played primarily using a [b]SteelSeries Arctis Nova Pro Wireless headset[/b] as my audio reference. The music is repetitive, but [i]extremely[/i] well composed. Repetitive game music normally irritates me quickly, yet that never happened here. Familiar themes sometimes gain different sounds and layers depending on the area, while dangerous sequences receive appropriate musical changes. Audio settings are extremely limited, with no options for different configurations or output modes. The sound is lovely; the player's control over it is not. [h2]PC Settings[/h2] The Definitive Edition's PC presentation hasn't aged nearly as gracefully. On my 2560x1440 dual-monitor setup, Ori launched on the wrong monitor. I had to disable fullscreen, drag it over, then re-enable it. Windowed at native resolution produced an oversized window between both monitors, while fullscreen refused 2560x1440, leaving me at 2048x1152. The graphics settings are remarkably limited for a PC "Definitive Edition." There isn't a proper fullscreen/borderless/windowed selection, so using my second monitor minimizes the game entirely. Motion blur can be disabled, but Ori still has a noticeable after-image effect I disliked. Text remained crisp while the general graphics did not, and Ori's sprite could have used cleaner edges to distinguish it from the surrounding layers. [h2]Gameplay & Exploration[/h2] Thankfully, the actual gameplay is a lot of fun. Movement becomes increasingly satisfying as abilities accumulate, environmental physics are used creatively, and hazards are visually distinct. Exploration is rewarding, particularly for completionists, and checking the map regularly pays off with secrets and upgrades. [spoiler]Dash is hidden in an optional Definitive Edition area unnecessary for completing the story, yet the skill tree lets you purchase Air Dash before discovering Dash. I did exactly that while progressing toward Water Breath. There is no prerequisite warning, and spending points saves immediately, leaving those points temporarily useless. Air Dash needed a "Requires Dash" warning, needed to remain locked, or should have been farther down the tree.[/spoiler] [spoiler]Stomp felt unintuitive after gaining additional jumps. The instructions to hold down while airborne are technically correct, but you must continue holding down without other inputs. It works as described, but can feel awkward during hectic platforming.[/spoiler] [h2]Story[/h2] [b]Major story spoilers are hidden below.[/b] The emotional moments are [i]extremely[/i] effective. The opening remains gorgeous, [spoiler]Kuro's reveal completely changes the context of her actions without telegraphing the twist, and the ending made me cry.[/spoiler] Those moments hit me [b]much harder now than when I first played in 2015[/b]. I'm a parent now, which changed how I experienced [spoiler]Kuro's story. Losing your children is horrifying, but knowing what caused that loss while having one remaining child to protect gave her grief and desperation a weight I couldn't relate to when the game originally released.[/spoiler] I understood it then. I [i]felt[/i] it this time. The fictional spoken language paired with translated text also adds wonderfully to the world's mysticism. Unfortunately, strong emotional moments don't compensate for missing connective storytelling. [spoiler]The entire conflict is driven by the Spirit Tree's Light killing Kuro's children, yet the game never adequately explains [i]why[/i]. Developers have provided context outside the game, but I shouldn't need an interview to understand the event motivating the primary antagonist.[/spoiler] The Definitive Edition makes this more frustrating because [spoiler]Black Root Burrows/Lost Grove expands Naru's backstory. We learn her people lived beneath the Spirit Tree, were "lightless," and that her father opposed her friendship with creatures of Light. But why? Where are the rest of Naru's people? Why are they lightless? Why does her father fear or hate Light creatures? What is the relationship between Light and creatures not born from it? The game introduces these questions and walks away.[/spoiler] [spoiler]Gumo has similar wasted potential. Being the last of his people provides the foundation for an incredible character arc, yet he largely becomes background afterward. His choice to use his people's Light Vessel to revive Naru could carry enormous meaning considering his own loss, but the game doesn't develop him enough for that depth to be fully realized.[/spoiler] That's my biggest disappointment with Ori's story: [b]the connections are already there.[/b] [spoiler]Kuro's children, Naru's lightless people, her father's prejudice, Gumo's loss, the Light Vessel, Ori, and the Spirit Tree[/spoiler] contain the ingredients for much richer worldbuilding. The game didn't need hours of exposition. It needed to connect ideas it had already introduced. [b]Potential character depth isn't the same thing as character depth.