
Rewind time and manipulate gravity in order to solve parkour puzzles in this exciting new 2D platformer.
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): 0/day in the week to Aug 31 → 0/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.
About

Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
4 8 20 24 83 45 10 9 9 7 1 11 93 80 30 15 17 19 24 4 13 57 57 58 59 50 10
I do not recommend
Redactem, developed by Elliott Jones and published by Conglomerate 5, is a tightly focused 2D puzzle-platformer that builds its entire identity around a small set of mechanics and then pushes them to their limits. It doesn’t attempt to overwhelm players with narrative or sprawling systems; instead, it commits to a minimalist design philosophy where the challenge comes from mastering movement and understanding how to manipulate the game’s core rules. This deliberate restraint gives the game a clear sense of purpose, presenting itself less as a traditional adventure and more as a series of intricate, skill-based trials. The defining feature of Redactem lies in its fusion of time manipulation and gravity control. These mechanics are not merely gimmicks but fundamental tools that reshape how players approach each level. The ability to rewind time allows for experimentation without permanent punishment, encouraging players to test ideas, learn from mistakes, and refine their approach. Meanwhile, gravity shifting introduces spatial complexity, forcing players to reconsider orientation and movement in ways that go beyond standard platforming. Together, these systems create puzzles that are as much about planning and sequencing as they are about execution, giving the game a thoughtful, almost methodical pace beneath its demanding surface. Level design is where Redactem truly proves its strength. Each stage is constructed as a self-contained challenge, carefully arranged to test specific aspects of the player’s understanding. Early levels introduce the mechanics in relatively straightforward ways, but the difficulty escalates quickly, layering hazards and timing requirements that demand precision. Success often hinges on executing a near-perfect sequence of actions after discovering the correct solution, which creates a satisfying loop of trial, realization, and mastery. While this structure can be deeply rewarding, it also means the game offers little margin for error, and repeated failures are an expected part of the experience. The visual presentation reflects the game’s overall philosophy. Its pixel-art style is clean and understated, prioritizing clarity over visual spectacle. Platforms, hazards, and interactive elements are easy to read, which is essential in a game where split-second decisions can determine success or failure. However, the aesthetic lacks distinct personality, and environments tend to feel more like abstract puzzle spaces than living worlds. This reinforces the game’s mechanical focus but may leave players wanting a stronger sense of atmosphere or visual variety. One of the more polarizing aspects of Redactem is its uncompromising difficulty. The game does not attempt to ease players into its challenges beyond the initial stages, and it expects a high level of patience and persistence. For players who enjoy skill-based platformers and derive satisfaction from overcoming tough obstacles, this can be a major strength. Each completed level feels earned, and the process of improving through repeated attempts becomes part of the appeal. On the other hand, those who prefer a more forgiving or narrative-driven experience may find the difficulty discouraging, especially since the game offers limited variety outside of its core mechanics. Content-wise, Redactem is relatively modest. It builds depth through iteration rather than expansion, reusing its central mechanics in increasingly complex ways rather than introducing a wide range of new ideas. This approach keeps the experience cohesive but can also lead to a sense of repetition over time. Replayability largely depends on the player’s willingness to perfect their performance or revisit levels for cleaner execution, rather than on discovering entirely new content or systems. From a technical standpoint, the game performs reliably, with responsive controls that are essential for its precision-heavy gameplay. There are no significant technical distractions, allowing the focus