
Join RIN, the last child of the Creator, on a journey to restore order in a mystical world. Collect aspects and runes, craft spells, and confront powerful bosses - your transformed siblings. The fate of the world rests in your hands. Can you restore harmony to this enchanted realm?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 24 → 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





Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 82reviews | 61% | — | $32.5K |
| $6.79−66% | 12ratings | 76% | — | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love it! This game has got a very similar vibe to ori, but it's not as technically difficult in many ways. This is great for me, considering I routinely get stuck at boss fights or technically complex areas. The mapping function turns a sector "found" a little loosely & I don't reference the map a lot, so its easy to get a little lost & miss sections a bit. I really like the fact there's not only one way to go about wandering around & the visuals are delightful!! I've been waiting for this game to come out for nearly 8 months now & I'm super pleased & delighted with my purchase. The music background is nice & the save spots are very common and you never have to look too far to get to one. I prefer soft metroidvania games & this certainly brings me every I could possibly desire in a game! The creators did a beautiful job & it truly shows!!
RIN: The Last Child, developed by Space Fox Games and published by Salient Games, is a Metroidvania that clearly aims to stand out by building its identity around magic, mythology, and player-driven customization. You step into the role of Rin, a demigoddess navigating a fractured world shaped by the remnants of creation itself, where her journey is not just about survival but about reclaiming lost power and confronting the legacy of a broken divine order. The premise carries a sense of weight from the beginning, presenting a world that feels both mystical and melancholic, with themes of rebellion, identity, and consequence woven into its foundation. What distinguishes the game most is its approach to abilities through a modular spellcrafting system. Rather than unlocking fixed powers in a traditional progression, players are encouraged to experiment by combining runes and magical aspects to create spells tailored to their playstyle. This system introduces a level of flexibility that is uncommon in the genre, allowing for a wide range of approaches to both combat and traversal. Some builds favor aggressive, high-damage outputs, while others lean toward utility or defensive strategies. The freedom to experiment is one of the game’s most compelling ideas, and it gives players a sense of ownership over how they interact with the world. Exploration follows the familiar structure of interconnected environments, but RIN takes a less guided approach than many of its contemporaries. The world is expansive and often opens up quickly, giving players multiple paths to explore early on. While this can create a sense of freedom and discovery, it can also lead to moments of disorientation where it’s unclear which direction to pursue. The map design emphasizes scale and openness over tight, carefully gated progression, which may appeal to players who enjoy wandering and uncovering secrets but may frustrate those who prefer a more structured flow. Combat is where the game’s ambitious systems meet more mixed results. The variety offered by spellcrafting suggests a depth that isn’t always fully realized in practice. Enemy encounters, while functional, can feel repetitive, and their behavior doesn’t always demand the full range of tools available to the player. Boss fights introduce more spectacle and narrative importance, particularly when facing Rin’s siblings, but mechanically they don’t always push the system to its limits. As a result, there can be a disconnect between the potential complexity of the magic system and the actual demands placed on the player. Visually, the game makes a strong impression. Its hand-drawn, painterly style gives the world a distinct identity, blending vibrant colors with darker, more somber tones that reflect the story’s themes. Each region feels unique, with environments that range from harsh, desolate landscapes to more lush and surreal areas. The visual design helps maintain a sense of immersion, and the fluidity of spell effects adds a layer of dynamism to the experience. The soundtrack complements this well, using