
Follow R.E.A.C.H., an AI trapped in a human body, on a cinematic adventure through an alternate 1980s America. Explore an atmospheric cyberpunk world full of high-stakes action wrapped in a unique 2.5D pixel art style.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 12/day in the week to Sep 12 → 17/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, 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 | $15.99−20% | 9.8Kreviews | 85% | — | $4.3M |
| $19.99 | 3.2Kratings | 82% | — | 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 1466 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game grasped the feeling of a sci-fi world a bit like in the book Neuromancer or Bladerunner. Visuals are perfect, some of the best pixel art I've ever seen. The 2.5D is really great and adds layers to the game, compared to regular 2D platformers. Gameplay: Combat was cool for the first 2 fights then it becomes very repetitive, it's the same enemies, press X to hit, you have a finisher, and a ultimate where you just start blasting. Then you need to dodge or parry depending on the attack, but I never really felt challenged by the enemy I always knew that to do, wait for enemy attack prompt and press button accordingly, since the enemies are the same well you know what to look out for. Lastly the game feels like very slow? Platforming is realistic which is a cool idea, but it's like you run slow, jump low, and when you platform you jump on to to ledge, you grab, pull yourself up, then jump, it's not very seemless and quick. Im guessing they wanted a more realistic game which is fine, it's just personally I don't like it and it feels like the platforming isn't a challenge in itself, its just jump from one thing to the other. Story: This part I think needs work, I didn't feel very attached to the characters. Sometimes I think due to pacing which is go on a mission platform/fight. Then go back home talk to some people find/scan something for them. Then rince and repeat. It's not like you have a strong connection with them, they don't help you on missions or you don't make decisions that can affect them. They don't have their own personal missions. So it ends just being a lot of dialog to read. Now i feel like the conclusion Reach comes too is a bit rushed, like just the typical humans help each other, and I need to save everyone. Which in the world they've created feels a bit cliche and unearned, it's like Reach says he wants to save others but in the process of the story kills over 100 human cops and termites, so it falls flat when we get to the end of his character arc. Game is beautiful but what is gripping is a good story with characters i get attached too. Like Veronica was an awesome start, we learn that her voice has been taken out, to give to a richer person I would've loved to dive in more into that, like a mission where you go and retrieve it and at the same time discover life in the city. It Just feels very one dimensional, disposals are organ donors for the rich and we must help free the disposals. The characters end up feeling very one dimensional. Soundtrack: I see all those songs we pick up through out the game, but I wish sometimes they played more often or a lot louder, and really set the different tones or worlds I explore. Im excited to see this studio develops more they clearly have a talented team, I just think they need to see what makes games fun to play, and how to challenge the player more. They built a great world, it's really just a question of making it come to life and making it fun to play.
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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): 20.29/day in the week to Jul 23 → 33.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
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, Arabic, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +4 more
| $19.99 |
| 116ratings |
| 88% |
| — |
| not modelled |
| Free | — | — | — | 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
playing as an aı waking up in a human body and trying to survive was really cool and the ending was sad but my only issue is that the movement is painfully slow he walks and runs like he's stuck in mud and it seriously tested my patience by the end..still worth playing for the story
Bravo
Lo recomiendo, te enganchas, muy buen juego
Incredible how beautiful a pixel game can look. Great story. Longer than I expected. However not much variety in combat. Also I often died because of not noticing my low health. Great soundtrack.
отличное, очень красивое приключение с крутой музыкой, сюжет просто нормальный, ниче такого в нём нет, а геймплейно это паркур, бои и лёгкие головоломки
beautiful.
自动存档点设置有问题,掉了收集物再回头去补相当难受。 90%都是跳跳乐,但是跳跃手感又做得相当粘手。 打群架时候的动作前后摇让我一度觉得自己在玩魂游。 然而美术和音乐把格调拉得太高了,59块钱都给他们嗷。
[h1] *REPLACED* isn’t good, but it isn’t bad either[/h1]— unfortunately, that leaves it feeling mediocre. “Mundane” shouldn’t describe a game unless you’re talking about something like [u]*The Sims*[/u]. The art style is handled extremely well and perfectly fits the game’s atmosphere. Unfortunately, that’s where most of my praise ends. The gameplay loop is so repetitive that even the upgrades fail to breathe any real uniqueness into combat. If the button prompts didn’t occasionally remind me that certain abilities existed, I probably would have forgotten about them entirely. The game also has a unique story to work with, but it doesn’t really tell that story so much as feed it to you. There’s no mystery, no genuine epiphany, and very little meaningful conflict. The player is rarely given anything to discover or piece together because nearly every plot point is explained outright. Ironically, that makes the story almost forgettable. The side quests don’t add much exploration or insight into the world either. They’re mostly extra steps required to reach a piece of lore, and because nearly all of them are handled through the same location, they don’t make the world feel any larger or more alive. Outside of upgrades, they add very little to the overarching story. The game’s biggest missed opportunity is its protagonist. He is essentially one man made from both opposing sides of this world: the evil corporation and the victims it preys upon. That conflict exists in his character design, but the game rarely does anything meaningful with it. In a world built around corporate greed, human-organ trafficking, and life being sold to the highest bidder, you never truly interact with those horrors—you mostly arrive afterward and witness the consequences. For a linear game driven by atmosphere and setting, this is where meaningful choices could have made everything hit harder. The game didn’t need an open world or even a completely revamped combat system, although better combat certainly wouldn’t have hurt. It needed to force the player to confront this world morally and make choices that shaped the story: deciding who receives life-saving medication, choosing between two urgent objectives when only one can be completed, or determining what you do after learning the truth about yourself. Even subtle choices could have brought the pressure and cruelty of this world out of the background and placed it directly in the player’s hands. Instead, that never happens. The unique setting, striking art style, and serviceable combat simply can’t make up for how little the game allows you to engage with its most interesting ideas.
Игра с потрясающей атмосферой - визуал, музыка, стиль. К сожалению, это всё ради чего стоит играть. Геймплей довольно душный, драться скучно и не особенно интересно. Секции платформинга гораздо сложнее и длиннее чем бы им стоило быть. Рекомендую с осторожностью.
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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