
As Humanity’s last hope, lead your army to combat in an intricate dance of spectacular actions and counters, using an original Dynamic Timeline System, and face fearsome bosses in epic battles.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 3 → 1.71/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.3Kreviews | 82% | — | $3.4M |
| $5.99−80% | 960ratings | 91% | — | not modelled | |
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 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly can't believe how addicted I became when stumbling upon this gem.
If a roguelite XCOM with an edge of noir sounds interesting you should give this a try. 8.5/10
Sick game, sick BGM, game is hard but that's the whole point of Suffering. Humankind cannot gain anything without first giving something in return. To obtain something of equal value must be lost.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 129.67/day in the week to Jul 17 → 1.29/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 2,402 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, Simplified Chinese, Traditional Chinese, German, Korean, Russian, Italian, Spanish - Spain, Japanese, Polish, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 463ratings |
| 88% |
| — |
| not modelled |
| $29.99 | 121ratings | 76% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $29.99 | — | 90% | — | 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 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Othercide has a great aesthetic and overall mood. It's a roguelike turn based strategy game wherein you progress by dying and sacrificing your characters, so you've got to be comfortable with losing a bunch to move forward. There's a bit of variety in mission types, but not a great variety in classes, so while you churn through plenty of characters, they aren't typically as unique as the game might want them to appear. Gradual unlocking of upgrades and story bits is fun, as long as you're in for the grind.
я ужасная мать.
I have no right to give a full review because I didn't beat the final boss, but I can at least say a few things. The design overall is definitely interesting, and the voice acting is great. I like the gameplay, but for this particular project, it feels a bit rough without proper polish, but it's good enough.
Othercide is a great game. [h1] GAMEPLAY: [/h1] Gameplay-wise, Othercide manages to offer an enjoyable, layered system that challenges the player without overwhelming them with a complex array of mechanics. While early on, players will find themselves enduring the reality of fielding low-level squads, good tactics and positioning will see your Daughter's levelling up and opening up numerous new combinations. From there, players will need to utilise a combination of teamwork and ability combos to overcome the increasing difficulty as the enemies grow in number and strength to match you. Finally, players can equip their Daughters with 'Memories', which, if used wisely, will easily see any player through to the endgame. Othercide will very much force players to consider the risk and reward of their actions, as choosing which missions to undertake and which Daughters to send will significantly affect one's experience. Death in Othercide is a brutal and looming reality that will have you eyeing your Daughter's health bars and measuring them against your Vitae regularly as the confrontation with each lethal Boss approaches. The loss of a high-level Daughter with good traits can completely derail a run, but such risks only enhance that challenge and truthfully make it easier to feel attached to your talented warriors. A point of note is that Othercide can feel slow, or at least it did for me… Then, I looked in the settings and found the 'speed up combat' option, which made my later endgame runs much faster. Replayability is built into Othercide from the very beginning as a mechanic, with good runs rewarding you with further buffs for subsequent ones. As such, there is a good reason to experiment with builds and team setups to find what works best for you. [h1] AESTHETIC: [/h1] Storywise, Othercide scratches an itch for me, as I have a strong fondness for Dark Fantasy, especially those that lean into the realms of Lovecraftian. As you play through the game, the story will be fed to you through a combination of cutscenes, collectible and beastiary logs. The cast of Othercide can mostly be found among its adversaries, which you will face off against in several boss fights that manage to feel as unique as their designs. Othercide's story, short as it is, does not lack impact; the game's dark, gritty narrative managed to keep me intrigued to the end and had me hunting down all the memories to enjoy the story of the Mother fully. But it is the artistry of Othercide that reigns supreme. From the menus to the levels to the character designs, Othercide is a visual feast. Several times, I found myself gazing at the map layouts, simply absorbing the haunting designs and the hidden visual cues that serve to further enhance the story and world. From the sharp, sleek style of the Daughters to the bulging, eldritch, clay-like design of the monsters, it is fair to say that Othercide wears its own brand. Finally, the soundtrack and what a soundtrack it is! Regular battles will see you accompanied by tense, low reverberations with the summoning of new foes, accented by the whine of tortured strings. As the battle picks up, the score will rise and shift, synthetic beats and rapid keys energise the listener as the monsters become numerous and your Daughters are surrounded. However, amidst the bosses, there are a few special treats where the score shifts to symphonic metal music, adding a combative and standoffish feel to these climactic encounters. To put it another way, Othercide’s soundtrack will definitely be making some appearances on my playlists. [h1] FINAL RULING: [/h1] [u] Performance: [/u] [b] 9/10 [/b] Had a few visual glitches here and there, but nothing game-breaking. [u] Gameplay: [/u] [b] 7/10 [/b] I like a challenge, and Othercide’s mid-game certainly provides it, but it suffers from its shortness in the sense that I am left wanting more at the end. Something to really pit my endgame builds against and test their mettle. What is here is excellent, but I can't help but want more in terms of everything, but I am well aware that this is just me being greedy for more glorious Indie game creativity. [u] Story: [/u] [b] 8/10 [/b] Outer Gods, eldritch monsters, the evils of humanity, the breaking of reality and the struggle to right immense wrongs. Othercides' story, much like the game, is short and focused mainly around key characters, but what is there does not shy away from its topics. As you play and gather memories, you come to find that the inexplicable nightmare creatures from the Otherside are not the only monsters to be found. [u] Overall: [/u] [b] 8/10 [/b] I enjoyed Othercide, I 100% the game, and still kept playing because there is something delightful about badass warrior women killing eldritch abominations. Othercide, ropes you in from the fourth wall breaks that pull in you, the player, to epic bosses you can pity as well as those you very much enjoy killing [spoiler] (The Deacon) [/spoiler] . What Lightbulb Crew has made here is excellent, but I want more - not different, just more. If you are interested in a great Indie, turn-based, team tactics game, then Othercide is a must grab. Furthermore, from my own casual perusal, five years on, Othercide is no stranger to going on sale for exceptionally low prices, making it feel like a steal. I am eagerly looking forward to seeing what Lightbulb Crew will be doing in the future.
Style over Substance, but so much Style, I don't really care that the gameplay is repetitive.
SB游戏升级不能回血献祭一个同等级的角色才能回血 你妈的SB游戏把献祭的小怪打了 boss你妈无限刀 是你妈人玩的啊我草泥马
This game is phenomenal when you consider its gameplay, art style, story, voice acting, enemy designs, and music. I truly wish I could recommend it, but it has some of the worst boss battles imaginable. This has nothing to do with difficulty. We all understand the "Darkest Dungeon" influence, but the issue goes beyond mere game mechanics. For instance, what is the point of building resistance against a delay effect if a boss's attack will ignore it for the sake of the narrative? The developers could at least mention this in a tooltip or description, such as, "does not work if the boss changes phase." This design doesn't just catch you off guard; it overwrites the established rules in a way that makes you question your entire understanding of the game. To illustrate: when a boss changes phase, it takes the next action after your character. This is stated clearly. However, once it acts, some of its attacks inflict a turn delay, which essentially pushes your character back in the order. So, what is the point of building resistance to that effect if the attack will ignore it 100% of the time? It's comparable to an enemy that doesn't die when its HP reaches zero. It's so sad and frustrating.
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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