subdued, atmospheric compositions to reinforce the game’s emotional and mythological tone. Narratively, RIN: The Last Child reaches for something more introspective than many games in its genre. The story explores the consequences of creation and the burden of inherited power, using Rin’s journey as a lens for larger philosophical questions. While the storytelling is not always delivered in a straightforward manner, it rewards players who pay attention to its details and themes. The inclusion of multiple endings adds a layer of replayability, encouraging players to consider how their choices shape the outcome of the narrative. Despite its strengths, the game is held back by a lack of polish in certain areas. Technical issues, occasional inconsistencies in controls, and an uneven difficulty curve can interrupt the flow of gameplay. These rough edges are particularly noticeable because the game’s core ideas are so strong—there’s a clear sense that with more refinement, the experience could have been significantly more cohesive. As it stands, it can feel like a collection of compelling systems that don’t always fully align. Even with these shortcomings, RIN: The Last Child remains an intriguing and worthwhile experience for players who appreciate experimentation and atmosphere over strict mechanical refinement. It doesn’t follow the safest path, choosing instead to prioritize creative systems and thematic depth, which gives it a distinct personality within the Metroidvania space. In the end, RIN: The Last Child is a game defined by ambition. It offers a rich world, a flexible approach to abilities, and a narrative that aims to resonate beyond its mechanics. While it doesn’t fully realize all of its ideas, it delivers enough originality and atmosphere to make the journey memorable for those willing to embrace its imperfections. Rating: 7/10
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Genres
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, Polish, Portuguese - Brazil, Russian, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
类银河恶魔城这个品类有着太多的优秀作品以致于后来者难免会拿来做比较,总不能拿奥日、空洞这些游戏作为标杆去要求吧,那样的话,真就没几个能玩的了,对于本作而言,虽然有着各种各样的小问题,但我玩起来还算顺畅,普通难度下6小时即可完成通关,还是有一些亮点和特色,至少还是个合格的作品并没有那么不堪。 美术风格尚可,但操作手感有待改善。手绘风格还是挺讨巧的,整体观感还是很舒服的,技能特效也没有很夸张,画面表现还是很优秀的,尤其是各个地貌特征的场景,通过主色调差异来进行区别,在跑图过程中过渡得也比较自然,不会产生视觉疲劳;动作部分整体还是比较流畅的,但在跳跃时会与边缘位置存在挂边的情况,导致滑落下来,另外在平台锁定时并不是锁定最近的对象,造成锁定的平台不是最合适的跳跃位置,就很难受了,尤其是在快速连续跳跃时,对于锁定平台的准确度还有待提升。 战斗部分倒是设计了挺多内容,可惜的是大部分都用不上,游戏中元素法术种类很多,在跑图时解锁,然后收集到符文再对法术进行附魔,附魔之后可以强化法术某方面效果,特别是在解锁了高阶附魔效果之后,法术将产生质的提升,虽然提供了很多种法术,但同时也只能选择三种进行使用,而游戏中并没有太多敌人或者机制需要不断调整法术,初期获得的法术足以通关游戏,这样就有些尴尬了,不少法术都没用过甚至都还没获得,就已经通关了,花功夫做的设计也都白搭了。 地图设计结合能力解锁做了很多设计,一些区域需要解锁了对应能力才能前往,直到最终Boss前都还有新能力解锁,这让整个游戏体验过程始终都有新的内容亟待探索,始终保持了足够的新鲜感,但在目标指引方面还是有改善空间,目标位置常常在一个虚空位置,也不知道该从哪里才能前往,加上传送门虽然设置了很多,但却不知道该去哪个门,不时要打开地图寻找可能的路线,虽说谈不上迷路,但无意义跑图还是让人有些迷惘。 其他的部分,比如剧情,玩家作为六子要依次挑战五子,战胜后选择解放或吞噬,这个选择会影响结局就很头疼,摆明就是希望玩家进行多周目,个人不是太喜欢这样的设定,即使你重新修改了选择也只是再最终Boss战时是不是会出来帮你攻击一下以及片尾的图片文字不同罢了;而Boss战有些过于简单,倒不是说提高伤害就能让战斗变得有挑战性,本身机制就过于单薄,甚至初见就已经能基本掌握其攻击规律,让整个Boss战显得过于无趣了些。 总之,游戏还是有一些自己的特点在,战斗组合方式多,场景机制丰富,对于类银河恶魔城要求不是太高的话,倒是可以尝试一下。 [code]双语评测,认准我们: [url= https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url= https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
Good story, boring combat and frustrating exploration mechanics.
Un metroidvania bastante interesante , diversos biomas , una historia simple pero atrapante y una banda sonora acorde al estilo gráfico , tal vez me hubiera gustado ver un poco más de variedad en los enemigos y diferentes melodias dependiendo de los jefes pero la idea está buena 7/10
After one session I managed to defeat first two bosses. To be honest I was not that thrilled. Both music and background art was very bland while map seemed just like mess of tunnels. I chose hard difficulty but only thing that gave me any issues were inconsistent hitboxes of enemies/projectiles. Spell crafting system seems interesting but so far it seemed unnessesary since most enemies just roll over and die to basic blade swings. I will probably play it again to explore a bit further in case things improve but if you are looking for fun Metroidvania, there are better games out there for you.
Tu a tam zopár poklesov FPS, no inak OK ⭐⭐⭐⭐⭐⭐⭐⭐ 8/10
gg
fande es jetzt nicht so toll einige sachen haben gefällt und die karte fande ich ziemlich ungenau
Полный обзор можно посмотреть по ссылке https://dtf.ru/2460193
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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