[/b] The Definitive Edition had an opportunity to expand the story, yet its additions create more questions without answering existing ones. [h2]Length, Difficulty & Completion[/h2] I finished the story casually on Normal in [b]7:40[/b], without rushing and while exploring optional paths. I then went back for 100% completion and finished at [b]9:28[/b]. The compact biomes are both a strength and weakness. They reward exploration without making you lose your purpose, but are beautiful enough that I would've happily spent more time in them. Difficulty felt gentle for most of the game before spiking near the end. I encountered a physics softlock in [spoiler]Mount Horu[/spoiler], where a boulder intended as cover pinned Ori against the environment and left me unable to escape. Grabbing it prevented the issue afterward, but using environmental cover as intended shouldn't trap the player. Cutscenes become mandatory repeat viewing if you die immediately afterward because they cannot be skipped. The final credits are similarly unskippable. [h2]Final Thoughts[/h2] Despite all of that, I recommend Ori, particularly for people new to platformers or experienced players looking for something easier and more relaxed. I played on Normal as a casual gamer and found the difficulty enjoyable without feeling overtuned. Higher difficulties are available, but Normal gave me enough resistance to keep the platforming satisfying without making progression a constant battle. The platforming is fun, exploration rewarding, environments gorgeous, and soundtrack spectacularly composed. Its strongest emotional moments still hit remarkably hard. There is a reason this game helped make me love platformers. I finished this replay realizing how much more it [i]could[/i] have been. The foundations for a thick, interconnected story are here, but too many connections are left unwritten. For a Definitive Edition, that feels like a missed opportunity. [b]Beautiful, emotionally powerful, mechanically enjoyable, and frustratingly incomplete in its storytelling.[/b] [hr][/hr] [b]Story completion:[/b] 7:40 [b]100% completion:[/b] 9:28 [b]Difficulty:[/b] Normal [b]Played with:[/b] Controller [b]Audio reference:[/b] SteelSeries Arctis Nova Pro Wireless headset
Hermosa obra maestra. Me cambió la vida y casi quiero llorar
This might sound like a harsh review, but that's only because everything you've heard about the game is so blatantly true. The visuals? Jawdropping. The music? Breathtaking. The movement? Smooth as butter. Everyone knows this stuff, so it need not be repeated. This is a review of everything that kept me from marking Ori as an outstanding 10/10. As a game, Ori obviously wants you to save at your leisure; it helps them design fun platforming challenges without worrying too hard if a player has saved or not. This quirk of the game will inexorably inspire a compulsive saving habit within the player, always saving at any minor inconvenience. You get used to that paranoid feeling after a bit, but it’s still not a wanted emotion, and I struggled to grapple with the fact that the game really doesn’t save unless you do it yourself, whereas in most games I play, it still saves your progress if you enter a room. It does make me appreciate traditional save-states more; I never realized how much I valued the “thank God, a bench” reaction in what I play until Ori, a game completely lacking in that. It helps the pacing of the game and gives you a good idea of where you should end your session. Another issue I had with Ori is the upgrade tree system, with how numerous ability points are throughout the map, and how incremental the value of each individual ability is. You never really feel like you’re getting stronger in Ori compared to other Metroidvanias. Each point is just one slog to the next, and the capstones – while being good – don’t feel like capstones, just another tool in an already well-worn arsenal. I also have an issue with the way Ori designs its obstacles. In Metroidvanias, when you come into contact with an obstacle, you wonder what you’ll need to overcome it. With Ori, you’ll run into an obstacle and wonder if you already have the tool you need to overcome it, but the method for unlocking it is hidden a few rooms away. To me, a lock should be opened once you find the key. With Ori, you’ll put the key in the lock, and it’ll unfurl a puzzle or riddle for you to solve. That riddle will cause you to question whether you inserted the right key in the first place. Certain level design decisions are also incredibly annoying; it seems like an absurd decision to make a dungeon that functionally drains everything you’d like about Ori, and just to rub salt in the wound, the physics are wonky, and it makes you feel like the game hates you. If you’ve played the game, you know exactly what I’m talking about. While on an objective level, Ori and The Blind Forest is a phenomenal game that keeps you captivated from beginning to end, it has enough “quirks” to bring down your playing experience and bumps it to only Great. 8/10
初見殺しに即死罠 悪いところがはっきりしてるが任意の位置にセーブ・リトライポイントを作成できるため苦にならず 強いて言えばユーザータグのメトロイドヴァニアが悪い
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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