
Blast your way through an interdimensional adventure with Ratchet and Clank – now on PC! Help them take on an evil emperor from another reality as you jump between action-packed worlds and beyond at hyper-speed!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 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
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 18.1Kreviews | 91% | — | $19M |
| $69.99 | 45.1Kratings | 95% | — | 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.
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 992 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Grande giocone, un po' facilone il platino
A great continuation of the Ratchet & Clank series, but playable on it's own too. Long may they continue.
Beautiful game, brings back memories from the old games. Love Ratchet & Clank! Very unique and fun game.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 30: that day the store answered for this game elsewhere and gave no price there. The 14 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.
Genres
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*, Czech, Danish*, Dutch*, Finnish*, Greek, Hungarian, Japanese* +13 more
Hours played at review time, across 994 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
이 장르를 대체할 게임 시리즈가 있을까 싶은 추억과 향수의 게임, pc에서 즐길 수 있다는 사실에 감사하며 무기를 강화하는 체감과 스토리의 유기성, 보스 별 기믹까지 잘 짜여진 클래식 재즈를 듣는 기분, 그러나 올드하지 않게
👍
Its incredible fun!!!
easy recommend
Im just happy to go back and play a series that reminds me of the early days of my game playing years
Este ha sido mi primer Ratchet & Clank, por lo que escribo mi reseña habiendo experimentado el juego como una novedad, y sin reparos por la nostalgia. Ya desde el primer nivel te das cuenta de los buenos gráficos del juego, siendo muy detallados y nítidos, pero con un estilo artístico caricaturesco y divertido, amable. Las cinemáticas están muy bien hechas y parece que estás viendo una película de Pixar. También queda claro lo bien que se siente jugar con un mando de PS5, aprovechando la vibración avanzada y los gatillos hápticos. A partir del segundo mundo empecé a verle algunas costuras al juego y me dio un poco de bajón, y es que el juego te engaña haciéndote creer que es un mundo abierto, cuando, si intentas explorar, es bastante fácil salirte del mapa y sufrir glitches o bugs. No solo eso, el diseño de este segundo mundo es bastante mediocre y una introducción un poco rara al juego, habiendo muros invisibles por todos lados. Creo que es razonable avisar de que es mejor seguir la historia principal y dejar para más avanzado el juego la exploración. Aún así, el juego tiene una mezcla muy bien pensada y desarrollada entre combates, exploración, plataformas, carreras, etc., cuando avanzas un poco en la historia principal. El combate es su punto fuerte, teniendo un gran arsenal de armas locas que usar contra una variedad de enemigos que te hacen pensar de forma mínimamente estratégica. No es un juego difícil, para nada, pero no he sentido, tampoco, que fuera un paseo: las hordas de enemigos te obligan a moverte sin parar, además de quedarte sin munición para las armas, teniendo que buscarla por el suelo, junto a salud, entre otros. Hay, también, coleccionables varios repartidos por los escenarios, los cuales van alternando entre más abiertos y/o más lineales, con plataformas y puzles sencillitos pero divertidos que resolver para conseguirlos, y que desbloquean cosméticos, armaduras con ventajas... El juego llega a su punto álgido cuando empieza a explotar el viaje entre dimensiones que le da nombre. De primeras son simples tps de un punto A a uno B pero, sin hacer spoilers, llega un momento que te recuerda al famoso nivel de Titanfall 2 con la misma temática, y la ambientación conseguida te atrapa y la experiencia se vuelve muy gratificante. Cada mundo tiene su temática, pero, para mí, los mejores han sido estos, que tienen hasta referencias a Alien y otras franquicias ambientadas en el terror espacial, y una pequeña narrativa tétrica pero divertida. Por otro lado, la historia es una cosa extremadamente simple e infantil. Los personajes son muy planos y nada tiene nunca consecuencias, más allá de que, al final, obviamente, el malo pierde y los buenos ganan. No sé si ha sido así en títulos anteriores, pero me esperaba una historia más hilarante y punk, como en juegos de la época como Jak & Daxter y compañía. El juego tiene la duración justa para no cansarte con lo que te propone, y la historia se digiere bien a pesar de lo básica que es, pero no recomiendo el juego si lo que buscas es una narrativa profunda (y eso que el juego hace bastante hincapié en ser narrativo). La duración para conseguir el platino me ha sido de poco menos de 15 horas, por lo que, quizá, una rebajita sería interesante. Por último, el juego tiene un rendimiento bastante mejorable, y al menos en mi caso, numerosos artefactos en pantalla cada dos por tres, y algún que otro bug que me hizo reiniciar el juego para poder seguir avanzando. Ante todo, divertido y bien construido, aunque con una historia plana y un rendimiento mejorable.
