
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
???: 죽느냐 사느냐 하는 마당에 무슨 말인가! 자식은 또 낳으면 그만일세!! 전체적인 게임은 무난하다면 무난한지라 게임에 대해서는 간략하게 말하겠음! 굉장히 어두운 세계관과 준수한 그래픽이 맞물려 외관은 좋으나 아주 많은 억까와 불쾌한 요소를 넣어놔서 난이도가 정신나가버릴 정도의 하드 난이도라 턴제 장르 숙련자이신분들한테만 추천하고 싶은 난이도임 얼마나 어렵길래 그래? 라고 한다면 그냥 플레이시 경고문 여러번 "우리 겜 준내게 어려움 ㄹㅇㅋㅋ" "이 겜은 너가 실패하고 계속 죽도록 설계 해놨음 알아서 잘 파먹어보셈 ㅋㅋ" 라고 계속 어려운 난이도를 강조함 근데 이 게임이 나의 궁금증을 가장 유발했던 요소! "딸을 죽여서 딸을 살린다" 너무나도 궁금증을 유발하는 시스템이라 참을 수가 없었음!! ..근데 게임을 키고 시스템을 엿보았지만 거기엔 오직.. 어둠뿐이었어.. '딸을 죽여 딸을 살린다'는 곧 회복 시스템을 의미하며 이 게임에 !!유일한!! 회복 시스템임 딸이 사망시 영구 삭제라 조심해서 잘 성장 시켜 강해져야되는데 턴제 게임에서 진행중 체력을 잃지 않는다 라는건 말이 안된다! 라 할 정도로 쉽지 않은 일인데 잃은 체력은 동레벨 이상의 캐릭터를 제물로 소비하는것이 유일한 체력 회복 수단이라 캐릭터 성장이 굉장히 질질 끌림 성장이 질질 끌리니 재미는 떨어지고 하드한 난이도로 인해 스트레스는 증가하고.. 쓰으읍... 기본적으로 어려운 난이도지만 불합리한 회복 시스템까지 더해져 굉장히 하드한 난이도를 자랑하기때문에 턴제 장르를 즐겨해서 숙련도 및 이해도가 높다!라고 자부한다면 추천! 그 외는! 쓰읍.. 추천하기엔 조금 어렵다!
Othercide is a roguelite turn-based strategy game developed by Lightbulb Crew, where players create and manage "daughters," units that engage in combat to fend off the twisted, otherworldly enemies threatening the world. The game’s standout features include its timeline-based combat mechanics and the ability to customize said daughters. Set in a black/white gothic Victorian-inspired world, the game offers a visually striking experience, with beautiful art, fluid animations, and a compelling soundtrack that complements its dark atmosphere. The story unfolds through memories and items found during gameplay, though the narrative itself can be hard to follow and doesn't fully develop until late in the game. While the game offers limited character customization and growth, it's the challenge and difficulty that dominate the experience. Othercide expects players to fail repeatedly, especially in its roguelite structure, making progression slow and often frustrating. The learning curve is steep, and the game doesn’t sufficiently communicate how challenging it will be, which may deter many players from finishing it. Despite its strong visual and audio design, the game suffers from numerous bugs that can severely impact the experience. From game-breaking control issues to enemies acting unpredictably, these technical problems detract from the otherwise engaging gameplay. While the game is replayable due to its roguelite nature, there are no major post-game activities, leaving players to revisit content with stronger daughters to overcome earlier challenges. Overall, Othercide offers a unique and visually impressive experience, but its overwhelming difficulty, lack of proper guidance, and technical issues make it a mixed bag. While it’s ideal for those who love tough, strategy-heavy roguelites, it’s best bought on sale, with the hope that the developers address the ongoing bugs. I would rate it 7/10, but would caution players about the challenges they’ll face if they decide to invest additional time in this title.
