
Possessor(s) is a fast-paced action side scroller with combat inspired by platform fighters, a story told through dangerous characters, set in a deep interconnected world ready for exploration.
Modeled estimate, not a reported figure. How we estimate →
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): 1.57/day in the week to Jul 30 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Possessor(s) is a fast-paced action side scroller with combat inspired by platform fighters, a story told through dangerous characters, set in a deep interconnected world ready for exploration.
Play as Luca, the host, and Rhem, her less-than-cooperative counterpart, as they explore a quarantined city ripped apart and flooded by an interdimensional catastrophe. Their only hope of survival is by learning to co-exist.
Possessor(s) takes place across the interconnected sprawl of a destroyed mega-city, from collapsed skyscrapers to an abandoned aquarium, all riddled with secrets. Hauntingly beautiful 3D environments form a stunning backdrop over which hand-drawn and animated characters, and mysterious sci-fi horror action take center stage.
Choose multiple paths in an open-ended world structure as you look to uncover the truth behind the catastrophe. Meet a cast of engaging characters, each with their own heart-breaking story to follow in the aftermath of the devastation.
Gameplay is centered around tight, fast-paced platforming with a range of unique movement abilities that extends to its tense, precise, combat. Balance ground and air attacks, replete with combos and juggles as you encounter a variety of deadly enemies and challenging bosses. Find and unlock a wide array of powerful weapons and upgrades to bolster your arsenal and explore previously inaccessible areas.
Genres
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 794reviews | 76% | — | $175.3K |
| $9.99 | 354ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 145 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]Expect Unreal Engine 5 performance[/h2] Is it a nice game? YES! Can you play on a handheld? NO! Basically a Hogwarts Legacy performance for a 2.5D game!
末世废土风格,美术很惊艳,人物的立绘非常精致,是很大的一个亮点,在菜单闲置一段时间,还能听到一段超棒的音乐。 战斗上,游戏打击感不错,操作手感略微有粘滞感,战斗种类除开BOSS战基本都是连战为主,但角色的战斗性能特别强,在第一个BOSS前就能拿到格挡,不仅能反射投掷物,格挡近战攻击时还能眩晕对手,在紧接着一小段时间探索后又能拿到副武器位置的第二个弹反技能,宽松的判定时间以及触发后的aoe伤害又给人物的战斗性能增色不少,使得战斗偏简单没什么挑战性,并且没什么跳跳乐还是有点可惜的,比较适合此类型游戏的新手吧。 接着是槽点,首先是这个区域地图,就是一个大色块,细枝末节根本不会在地图上显示出来,过流程的时候影响不大,但对于做全收集成就很不友好,我玩了那么多类银恶魔城,这一作我在地图上放的标记比以往所有游戏加起来还要多。怪种类偏少,到了后面基本就是换皮换色,大偷懒。至于引导弱,我觉得还好,同类型游戏玩多了真的会有一定方向感来很快判断出自己接下来大致该干什么,这一方面仁者见仁吧。 剧情上,女主的混蛋哥们利用女主活命,挖苦,嘲笑女主的出身,女主却还为他说好话,想为他报仇,男主的同性恋人也是不遑多让,用情感和愧疚绑架男主,男主也依然全心全意为他付出,男女主真的都是猪来的,同时中间各种拌嘴,自私地向对方宣泄情感,这种刻意营造的矛盾套路真的看得嗤之以鼻,但最后两人在一同经历,成长后能够互相解开心结,成为灵魂伴侣,看着还是很暖心的,果然大团圆比较好吃,结尾女主目送男主离开人类世界,两人互相告别的过场CG过于唯美,截图键按不停
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
| $2.49−75% |
| 10ratings |
| 78% |
| — |
| not modelled |
| $9.99 | — | — | — | 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 148 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Frustrating beyond measure. First few hours are fine, good even, but the farther you get in the game the messier level design gets, with enemies that LOVE stunlocking you into unavoidable death riiiiight from offscreen. The amount of times I was at 75% or even full health, made one wrong move, got stunned and thrown into another stun, and another, and another... I was recording those deaths to share the frustration with my friends but after a while it wasn't even worth the disk space. The various fetch quests don't really have appealing rewards, either, so it feels really off there. Spending 3 hours running around the map chasing items for an NPC only to be rewarded with a generic "get 3 of these to upgrade your charges"... No thanks. Story is also very predictable, but fine enough overall. It's really a shame. I wanted to love this game, the atmosphere is really good, the visuals are nice, but the combat is just not it (and that's 80% of what you'll be doing). I still finished it, but I was gritting my teeth the whole way through the last third.
