
Armed with God-given powers, the revived tribune Adrestia is given a second chance to save the universe from her maniacal twin sister. Find secrets, acquire upgrades, and dominate mighty foes through sheer combat prowess as you explore and conquer the horrors of the forsaken vessel Atromitos.
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): 0.29/day in the week to Aug 28 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
A cataclysmic event turned the once beautiful and proud Greco-Roman space vessel Atromitos into breeding grounds for infested horrors from an unknown dimension. In the aftermath, a mysterious force chooses to interfere with destiny and awaken Adrestia from rubble and ashes.
As Adrestia, your mission is to stop your twin sister Harmonia from unraveling the universe, but many questions remain unanswered. In the search for answers you explore the vast space vessel while gaining powers, knowledge and skills that might shape your ultimate destiny.
Experience a Metroidvania where combat is about mastering acrobatic freedom. Explore an environment that embraces diverse gameplay styles to suit every player.
Beautifully crafted distinct districts.
Aether Lanterns serve as Adrestia's core traversal ability. Defy gravity by shapeshifting into
a brilliant sun-like star, and unleash the energy in any direction you see fit.
Story inspired by Greek tragedies and Greek Mythology
Unique Greco-Roman science fiction setting
Visceral combat and acrobatic player freedom
Multiple distinctive districts (biomes) with their own visual identity
Multiple endings: how you play determines how you complete the game
Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 348reviews | 82% | — | $94.6K |
| $14.99 | 312ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This was really good. I especially enjoyed the exploration with how quickly you can move about the map with tons of fast travel points, shortcuts and generally the movement abilities you have. The combat was fun - the parry timing was super forgiving as well. Bosses had really cool designs and their fading in and out of the background was really cool. The aesthetic in general and the atmosphere it delivered was top notch. Gave me some really old school Metroidvania feeling. Especially when you turn into a ball of light. This is certainly one of the better Metroidvanias out there. At just under 10 hours the playtime is quite alright as well. I could'Ve played this for another 10 hours easily though. it was just soo much fun. The subtle soundtrack was effective to deliver this dark setting fully. The story was interesting as well though told through memory fragments with not so much dialogue between your dear sister and you. But that's alright. I liked the narrator and her accent really fit the Greek mythology. Generally speaking, the mix between sci-fi space ship exploration x Greek mythology was supberb. I really hope devs keep making great games like these.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Norwegian, Portuguese - Brazil, Japanese, Korean, Russian, Simplified Chinese*languages with full audio support
| $3.75−75% |
| 8ratings |
| 78% |
| — |
| 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 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Somber Echoes is a beautiful but boring game. It's not the fault of the art team - they knocked it out of the park. Every background is filled with gorgeous Roman art. Vast cities, raging fires, Romanesque hi-tech trains, and esoteric biological experiments line the background. The background is filled with sweeping vista after sweeping vista, and I want to go to those places and explore them. I want to see the Roman city, the verdant forest, the hi-tech laboratory - they look genuinely cool. But I'm not playing in the background, I'm playing in the foreground. And every foreground is the same. The screenshots show you the open areas, but they are only 10% of the game. The other 90% of the game - the part not in the screenshots - is in a series of repetitive mazelike corridors. Each room twists and turns, with multiple dead ends with nothing secret inside and a hidden room that has a small reward. And then you go to the next room in the zone, where you fight the same enemies in the same fashion in much the same hallways. I can't distinguish any of the rooms I visited from each other. It all sort of blurs together in a way that it [i]doesn't[/i] in Hollow Knight or Prince of Persia or even Psuedoregalia. In Hollow Knight, the City of Tears feels like a city; in Somber Echoes, the city is a generic ruin with city stuff in the background, just like the lab is a generic ruin with science stuff in the background and the forest is a generic ruin with woodsy stuff in the background. It's like the background is taunting you with the better game that you'll never get to play. I can't even distinguish any of the room layouts from each other; they all feel the same type of mazelike, with different color palettes for the different colors of ruins you explore. The gameplay mechanics are also tired and routine. The enemies have some differences, but by and large it comes down to: parry the attack, then retaliate. It works for the small dudes, it works for the big dudes, and it works for the kamikaze dudes (no retaliation required!). There are some eyestalks that shoot lasers, which mix it up: you parry with your sword instead of the parry button and then they die. Even the bosses are no different. I'm 3 bosses into the game (of 9 total, including secrets) and the fights are essentially: parry, hit, hit, hit, dodge, repeat. Once again, the art team is splendid - the horrific human spider is legitimately terrifying to behold, while the mad burning general has his cultists rain fire down on the battlefield. Those sound like super badass bosses... but unfortunately it comes down to hitting your parry timings and standing still, with the occasional dodge thrown in. There is a story... but it's your typical "mysterious stuff happened!" for where I am in the game, so no brownie points there. The game even comes with a fully voiced narrator, which is great! ...but then you realize they paid for exactly one narrator. The narrator actually narrates [i]everyone[/i]: the NPCs you meet, the foes you face, even the final boss of the game. It's very weird playing a game with voice acting where the voice says, "Your sister warns you not to approach, lest you meet your untimely demise" instead of actually hearing your sister say it. If it's an artistic choice, it does not land in the slightest. It's not the art team's fault, and it's not the engineering team's fault; the game looks great and runs well. But the game design team absolutely phoned it in on this one, fully abdicating their responsibility to surprise and delight the players. I wanted to like Somber Echoes, but I got bored instead.