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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 2,400 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
The game is... frusterating. It had potential, art, story, atmosphere and core gameplay idea, but the execution is where it's failed. In particular, information. This is a game with semi perma death, lasting damage, and a rouglike aspect of fail your run and start again on a whole new playthrough with some unlocks from the previous one. Each playthrough however can be several hours long, depending on how many arcs the game has, over ten I'm thinking if you don't start skipping content. So you put a lot into each run in player time, which is why losing a run from RNG you can't do anything about, or the game doing stuff it told you it can't do... is just infuriating as you can lose so much time to stuff outside the ability to handle from skill based play. So it can easily waste a TON of your time, and feel insanely frusterating while doing it. So, there are two main issues, one, no win enemy spawns. Say you are doing a rescue mission, on a long narrow path to escape. Then say suddenly several enemies spawn, they almost all happen to be the tanky shielded guys... their spawn points pop up, they can literally form a wall in front of you, with one other spawning among your group... You can kill them before they pop out, you can't be close to them or they might hurt you when they spawn, the only option is to use some skills that sacrifice health to interupt enemies that attack/move at your characters, and if it keeps spawning waves like that you just might never be able to get past. Had one run where this behavior happened twice in a row, as soon as I killed most of the first one of these BS spawn waves, a second happened with the same rough setup. Also cases such as you kill an enemy, something you have to do in a hunt mission, there is ZERO icons on the timeline other than the one other enemies turn coming up in a bit, after you kill that one enemy, suddenly five new enemies spawns are triggered, many of these within the next 50 time units (the gap between your own turns if playing carefully, can be 100 if you go all in on a turn). Two of these are small agile guys that had their appear right next to one of my characters. So after that one character finished with a kill, with zero info on any other threats other than one enemy left I had another character ready to counter before it was their turn... 4 enemies spawned in this gap before my next characters turn. 2 of these were the tiny little fast guys, the first one spawned, ran up to my tank, and hit them... dealt very little damage given my armor and their low attack... they then triggered a second attack for that turn. Then the second ankle biter ran up behind my tank, got flanking and hit them hard, then pulled of a second attack as well... Then both of them had such a short turn waiting period before my other character finished their 40 something time units waiting to be ready, these two got ANOTHER turn each and once again got two attacks each into my tank. So my tank went from full health, to about 20% health left with zero ability for me to counter or respond or do anything against that... Cases like this where the game gives you no win situations are frequent, and in a game with such long sessions, slow gameplay, that's costing way to much of the players time to lose at that point to pure bad RNG moments. Enemies spawning SHOULD always have at least 50 time units forewarning, and not be able to attack turn one, or 100 time units fore warning if they can attack. They should have limits on where they can spawn, literally having one of my characters in a corner have two enemies spawn points appear next to them so they are boxed in and can't move... yet can't attack/block those non interactable enemy spawn points and I have to just wait till it's their turn is BS feeling. Limiting their spawn locations/proximities to eachother/etc... so they cant make walls or block all of the pathing options around areas would be good. Many tweaks like this to make it so the game at it's core, is more skill based, and less luck based. Next, the other big problem in the game, is bad or lacking information. Simply put you don't know enough to make good decisions, and sometimes the game outright lies to you. Armor is supposed to be a flat reduction in incoming damage it's said, yet many times I've attacked an enemy with X power, they had Y armor, and the result was NOT x-y damage dealt. Theres a little rng, but 329 attack to a 60 armor should not result in 0 damage, 3 times in a row. My own character with no auras around them, no enemy skill placed on them, should not have 90 base damage stat one turn, 186 the next, and 88 the third... why is my characters basic damage stat they use for their attacks randomly jumping around with no visible reason? Enemies also have moves not shown in their info panel. Or just terrible descriptions of ones if those are them. Hunters are the bane of my existence, and have leap, basic attack, crush, and flailing limbs. Basic attack says it does 170 dmg. Crush says it does 360. Flailing limbs is a giant on delay aoe. When they run/jump up to me, they hit me... 3 times in rapid succesion. Some skills I and other enemies have clearly state how many attacks are made, none of this guys include multiple attacks in the description. And for about 250 dmg each time generally... Worth saying I got a skill to give me 180 armor upon being attacked, on a base 88 armor character. So in theory the first hit should deal -88, second -268, and since it's per attack, if that's per hit, then ones from there are even higher armor, or if all 3 hits is one "attack" logic that sometimes applies with some things where it only triggers on the first, but other things buff all 3 