
A classic survival horror experience set in a dystopian future where humanity has uncovered a dark secret. Unravel a cosmic mystery, escape terrifying creatures, and scavenge an off-world government facility as Elster, a technician Replika searching for her lost dreams.
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.
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.
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.
About










Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−30% | 34.5Kreviews | 97% | — | $14.2M |
| $19.99 | 6.9Kratings | 92% | — | 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 1371 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
девачки, это полнейший ACHTUNG, отвал всех гештальтов + {零}
an absolutely GORGEOUS game in art direction and sound design, aesthetically and atmospherically memorable. also i can appreciate how seamlessly the gameplay is tied into the lore and reading all the lore notes trying to figure out tf's going on was pretty fun. BUT the core gameplay loop..... the relentless, constant backtracking was SO tedious and annoying which completely ruined my whole impression of the game. story-wise it did literally nothing for me too (although scifi almost never lands for me anyway), puzzles were satisfying enough tho. as much as i was hoping to like it cause i ABSOLUTELY LOVE open-ended and abstract story-telling most of the time and i can totally see why someone would love it, got recommended to me by a friend of mine and it just didn’t live up to the expectations. the story definitely wasn't bad but the way people praise it u’d think it brought about world peace, and it's just.. decent? honestly the gameplay was the main culprit here, but maybe it's just not my cup of tea. (2/5) [spoiler]also to all signalis fans out there: please [u] promise[/u] me yall will NOT [u] strangle me alive[/u] there is NO need for that [/spoiler]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 24: 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.
Reviews, worldwide (the counter carries no country): 16.88/day in the week to Jul 21 → 24/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America, French
| $19.99 |
| 5.2Kratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Signalis is the mind-melting indie darling born from the marriage of Resident Evil's gameplay and the surreal, melancholic psychological horror of Silent Hill, cradled in a retrofuturistic sci-fi setting where CRT monitors and artificial humans with existential crises are commonplace. Among the dozens of mediocre copies of the influences that make up the game—and despite the very apparent limitations of its tiny budget—Signalis, with visuals reminiscent of the Nintendo DS games, at least manages to bring a strong sense of style and a presentation mature enough to stand out naturally among its peers, even without betting on innovation or subverting clichés. I won't say it's an indispensable modern classic and, without a doubt, it's a rather flawed game whose gameplay doesn't go much beyond a serviceable—less than competent—replication of a formula established by old games, but for someone who usually despises the creatively lazy clones the indie scene churns out in industrial quantities, Signalis surprised me enough that I bought it twice. The game is an immersive surrealist nightmare, built upon solid foundations and carried by a gripping atmosphere. It's a strange, brutalist, depressing journey that leaves a strong lasting impression. It is fair to say that the highlight of the experience is the narrative. More than the story itself, its cryptic presentation—filled with disconnected montages referencing things you'll have to look up outside the game, distorted jumps through time that create a powerful sense of disorientation, and esoteric, existential metaphors that will probably fly right over your head—juxtaposed against the cold, bleak realism of its totalitarian setting, effectively evokes a feeling of stepping away from the mundane and plunging into the unknown, toward the abyss of a decaying mind. I know this kind of story is catnip for humans. Especially for those chronically online weebs who obsessively dissect every tiny detail of a deliberately vague work. But I've long since moved past this phase, and nowadays i'm content simply experiencing them, following the guidance of the late David Lynch. Which allows me to say that I have absolutely no idea what the story is actually about, yet I liked it a great deal. It's the pleasure of uncertainty that keeps the story alive and emotionally resonant. It's one hell of a mind trip. Besides, if there's one thing that can save a story, it's telling it like this. If you can't be straightforward, turn it into a puzzle. Nobody will understand it, everyone will call it "genius and complex". By the time they figure it out, you'll already be long gone counting your money. I'm kidding, of course. The remarkable competence with which Signalis handles its surrealism makes it obvious that a great deal of thought went into everything you're seeing. That's what separates it from the rest. Then we have the gameplay... which is the weakest aspect of the package. Even if it's good enough to create enough friction through disempowerment to generate tension and encourage strategic decision-making, it's still a pale, unpolished reproduction of the RE formula, without introducing a single new idea or making any meaningful attempt to refine what came before. Although the game does a proper job of establishing an immersive sense of place, contextualizing each room, hallway and puzzle (mostly good, btw) in a believable way and connecting everything through smooth shortcuts spread across the environments, the whole thing suffers from rather bland characterization and an overwhelming sense of predictability. The level design brings nothing particularly creative to the table, and its layouts are far too flat for my taste, but what stands out to me the most is just how easy it is to predict what you'll find simply by looking at the map. If you compare it to a classic Resident Evil—the mansion, for example—you'll notice that the maps of both games are actually quite similar, full of neatly interconnected rectangles and squares. The crucial difference