to remain entirely on the challenge at hand. Its lightweight design also makes it accessible to a wide range of systems, reinforcing its identity as a straightforward but demanding indie title. Ultimately, Redactem is a game that succeeds by staying true to its core idea. It offers a challenging and thoughtfully designed experience that rewards patience, experimentation, and precision. While its limited scope and lack of variety may prevent it from appealing to a broader audience, it delivers exactly what it sets out to do with confidence and clarity. For players who appreciate tightly constructed puzzles and demanding platforming, it provides a satisfying test of skill, even if it occasionally borders on unforgiving. Rating: 6/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $54.8K | 78 | 68% | $11.70 | |
| $54.7K | 1.9K | 78% | $2.49 | |
| $54.7K | 216 | 81% | $11.99 | |
| $54.8K | 93 | 47% | $19.99 | |
| $54.7K | 442 | 89% | $4.99 | |
| $54.8K | 145 | 97% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $739 | 11 | 100% | $3.99 | |
| $33 | 2 | 0% | $0.99 | |
| $24 | 1 | 0% | $0.99 | |
| $0 | 0 | — | $0.99 | |
| $17.6M | 62.1K | 92% | $12.49 | |
| $4.6M | 10K | 93% | $14.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, Simplified Chinese*, Traditional Chinese**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Сложный платформер на исполнение и точность, который мог бы проверить Ваши нервы на прочность, если бы не волшебные способности главного героя (перемотка времени назад и смена гравитации). Вся игра выполнена в строгих, серо-белых тонах, но ключевые вещи типа дверей, рычагов и ключ-карт выделяются на общем фоне. 24 уровня разделены на три мира/зоны по 8 в каждой. Первая поражает своей простотой, но оно и понятно, называется Tutorial. Герой сам в окне диалога объясняет всё необходимое для победы, а нам остаётся только прислушаться к нему и приступать к делу. Вторая зона проверит, насколько хорошо Вы усвоили сказанное, ну а третья заставит уже использовать механику игры на максимум. Некоторые уровни вообще будут казаться непроходимыми из-за не очевидных решений или пиксельных прыжков! С другой стороны, Вас никто не гонит вперёд, никакого таймера нет. Спокойно обдумывайте свои действия и не забывайте отматывать время назад при неудачных попытках. Гравитацией тоже побаловаться не дадут, если предмет улетит с экрана, то назад его уже не получиться вернуть, только рестарт. Мне на прохождение понадобилось около 30 минут, возможно сказался опыт и любовь к платформерам, плюс игровой процесс затянул, за время которого не раз вспоминался Braid и Super Meat Boy. Интересный пазл-платформер на не только побегать-попрыгать, но и подумать.
A very entertaining game, graphically basic, but with original difficulty levels. User-friendly gameplay, as you quickly get used to the commands. The game takes about an hour and a half to play, so it's good enough to pass the time :D
[h3] En bref [/h3] Une idée intéressante qui aurait pu trouver son public si le jeu avait été bon. Je dirais pas que j'en ai un mauvais souvenir pour autant, parce que je n'en ai aucun souvenir. Désolé. [h3] Points forts / Points faibles [/h3] - Les bases du platformer ne sont pas maîtrisées - La difficulté n'est pas maîtrisée - L'esthétique globale du jeu est mauvaise (mais y a un effort notable) - Concept intéressant - Pas cher - Léger et peu gourmand en ressources [h3] Contexte [/h3] J'ai rien à dire de spécial pour ce jeu. C'est pas de la merde, c'est juste pas un bon jeu.
You can cheese the achievements. 100% can be achieved by doing only 1 level.
Игру получил когда аппал уровень стима, и выпала персональная скидка на эту игру. Купил, потому что игра показалась "интересной". Первые уровни были легкими, а дальше уже какой-то лютый хардкор. Но прошел её только благодаря коду, который пропускает почти всю игру. Который нашел в одном руководстве на 100% достижений. Хоть и видно что разраб пытался сделать игру "интересней" и в кое то веки с уникальными фишками, но, как по мне, у него не вышло из-за пустого визуала, который сделан лишь для того что-бы было что-то видно. Если у разраба было бы выделено чуть больше стараний то, игра выглядела бы получше и геймплейно интересней. Но тут ничего не поделаешь, имеем то что имеем.
шляпа
有卡 有中文 有成就
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Where this game's players are, estimated from review languages.