
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
No parent should play this game.
There is good thing about this game, but nothing compared to the bad ones so I'll not expand on it. I'm torned between "the game is cool" and "it's a huge lost of time" so I'd say it's a "Meh". At the end I can't recommand this game [b]due to bugs[/b]. Also the game felt overall tedious with it's bad UI. It's also more about farming than real strategy. Difficulty curve doesn't exist. You have to die, and you'll gain much more time doing so than trying to strategie.
Media

Related
Related
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Очень необычная пошаговая тактика, прямо начиная с графики и оформления. На старте непонятно вообще ничего, но так и должно быть. Ведь у нас магический мир снов, точнее - кошмаров.
This game was a blast to me. Thrilling psychological horror based on metaphors and philosophical concepts. From art to music everything is perfect. The only thing i would complain about is that the game is unnecessarily grindy and drags for too long without introducing new mechanics and abilities. But, if the main idea of your game is that the world without suffering cease to exist, it is only fair to let us suffer a bit more :D
Othercide is a beautiful but haunting tactical game that is also brutally hard. The black-and-white visuals splashed with red are arresting and create a tremendously memorable world that meshes well with the theme and feeling of the game. The gameplay is very hard and punishing. When your Daughters are injured, you cannot heal them unless you sacrifice one of your other Daughters. This creates heavy and purposeful decisions, as this game is not a power fantasy but instead is built on loss, strategy, and resilience. The music is terrific, moody, intense, and emotionally compelling. It adds something to every battle and instead of each fight being a tactical affair, each fight is instead a grim yet elegant dance of survival. Fun, stylish, and tremendously challenging, Othercide is strategy at its most poetic and punishing.
It is roguelike X-COM (without basebuilding), what is there to hate? Highly recommended, specially on sale.
Игра отличная, стильная, сюжет клевый, игровой процесс тоже проработан, анимации отличные. В игре есть крайне неприятные мобы/боссы, НО! НО! они имею смысл, и сюжетный, и геймплейный, и не скатывают игровой процесс в душку. P.S. Цветовая палитра просто бомба, ноющих не слушайте, им в игры про розовых поняш, если вам кажется, что это проблема - выдайте отдельной кнопкой радужные очки. P.P.S. хочу такую же в полноценном 3Д и с экшн боевкой
Dont know how hte ♥♥♥♥ this game isnt more popular or top rated. this generation doesnt know ♥♥♥♥ about good games or music anymore, lets get an othercide 2 going devs
Świetny klimat. Polecam każdemu. 🙂
梦魇模式已全成就,游戏玩起来挺有意思,那种依靠累积跨越上一次的挫折亲自打破障碍的感觉还不错,游戏玩起来不会太拖沓,基本两三周目就能推进一个章节。 推荐设置打开动画加速,并使用键鼠游玩,体验会好一点。 游戏是回合制战术,耐心阅读敌人技能效果,仔细观察下方的时间轴并多用反应技和打断技(通关核心)就能流畅推进流程,轻松过关。 [B]难度选择[/B]:选择梦境难度(人物每天回复50%血量)会简单点,但梦魇难度(正常难度)其实也不难。梦魇难度人物只能通过献祭同等级或更高等级的同伴来回血。而游戏过程中必须用到会消耗血量的反应技和打断技,因此人物掉血是必然的。 梦魇难度的难点在于,主力队伍经过一系列车轮战来到boss面前,这时候主力队伍的血量偏低,而血量太低是没法使用消耗血量的打断技和反应技的,因此想要以较好状态来面对boss,你只能献祭同伴。 [B]游戏机制[/B]:游戏进行是轮回制的,人物死亡和每周目的失败是必然的。每周目的主要目标就是通过完成天赋解锁条件得到场外提升,并培养一支主力队伍用来攻克boss。 攻克boss后下周目可以跳到下一章节并得到更高的初始人物等级。下周目的初始人物等级可能比你目前的主力队伍还要高,因此没必要太爱惜羽翼,充分发挥出人物的剩余价值,在适当的时机断舍离。 [B]实用经验总结[/B]: 1.近战型敌人第一次行动只会移动不会攻击,远程型敌人头像会拿把枪,初见可用头像分辨敌人类型,boss不在此范畴内。 2.前期比较仰赖枪手的打断技能“拦截”(打断敌人近战攻击并照成伤害,是通关的核心技能)来保护队友,因此前期一般使用两枪一盾的阵容。 3.清关标准是尽量不要被敌人打伤,我们会大量使用到消耗血量的打断技和反应技,使用一次扣除当前血量的5%,但被敌人打中几次就会濒死,所以权衡利弊使用打断技是相当的划算。因此人物掉血是不可避免的,让人物经过一系列车轮战能以较好状态迎接boss战才是关键。 3.盾卫有延缓敌人行动的技能,可以用来取消敌人的延迟技(蓄力技能),具体原理是敌人每100行动点数行动一次,比如敌人使用了50点数的蓄力技,那么敌人回合结束后时间轴过50行动点数会放出这个技能。 我们用盾卫延缓敌人50行为点数,把这个蓄力技的释放延缓到下次敌人回合开始后,就能取消这个延迟技(蓄力技)了。 4.boss有高额延迟抗性,因此盾卫对boss使用延缓行动的技能效果甚微。 5.合理透支行动点数,人物初始有100行动点数,只用50点数能正常过渡回合,使用最后51—100行动点数的行为叫透支,会导致人物跳过下一回合。 我们要合理透支点数,一般用来补刀或快速击杀使用延迟技(蓄力技)的敌人。 6.第三个boss女仆打到最后一个阶段会登场并解锁人物第4个职业镰刀手,特点是削减或偷取敌人的护甲,后期敌人护甲经常叠到三四百,这个职业是游戏通关的核心。 7.人物在清关过程中不小心死了可以esc退回菜单再进入游戏重新开始这个关卡。 8.击败boss的奖励是下周目可以跳过这一章节,提高人物初始等级和下周目初始复活币+1,可以让你下周目开始就复活一个主力人物。 9.收集灵母回忆(剧情文章)也会提供场外加强,所以天赋选择一个回忆掉落率提升100%是个不错的选择。
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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