is that, in RE, seeing a place in person is a completely different experience from seeing it on the map. A square or rectangle there can represent rooms and hallways that are radically different from one another, each with their own nuances and touches of environmental storytelling, made even richer by the placement of important items. If a game can make you remember specific locations—specific things of specific locations—that's simply the mark of excellent level design and art direction. It's also something many RE-inspired games, or titles built around a similar design philosophy, managed to reproduce. In Signalis, however, a square or rectangle almost always ends up being exactly that once you get there, with dull environments devoid of personality and completely forgettable. Remembering any specific location in the game—even if you walked through it just a few minutes ago—is practically impossible, given how repetitive and generic most of its areas are. They go to great lengths trying to establish the setting in a believable way and maintain internal consistency, but end up producing something sterile and drowsy to navigate and backtrack through, a world that hardly ever subverts the mundane until almost the very end of the experience—which, frankly, only culminates in the same old thing anyway. You can't say it doesn't fit the game's understated and irreverent tone, and admittedly a lot is lost because of the decision to use an isometric camera instead of carefully directed cinematic angles designed to maximize the intended effect. Still, I don't think that excuses the uninspired visuals. It makes the game feel far less interesting, boringly predictable, intriguing purely because of the surrealism of its narrative while making the gameplay itself feel like little more than a bureaucratic procedure instead of something genuinely engaging. The fundamentals are solid, but the execution is merely functional. They clearly needed to push much further if this game was ever going to stand alongside the classics that inspired it. The game doesn't seem to have been tested particularly well either. On Survival difficulty, it starves you of ammunition to such an extent that playing tactically and methodically to preserve your resources simply isn't enough. Unless you've already memorized the entire game—knowing the location of every item, puzzle piece, and enemy—it turns into a glorified walking simulator, because you'll barely get to engage with its mechanics in any meaningful way. Nothing is more satisfying than finally finding an ammo box—which is already a rare occurrence—only for it to contain one or two bullets. It wasn't that the game was punishing me for making bad decisions; it was that I almost never got to make any decisions at all besides running. Capitalizing on having conserved my more valuable ammunition never really happened, because handgun ammo was almost as scarce as shotgun shells. By the end, when the game starts relying heavily on narrow corridors packed with enemies that force you into combat, the problem becomes even more apparent. That's without even mentioning the constant backtracking, the inventory that never expands (perhaps because of some symbolism surrounding the number six), the very limited enemy variety, the terrible aiming controls and the many,many mechanical ideas that remain underutilized. But... I'll have to stop here because I've already blown past the word limit. Signalis is a good game. Flawed, uneven in terms of quality, but still a worthwhile and memorable experience.
Love has lead me to places I wouldn't go to even with a gun.
I just want my space lesbians to be happy.
Большую часть игры я не понимал, что тут вообще происходит. После прохождения я не понимал, что тут вообще происходит. После изучения я не понимал, что тут вообще происходит. Большую часть игры я не понимал, что тут вообще происходит. После прохождения я не понимал, что тут вообще происходит. После изучения я не понимал, что тут вообще происходит... И так, цикл за циклом я не понял, что тут вообще происходит. Но понял, что задумка, атмосфера, звуковое сопровождение и геймплей тут пиковые. Сюжет, после того, как я наконец-то понял, мне зашел, очень годно все продумано, отсылки на лавкрафта, философия.. Меня это все так завораживало... Игру я точно рекомендую. P.S.: кохлибри
A visually stunning game with a few flaws, but I'd still recommend. I really like the games overall theme. The pixel art and the anime-inspired characters look great, the android setting is interesting, and the story kept me playing till the end. The soundtrack also awesome. The biggest issue is how repetitive parts of the game become, along with puzzles that sometimes don't feel like puzzles at all. It starts feeling more like a key hunt than solving puzzles. Another annoyance is the amount of backtracking. The limited inventory combined with the huge number of items means you'll be making frequent trips to the storage box. The combat is serviceable, but nothing special. It's also possible to get trapped by enemies, leaving you with no option other than killing or dying. And I really dislike that enemies deal contact damage when they already have dedicated attack animations. Finally, I'm not a fan of the built-in film grain and CRT effects. I would preferred the option to disable them so I could use something like ReShade instead. Unfortunately, because the effects are baked into the menus and UI, I cannot turn them off. Despite all of that, I still had a good time with the game. Its atmosphere, visuals, and setting carried the experience enough that the frustrating parts never completely outweighed what made it enjoyable. I also read that there are multiple endings and I managed to get the "true" ending.
Pretty solid game, but i don't think that 3 hour unskippable lesbian sex scene was necessary
Great game!
too concerned with the janky movement and ammo shortages to appreciate anything the story has to tell
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $5.1K | 20 | 100% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.2M | 16K | 85% | $29.99 | |
| $14.2M | 126.3K | 83% | $7.99 | |
| $14.2M | 25.7K | 93% | $29.99 | |
| $14.2M | 59.7K | 99% | $14.99 | |
| $14.2M | 153.9K | 84% | $6.99 | |
| $14.3M | 21.4K | 84% | $39.99 |