Ratchet & Clank: Rift Apart — A Pixar-Level Masterpiece of Joy, Technology and Pure Gaming Imagination There are games that try to impress you with violence. There are games that try to overwhelm you with realism. There are games that try to look mature by becoming dark, heavy and emotionally exhausting. And then there is Ratchet & Clank: Rift Apart — a game that proves something many modern titles seem to have forgotten: pure joy, imagination, color, humor and technical brilliance can be just as powerful as tragedy, brutality or realism. For me, Ratchet & Clank: Rift Apart is not just a beautiful platformer. It is not just an action-adventure game. It is not just a showcase for modern hardware. It is one of the most polished, visually spectacular and emotionally charming single-player experiences I have played in recent years. This game is happiness rendered in real time. It feels like a playable animated movie created by people who understand not only technology, but rhythm, personality, spectacle and fun. From the first minutes, the game has that rare premium feeling where everything seems carefully built, refined and polished. The animations, the colors, the environments, the combat, the weapons, the transitions, the characters, the sound, the humor — everything works together with extraordinary confidence. This is not a game that tries to be everything. It knows exactly what it is. And because it knows its identity so clearly, it executes that identity almost perfectly. Visually, Rift Apart is absolutely phenomenal. It is one of those games where the word “graphics” feels too small. This is not merely technical image quality. This is art direction, animation, lighting, particle effects, environmental density and character expression fused into one luxurious visual experience. The game looks like a Pixar-quality animated film that somehow became interactive without losing its cinematic polish. Fur, metal, reflections, explosions, portals, alien cities, dimensional distortions, weapon effects, facial animations and environmental detail all look absurdly good. Every screen is full of color, motion and personality. But the most impressive thing is not just that the game looks expensive. It looks alive. Every planet has identity. Every location feels crafted. Every environment has a different visual language. You are not just moving through generic levels. You are jumping through worlds that feel imaginative, playful and full of small details. The game constantly rewards the eyes. There is always something glowing, exploding, flying, moving, reacting or transforming. And yet, despite all that visual chaos, it remains readable. That is not easy. Many games overload the screen and become messy. Rift Apart manages to be visually rich without becoming visually confusing. The action is spectacular, but I still understand where I am, what I am doing and what is happening around me. That balance between spectacle and clarity is one of the reasons the game feels so professionally built. The dimensional rift technology is not just a gimmick. It is part of the game’s identity. The way the game throws you between worlds, transitions through realities and uses portals as both spectacle and gameplay makes it feel genuinely next-generation. It is one of those rare technical features that actually feels magical in the player’s hands. This is what technological evolution in gaming should feel like. Not just more polygons. Not just higher resolution. Not just bigger maps. But new sensations. Rift Apart gives you that sensation. It makes dimensional travel feel instant, dramatic and playful. It gives the game speed, surprise and visual personality. It makes the world feel unstable in the best possible way, like the universe itself has become a playground. And that is perfect for Ratchet & Clank. Because this series has always been about imagination. At its core, Ratchet & Clank: Rift Apart is a celebration of creative game design. The weapons alone prove that. This franchise has always had some of the most inventive arsenals in gaming, and Rift Apart continues that tradition beautifully. The weapons are not just tools for damage. They are toys, jokes, experiments and tactical options at the same time. That is brilliant design. In many action games, weapons are variations of the same idea: pistol, rifle, shotgun, sniper, rocket launcher. In Ratchet & Clank, weapons have personality. They make you smile before they even become efficient. They turn combat into a playground of absurdity and strategy. This is one of the reasons the gameplay remains so satisfying. You are not just shooting enemies. You are orchestrating chaos. You can control space, create explosions, use bizarre gadgets, experiment with crowd control, upgrade your arsenal and constantly change your approach. The combat is fast, colorful, fluid and addictive. It has enough mechanical depth to remain engaging, but it never becomes exhausting or unnecessarily complicated. It is accessible without being shallow. That is a difficult balance, and the game handles it beautifully. Movement is also excellent. Ratchet and Rivet feel agile, responsive and expressive. Jumping, dashing, grinding, swinging, shooting, dodging and using rifts all flow naturally together. The game understands that a great platform-action experience lives or dies through feel, and here the feel is outstanding. Everything has rhythm. The movement has rhythm. The combat has rhythm. The dialogue has rhythm. The level design has rhythm. Even the visual spectacle has rhythm. That is why the game feels so smooth. It is not just technically polished. It is directed with a sense of tempo. It knows when to accelerate, when to breathe, when to throw enemies at you, when to give you exploration, when to deliver comedy and when to create emotional warmth. The pacing is almost perfect. This is not an empty open world pretending to be deep through endless icons and repetitive objectives. It is a focused, handcrafted adventure. Every section feels intentional. Every planet has a purpose. Every combat arena, puzzle, chase sequence and exploration segment contributes to the overall flow. That kind of design deserves respect. In an era where many games believe bigger automatically means better, Rift Apart understands that quality is not measured only by size. It is measured by density, polish, charm and momentum. This game does not waste my time. It gives me a premium adventure from beginning to end. And honestly, that feels refreshing. The story is also much stronger than someone unfamiliar with the franchise might expect. Some people may look at Ratchet & Clank and think it is just a colorful game for kids. That is a mistake. Yes, the game is playful. Yes, it is funny. Yes, it is accessible. But underneath the color and comedy, there is real heart. The game has themes of identity, insecurity, friendship, courage and self-worth. Ratchet, Clank, Rivet and Kit are not just cartoon figures running through explosions. They carry emotional weight. They have doubts. They have fears. They want to belong. They want to be useful. They want to do the right thing even when they are unsure of themselves. That emotional layer gives the adventure meaning. Rivet is one of the best additions to the series. She is not just “female Ratchet” or a cheap mirror character. She has her own attitude, her own wounds, her own humor and her own energy. She fits naturally into the universe while bringing something fresh. She makes the game feel larger emotionally, not just dimensionally. Kit also brings a beautiful contrast. Her story adds vulnerability and emotional tension. The dynamic between Rivet and Kit gives the game some of its most heartfelt moments, and it proves that Rift Apart is not only interested in action and comedy. It wants to make the player care. And it succeeds. The relationship between Ratchet and Clank still works
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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