so... idk, games inconsistent there. In any case, my character ended this getting hit thrice with... 110 armor... so 88 went to 110... I don't think that skill did what it says it did. Oh, and I still lost over 400 health from that attack, so ya... this game... I have no idea what anything is doing so often, it has so rarely anything to do with the numbers or descriptions or info it gives you. Some cases of enemies using other moves not listed at all, or other moves not blocking "the first action a sister makes" but the "first action every sister makes" near it... Or other things not mentioned in descriptions, nothing like going no damage on a run after 11 enemies, to a new one spawns, you spend a few minutes reading all its skills/stats/etc... thinking how to fight it, then find all three characters die to it since the descriptions don't match up for jack with how it actually can play. Also sometimes random status shows up like "locked" with what looks like a daze icon in some enemies inspect panels... you can cursor over it and get... nothing, no info on what it or other things like it mean. At the very least, it doesn't stop them from moving full distance, using skills, using attacks, and using more skills (a hunter with it ran full distance, used leap to reach me, did the unknown triple hit, then activated the big AOE after a delay move). And as a final not on lacking info, you are locked into each move, with no previews, so say you want to move up to get within range of an enemy to lightning sword dash to them, well you need to make a move, commit, then try to the dash and possibly find out you aren't in range, or it considers that terrain dash blocking, or it just doesn't want to jump to the location you thought it would and so you can't trigger it, but already moved so are now cought out of position and down a turn, not being ale to fully preview an entire move until an attack is made/RNG rolled is rather annoying, on it's own not the worst but combined with all the other issues where I fail do to a lack of clear/accurate info it really isn't helping my impresion.
It's a decent idea with ok execution so I wanted to like this game. But the core premise of killing off your (strong) units to heal others isn't really something I enjoy. And other aspects are lacking too. The only way to heal a unit is to sacrifice a unit of same or higher level - there are no abilities, items, or other effects that restore health. Quite the opposite, counters and reactions cost HP. Units can be resurrected but the tokens required are scarce. To me, this also inflates the playtime and makes the game much longer than it really needs to be. You slowly whittle away your team until you can't progress, restart game to get some meta currency and unlock slight upgrades (unlocked by progressing stages), and try again. As a concept this is ok, in execution it's a chore. Aesthetic is anyone's preference but I got tired of the 3-tone scheme very quick. It's difficult to make out what's going on or which unit is which (since your units all look almost the same) and I quickly lose interest. Sound and music are okay though. Otherwise, this is an ok turn-based tactics game. 4 classes (1 unlocked halfway through game), a handful of skills for each, a couple of stat boosts to equip on abilities, zero other equipment or items. Combat is decent but tooltips do not reflect any bonuses or boosts so you never really know what your true stats are... There are a few battle modes (escort, survival, elimination, assassination) but they quickly start feeling the same.
It really amazed me. Total hours played: 50/60 The game runs great on Steam Deck A strategic roguelike where you have to send your daughters on missions: - If your daughters die in battle, they end up in the graveyard, and bringing them back to life isn't that easy (in fact, you'll cry a lot if a high-level one dies). - Battles are turn-based, but everything depends on a timeline based on buffs/debuffs and action points. - It's a punishing game; you need a bit of patience to progress through the story. - The bosses aren't easy, and the game is structured in such a way that you have to "reset the game" (in fact, you get bonuses with each reset). - Graphics and sound are truly top-notch. In my opinion, it's a really good game for fans of this genre.
If you're checking this game out, it's because of the super-stylized visuals. In that respect, the game nails it. Fantastic visual style, environments and music. It's really unique and does it very well. Gameplay-wise, though, the game gets super tedious. My biggest gripe is there are only 3 classes, each with ~3-6 skills (depending on your level) and the skills honestly don't really differentiate or even synergize. Lots of them break down to "do a lot of damage in 1 hit" vs "do smaller damage in 3 hits" vs "do medium damage with a push effect". The environments are just a big flat square grid interspersed with barricades that don't even serve as cover in the X-Com sense. So you're usually just looking at all the enemy movements and then trying to remember where they are all going when you pick yours. It's dumb and tedious. Much like X-Com, the game can heavily punish you if you make a mistake. But unlike X-Com, it doesn't really give you the tools to do anything about it. I guess it kind of fits the brutal stylings of the game visuals, but it makes for a lame gameplay experience. The perfect encapsulation of the game is this: Your character health does not regenerate after missions. You need to sacrifice another character of equal or greater level in order to heal a wounded one. It's a very unique mechanic that fits great into the vibe of the game. But as far as how it actually plays gameplay-wise? It's awful. You're essentially wasting the time you spent on one character so you can sacrifice them to heal another.
