
SATORI is a flow-inducing first-person platformer -- wall-run, air-dash, grapple-swing, and rail-grind through infinitely generated open worlds and experience the freedom of meditative free-running.
Modeled estimate, not a reported figure. How we estimate →
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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, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +17 more
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I want to recommend it but there's 2 things that hurt it a lot. There is no variety because there is just 1 biome and the hitboxs are a bit wack. In a game like Dreamwild, for example, you have several biomes, each with different kind of zergs, items to pick up, mechanics and aesthetics so when you go from portal to portal, you actually feel like you are progressing and it make the gameplay diverse and less repetitive. In satori when you progress the game just generate the same biome again. Just to be clear they are totally different games, Dreamwild is a horde shooter game with boomer shooter mechanics. The reason I compare the 2 is because they both are procedurlly generated and have almost the same price. The hitboxs can be pretty annoying which is ironic considering this is a meditative game. I'm talking specifically about the rails and the red walls. I feel like the rail hitbox should be just a little bit more generous, you have to be extremly precise to land on it. 2 pixels to the left or to the right and you fall. It's pretty akward when the rail is on a red wall but because you are 2 pixels beside it the game count it like you are on the wall and not the rail. Same for when you want to wall-run, even if you touch the wall, if you are low on it you will fall. Apart from that I love the concept a lot, this is totally the kind of game if done right I would've liked a lot. The hitbox part is a bit of a nitpick, to me what's boring is alway playing in the same map rearranged. The point of procedural generation is to make the game more varied but it's kinda nullified if there is just 1 biome.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
abandoned game
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $10.6K | 307 | 85% | $1.99 | |
| $558 | 10 | 90% | $2.99 | |
| $28.7K | 404 | 86% | $4.99 | |
| $220 | 1 | 100% | $7.99 | |
| $87 | 5 | 100% | $0.99 | |
| — | 0 | — | — |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $8.4K | 77 | 78% | $4.99 | |
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| $8.4K | 378 | 78% | $1.39 | |
| $8.4K | 111 | 75% | $3.99 | |
| $8.4K | 130 | 94% | $1.99 | |
| $8.4K | 91 | 96% | $4.99 |