♥♥♥♥♥♥ soulsvania checklist: ✅ no minimap ✅ bad fast travel ✅ bad hit detection, parry, and hitboxes ✅ delayed frames when landing attack ✅ enemies stun lock you ✅ full of runbacks cause we've stopped asking what makes game design good at this point ✅ corpse loot ✅ thin and unsatisfying exploration Put it all in the exact same post apocashit setting you've seen 800 times at this point, add a dash of naive annoying protagonist, and you've got yourself a recipe for success (you do not) I'm so ♥♥♥♥♥♥♥ sick of my beloved metroidvania genre being plagued by souls trend chasing. Stop trying to make every metroidvania into Hollow Knight! Only a remote few succeed at it, and the rest fail at being a metroidvania and a souls game, pleasing neither fan base. As hank hill said, you're not making christianity better, you're just making rock and roll worse. Soulsvanias could go extinct and I wouldn't lose a wink of sleep.
Possessor(s) is one of those games that doesn't really do anything new, unique or groundbreaking at all, but rather takes tons of different elements from lots of other games and blends them all into a pleasant and tightly crafted package. It succeeds in taking all of those different elements and also successfully expresses itself with amazing artwork, a beautiful lo-fi soundtrack and a rich atmosphere that perfectly hammers home the melancholic apocalypse the game takes place in. I don't play metroidvanias very often but I do enjoy them a lot, so take my review from the perspective of a casual enjoyer of the genre, but it's safe to say I really liked Possessor(s) a ton. The gameplay is largely your standard metroidvania affair; you run around the game world, fighting enemies, doing platforming, discovering new abilities, using those abilities to traverse new areas and finding some sneaky secrets on the way, it does all of that really well with some pretty interesting abilities compared to most metroidvanias I've played that have a lot of good use in traversal and combat. The world map in this game is pretty huge and extremely dense, there's a lot of explore and filled with things to find. The combat is a very prevalent part of the game, and definitely one of its best aspects of the game in my opinion, connecting hits feels punchy and satisfying, enemies react in really fun ways and can even launch enemies into each other when you break their poise with a really solid swing, creating a lot of fun strategies in areas with a big group of enemies. It also has plenty of fun enemy types and great bosses that felt tough but fair with solid telegraphed attacks and allowing for numberous ways to deal to overcome every fight in the game. While there are only a few primary weapons to use, they all feel very unique and there's one for each kind of player. There are also a solid variety of sub-weapons that expands your available strategies, comboing from primary attacks into sub attacks for much added depth against enemies and bosses. The game does also have a parry system, which is extremely useful and very powerful, and while it is strict in timing and also encouraged against some enemies and bosses, I can say it never felt required. There is no doubt a lot to like here for people who really enjoy the combat in metroidvanias. The game also has a really compelling story, while others have noted they didn't much care for it, I personally found it to be another highlight of the game. The whole premise established within the first 5 minutes of the game is demons have invaded the city of Sanzu, and the only way they can survive in our world is by possessing objects, whether they're living beings or inanimate objects, and your character, Luca, gets mortally wounded in the whole mess and has to strike a deal with a demon, Rhem, to survive and get the heck out of the mess you both find yourselves in. A very simple but interesting idea with quite a few twists and turns along the way, with Luca and Rhem being stuck with each other in a tense but necessary alliance. I personally love the premise and I really enjoyed how all these elements get expanded on throughout the story. I especially enjoyed how Luca and Rhem's relationship developed throughout the game, so much so I felt incredibly feelsy towards the end with the rather sad but heartwarming end I got. It's a great story, with a lot of heart and soul to it and even tackles some heavy and interesting themes while also having those much needed moments of levity and banter that got a good chuckle out of me. It's far from a perfect game though, I have ran into numerous bugs, most of which are minor graphical flaws from the 3D environments, but I have ran into a couple of soft locks. One is really early on in the game where an enemy knocked me underneath a wooden plank and I couldn't move anywhere at all since I couldn't attack while crouched under there and I didn't unlock the slide ability yet. Another is when I