Не знаток тактик, так что не в силах сравнить или критиковать геймплей. Просто не могла не поощрить покупкой столь мрачную красоту. Рада, что все таки разобралась, прошла и оценила игру не только за внешность. Игра нетороплива, затягивает. Поначалу ни черта не понятно, но очень интересно. Бой за боем открываются воспоминания главной героини и складываются в текст книги-приквела из пяти глав. Весь сюр со временем расходится по своим местам. Обнаружила, что игра отлично идет на Steam Deck, просто загрузить ее нужно с рабочего стола, а дальше она запускается и без смены режима. Правый тачпад лучше настроить, как курсор - и можно просматривать навешанные врагами реакции на временной линии. Полагаю, многие претензии к игре относились к её ранней версии или вызваны недопониманием механик. Сама думала, что призовые осколки не начисляются из-за бага, но нет. Просто они допускаются к распределению лишь с нового цикла. Обучение в игре весьма базовое. Половину первого цикла прошла, не понимая, что выбиваемые воспоминания - это не только кусочки лора, а ещё и дополнительные эффекты для атак. В кат-сцене до этого говорилось "мои воспоминания станут вашим оружием". Кто ж знал, что это буквально? Из-за выбора легкого уровня сложности довольно поздно догадалась, что дочерей нужно если не лечить жертвами сестер, то хотя бы апгрейдить. Милосердие на помойку. Скормленные щитницы добавляют Дочерям ХП, мечницы - дамаг, жнецы - инициативу, а стрелки - уклонение и криты. На 14й заход нафармила жетонов воскрешения, одной и той же жирной щитницей прокачала отряду здоровье и пришла к финальному боссу чуть ли не толще его самого. Будь я более искушенной в жанре пошаговых тактик, потратила бы меньше времени на освоение и, возможно, нашла больше недостатков. Но рада, что игра даёт альтернативу таким новичкам, как я. Не мытьем, так катаньем. Не знанием, так гриндом. Чую, будь я Избранной из этого игрового мира, моим покровителем было бы Терпение.
This game just hits different The Gameplay: Immaculate The Soundtrack: Got me moving like a claymation figure The Art Direction: Eh. It's ok. I give it a 10/10 The Performance: It functions (massive compliment) The Lore: Uh...I didn't actually read any of it, but it seems cool The Main "Problem": This game requires an intense amount of patience to finish. The fact that it's completion rate is almost identical to Darkest Dungeon is enough to send a very clear message. You will fail. It will often feel unfair. And no amount of preparation will save you from your own mistakes. But I'm a premier acoustic guitar, so I love that ♥♥♥♥. Overall a great wife collection simulator
An incredibly cool game, I really like the mechanics and the art is absolutely amazing, however there are some issues with the game; [b] Firstly [/b], although the art and music is absolutely amazing, the voice acting and story just aren't great. For example; [spoiler] The "Villain" Child's voice just isn't great, it sounds neither like a child nor a Villain. Furthermore, I presume the story will get more developed towards the end, but the introduction summarised is just; There's the "Mother" and she failed to save the villain? - But he's just wanted to "hurt" everyone? - Also the "Mother" just has this power to duplicate herself infinitely - But she for some reason can't go on, and they don't explain why, and thus passes her powers to you in a separate timeline? [/spoiler] [b] Secondly [/b], there is a widespread issue where players can't play past the tutorial, it seems like it's glitched, and I've experienced it first-hand. (Statistically speaking, according to their achievements; The first two you get - One for completing the Tutorial, and the other for getting to the first menu after the tutorial - Apparently, only roughly 21.5% of players have gotten the achievement for finishing the tutorial which is just an insane amount that has not completed it, even though you don't really have a choice to play the tutorial or not as it is not optional. And what makes even less sense is that roughly 82% of people at the time of posting this have gotten to the first menu after the tutorial/half way through the full introduction - What? - How is that possible? [b] Thirdly [/b], it seems like if you don't agree to them accessing your IP, device details, logs, files and certain other details some features of the game just don't work, i.e. [b] Saving your game [/b], but this may also be due to having extra firewall securities (but this would also be weird - it should work regardless) and I don't know if this is solely the cause of the second issue I listed above, but it is quite possible that it is.
