
“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.
About
Genres
Add-ons
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.
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 1097 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
MASSA, MORRI PRA KRL MAS EU GOSTEI, A TRILHA SONORA É BOA E A MOVIMENTAÇÃO É OTIMA. ACREDITO QUE A CONTINUAÇÃO SEJA MELHOR, VOU TESTAR :)
[h1] 10/10 [/h1] ⣿⣿⣿⣿⣿⣿⣿⡿⠿⠛⠛⠻⠿⠟⠉⠉⠉⢻⣿⣿⣿⡿⠟⠋⣡⣼⣿⣿⣿⡄ ⣿⣿⣿⣟⣭⣤⣶⣶⣿⣿⠃⠀⠀⢀⣀⣤⣶⣿⣿⣿⣿⡅⡀⢀⣩⣤⣤ ⣿⣿⣿⣿⣿⣿⣛⡛⠛⠛⠛⢋⣩⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣛⠛⠛⠓⠠ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⣤⣤⣤ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠿⠿⠿⠿⢿⡿⢿⣿⣿⣿ ⠿⠿⠿⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣥⣄⣀⣀⠀⠀⠀⠀⠀⢰⣾⣿⣿ ⠀⠀⠀⠀⠀⠀⠉⣩⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣤⣜⡻ ⣰⣾⣷⣶⣿⣾⣖⣻⣿⣿⡿⣿⣿⣿⣿⠿⠿⠟⠛⠛⠛⠋⠉⠉⢉⡽⠃ ⣿⣿⣿⣿⣿⣿⡉⠉⠉⠛⠛⠛⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⡤⠚⠉⠀ ⠛⠛⣿⣿⣿⣿⣿⣿⣿⠉⠛⢶⣶⣄⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀ ⠠⣾⣿⣿⣿⣿⣿⠿⠟⠃⠀⠀⠀⠈⠲⣴⣦⣤⣤⣤⣶⡾⠁
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.3M | 134.5K | 89% | $9.99 | |
| $29.2M | 26.9K | 66% | $39.99 | |
| $29.2M | 20.9K | 71% | $49.99 | |
| $29.1M | 104.4K | 84% | $17.99 | |
| $29.1M | 27.3K | 84% | $29.99 | |
| $29M | 35K | 92% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 60.2K | 94% | — | |
| $62.9M | 146.3K | 96% | $29.99 | |
| $9.7K | 96 | 73% | $4.99 | |
| $441 | 7 | 86% | $4.99 | |
| $0 | 628 | 89% | Free | |
| — | 0 | — | — |
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
| $19.99 |
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| — |
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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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Played the base game on hard difficulty all the way through. Good platforming with extremely solid mechanics and fluid controls, combat is kinda ass but it isn't a main focus so whatever. There's some jank with a lot of the screen shake that you can't turn off and a few frustrating puzzle sequences especially involving chase scenes. With that being said, this game blew me away from a aesthetic perspective; the art direction is gorgeous, the sound design is fantastic, the character design is great, etc. The difficulty is fair, with the few exceptions being in randomly generated sequences with rocks falling on your head that can just, force you to do the whole sequence over again which just kills the pace of the game... Also, a touch short and an alright story for what it is. 7.5/10. REALLY solid mechanics, art & sound design direction, fluid controls and mechanics make up for the frustrating puzzle sequences, the constant annoying screen shake, and a soundtrack which didn't quite grab me. It is a solid platformer, but I think the praise it gets is a bit much.
El mejor juego que he jugado por mucho. 10/10 en banda sonora, jugabilidad, diseño, historia. Un final bellísimo que te llega a lo mas profundo del alma. Si solo pudiera elegir jugar un solo juego en la vida, elegiría este.
lowkey parempi ku hollow knight, mutta will of the wisps moggaa
One of the best singleplayer games I've ever played. Amazing story, great movement system, lots of things to collect. The combat isnt the best, but its still fun enough. Would very much recommend, can't wait to buy the sequel.
게임성부터 음악, 그래픽까지 GOAT
Dont let the slow start fool you. Once you unlock your very first few abilities it will turn into dynamic action. Story is exceptional and emotional. And the game feels more organic compared to other games of the same genre. Abilities are smart and fun to use. I like how they were not scared to experiment and not explain everything. There is a plenty room for exploration as well.
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
Le jeu et l'histoire sont beaux. Par contre, quel idée de merde de mettre un personnage qui saute au ralenti. Pendant toute ma partie j'ai eu l'impression de laguer. Quand tu rate un saut tu dois attendre toute la fin de la chute au ralenti pour réitérer, ca devient vite infernal.
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.