jumped inside a moving elevatory and I somehow managed to slip out of it and got stuck in the shaft with no way out. Luckily these aren't a huge deal, as I could just reload a save point I got a minute or two previously, but it's something to keep in mind. Another grip I had is some of the sub weapons came off feeling quite useless, the baseball in particular was pretty terrible as there were plenty of other sub weapons that were just better in every conceivable way. Another one I have i chroma, the game's primary currency, always felt really scarce (even with the affix that grants more) and made experimenting with items not as viable as I would personally like, since you need to upgrade your weapons for those much needed affix slots, but I'm sure people who don't mind grinding for chroma won't have much issue there. And lastly my final personal gripe has got to be the lack of enemy variety. Don't get me wrong, what enemies are in the game are really fun and pretty interesting to fight, they all have unique ways of dealing with the player and I can't really think of an enemy I flat out disliked. However, with the concept of demons invading the world and being able to possess quite literally anything and everything, you'd hope the game would have a veritable array of opponents to choose from, but sadly no. To further compound the issue, each enemy type has stronger variants you find throughout the game, and while most of them have expanded movesets, it still doesn't get around that feeling that Heart Machine could have done much, much more when it comes to the enemy types. But yeah I think I've said everything that needed to be said, but to summarise; I think Possessor(s), while not doing anything new or groundbreaking, is a great metroidvania with numerous strong aspects that really pulled me in from start to finish. I feel extremely happy and satisfied with the time I spent with it, especially after doing all the side quests and getting all the achievements. One day I would love to return to Sanzu City again, and I think the current asking price at the time of this review is perfect for what you're getting, so I hope I can help encourage others to give Possessor(s) a try!
I've checked some reviews before playing it, but in the end, while this game have flaws, I really enjoyed it. The gameplay is honestly fine, while it may be "clunky", it's totally manageable. Once you learn to play around your powers, you can actually do some "combos" or rather, juggling enemies and it's pretty satisfying. This game can be easy if you use the right tools. Overall the difficulty was alright (played on normal), this is definitely not a punishing game where you can make a lot of mistake and still be alive. It is a metroidvania and like any metroidvania, it doesn't tell you where to go. Thing is, there are areas that you will not access because of missing abilities n stuff, so depending of your "luck" in where you go explore, prepare to do some backtracking, as this game does have a fast travel system but it's not amazing. Not necessarly a drawback depending of what you like about metroidvania, but I'm sure some people would hate that. The story is... fine. I think the dialogues are pretty uninteresting though, a lot of "shut up! what do you know about me?!" type of dialogues... not really anything deep, don't play this game for that in my opinion. Music wise, I think this game is also lacking,not memorable. A lot of time I also had simply no music too, wonder if it's a bug While I understand the complains about the gameplay/clunkiness, I personally think it's not as bad as people make it out to be. It's a matter of learning to play with it rather than forcing something that you know can/will not happen.
it was alright i guess. a lot of the art was pretty but the gameplay wasn't very well put together.
Avaliação: Muito Bom. Metroidvania com arte estilosa e gameplay veloz é uma receita que me agrada demais. Possessor(s) tem uma história bacana, mapas cheios de segredos e muito backtracking divertido com várias habilidades e mecânicas interessantes. O combate ágil com muitas esquivas, parrys e armas diferentes tornam o loop de gameplay muito agradável, com destaque para as lutas de chefes. Dificuldade tranquila no Normal.
Buen juego, si quieres sacarle todos los logros es un dolor de cabeza les advierto...
It's a janky game, a bit bloated, and half the length came from the baffling progression, tedious backtracking, and inconsistent boss attacks. Compared to Nine Sols, this game's a mess, but... it's got soul! I loved the art, the action was sharp and snappy (most of the time), and the plot's depiction of strained relationships was incredibly real and deeply affecting. I likely won't come back to this game, but it was an experience absolutely worth playing through.
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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