已经全通关全成就了,目前没有感觉到复玩性,就一条笔直的养成线和谜语人式剧情(实在没认真研究剧情)。 ====================== 这个游戏玩的很难受,感受上是为了难而难,为了牺牲而牺牲。养成的负反馈点太多了,而游戏内容就是不断地进行轮回养成,就玩着很不舒服。 1.没有自回血和治疗手段,每个角色一回合只能上场一次,献祭回血只能是用高级的去养低级的,得留高等级的当血包用,而且养成的试错成本很高,技能加点不能重置,附魔的记忆直接覆盖,特性是随机的还有概率出现负面词条,一个盾养了半天属性最后出个骨折直接砍我30%的最大生命值,拿来当输出用的镰刀养出个伤害-20%词条(可能是有特殊条件的,暂时没研究那么深,实在没那个深入研究的想法)。 2.前期的远程怪是延迟攻击,而且比较脆方便打无伤,后期的远程怪血厚且机动性强,一旦没有提前准备反制手段,直接远距离突脸打半血多,就算不死剩下个血皮回来也就是个材料了,没有复活币就白扔了,我就想挣个复活币你是想要我一队人。(后期镰刀很好用,带枪加BUFF直接全图杀了) 3.最后BOSS那玩意基本上把所有的机制都缝进去了,高血量打断反应回血位移高速度自拉条推条加伤大范围高伤AOE,第一次打到那就看着BOSS在那不断放技能然后游戏结束,感觉像是在看剧情杀过场动画。(后面养好了站位站好其实还挺好打的XD) 有些小问题很影响体验: 1.偶尔会碰到怪物出现的时候明明是近战攻击,但是在远距离复生时会直接打一下,虽然伤害不高,但是很恶心人。(因为回血只能靠献祭,而且掉血会影响立绘!!!) 2.简体中文翻译存在问题,比如那个4级精通新生的实际意思应该是新生角色为精通4级。 3.活动中有错别字,目前发现的就是那个任务和人物,我还奇怪说看不到任务详情还不让管理任务岂不是自动扫荡了(吐槽一下虽然不让进去养成界面看,但是可以从派遣那看信息)。 4.流程不是很长,可选的角色职业也有点少。 5.技能记忆附魔查看太麻烦,图标都是一样的,在派遣养成战斗中都没有提示,得去附魔那才能看着效果,要是在技能上直接能看到效果或者哪怕是有个记忆名字体验都能好得多,后期根本记不住谁带了什么。 6.镜头不能旋转。 7.打起来的时候镜头会反复特写,镜头一直放缩,看着很晕。 8.简体中文腐化灵女的文本有乱码。 9.那个记忆第一个就是个大眼睛在那,配合那画风,每次无意中点开都吓一激灵。
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $81.3M | 162.5K | 92% | $24.99 | |
| $48K | 215 | 82% | $6.99 | |
| $75.2K | 254 | 75% | $11.24 | |
| $32.1K | 59 | 81% | $17.99 | |
| $3.2M | 5.8K | 91% | $19.99 | |
| $162.3K | 362 | 81% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4M | 13.8K | 96% | $9.99 | |
| $3.4M | 14K | 95% | $14.99 | |
| $3.4M | 7.9K | 79% | $19.99 | |
| $3.4M | 3.9K | 81% | $24.99 | |
| $3.4M | 3.1K | 72% | $34.99 | |
| $3.4M | 9.5K | 96% | $7.99 |