This game will definitely scratch the Metroid dread itch. It has the same general feel and graphics, world layout, as Metroid dread. The combat and moment is extremely fluid, satisfying, and fun. The Aether Lantern ability, being granted so early in the game, being so intrinsic to the gameplay, is ridiculously satisfying and more games should absolutely utilize gimmicks like this for basic world traversal. It even grants you a Metroid like morph/spider ball and version of a shinespark in the later game. As much as I truly enjoyed this game,I felt that the mythological slant in a sci-fi setting to be questionable. It largely seemed nonsensical that you’re treading Ancient Greek and Roman concepts, story beats, and the way that people lived, in a futuristic star ship. But hey, the game is amazingly fun, so I just shrugged it off as modus operandi for why a warrior would be granted these specific upgrades and utilize melee weapons. Google says you can finish the game in 3-5 hours, and the average time is 8-10 hours. Sure I guess, but I’ve spent a much longer time in the game, hunting down upgrades, figuring out pathing to objectives, and just general exploring. It can very much be an extremely substantial experience if you’re a completionist as I am. The upgrades are very much worth hunting down and the hoops you go through to find them are generally very fun and satisfying. I do wish that there were more combat and enemy variations but that’s just because I truly enjoyed the combat and movement so much. There’s a much lower amount of bosses than has become standard in modern MV’s. They’re rather imbalanced some are easy to pull off a gutless encounter the first or second try, then you’ll encounter the one later boss that severely needs patching. That bird has serious hit detection issues and bypassses your protected state while in lantern form (when upgraded). Its patterns will go haywire and basically one shot you. After my many frustrating deaths at this boss, multiple times I respawned at the shrine, and still had its little shurikens orbiting me and damaging me. The boss isn’t hard and could be a very fun and memorable boss fight, if they fix it to behave and actually go down consistently ,when you hit its weak spot. The other bosses behaved and were actually enjoyable. One was kinda stupid easy, and I felt that at that point in the game, should’ve provided more of a challenge, or at least another phase to the fight to break up the monotony of combo, jump over, rinse and repeat. The hover boots needs a bit of refining as well. I found myself not being able to count on them to behave consistently, even after upgrading them. TBH,I was so in love with the Aether Lantern ability, that I used it in absolutely every scenario and second of the game lol. It added such vertical complexity to the exploration, that other developers truly needs to take note of a true genius idea being utilized here. I just couldn’t get enough of it, and felt like a true super powered demigod with it. The game is very much worth your time, money, and experiencing. Don’t let the mythological slant fool you,or the heavily melee centric combat throw you off. There’s a lot of Metroid here, and I mean that with the utmost praise and thankfulness for finally having something close to Metroid dread to play on PC. Devs please feel free to make us some substantial DLC or much larger sequel. Even with my complaints and pointing out flaws, I’ll be the first in line to come back for more.
Somber Echoes is fine. You, the player character, are brought back to life at the bottem of some type of scifi greek mythology spaceship and must climb up it again. While there is more to the story, it is told entirely through a narrator in the past tense. Encounters with NPCs or flashbacks are explained/narrated to you rather than actually happening (think, instead of an NPC saying "Thanks" you have the narrator say "The NPC thanked you". This may work for some players but for me it never truly clicked so my incentive was to just play the game regardless of the story. Fortunately the game mechanics are fairly solid with very few if any friction elements. The game has a relatively clean art style so it was always easy to differentiate between gameplay sections and background fluff, some interesting movement mechanics (think Metroid Morph Ball but in mid-air), weapon/attack variety (although I admit I never used the bow or axe), and enough collectables to make exploring feel worthwhile. I appreciate as well that the bosses in the game are not health sponges. Rather the difficulty with them lies in figuring out the mechanics (when to block/parry, where to hit, when to attack, etc) and once you know what to do the none of the bosses should take too long to defeat. Likewise, while there are a few tricky jumping/platforming spots there is no full section of difficult jumps. There is no Path of Pain or Crucible in this game. Somber Echoes is not a long game. According to the save file time I completed the game in 8 hours, which included finding all the collectibles. It reguarly goes on sale and I picked it up when it was 75% off. I suspect I won't remember too many details of the game itself as time goes on, but I will at least remember having a decent time and not regretting the purchase.
This was a surprisingly good metroidvania. Although it starts fairly weak, after an hour or so it gets a lot more interesting. Both mechanically as well as story and environments. Solid platforming, exploration and combat, with a few difficulty spikes but overall not at Hollow Knight difficulty level. It excels at exploration and secrets and the story is actually very good. Definitely recommended if you like HK, Ori et al.
Rigoberto Patapocha se parte la pierna y se le quea toa pocha, recomienda este juego
Very good action platformer metroidvania! It is part of my top 5 metroidvania now. The exploring and map is great. The combat is above average. There's not much enemy variation but didn't bother me much. Progression of skills and different weapons and abilities is great, always getting new combat or traversal abilities to keep things fresh. The boss fights are unique and challenging. The big unique thing is there's an aimed additional blast(instead of double jump or dash) that makes moving and combat really fun. 9/10 highly recommended
great gameplay i didnt pay focus to story at all :D so i cant tell even though it have 1 difficulty i cant say its hard nor easy, hardest boss took me 10-15 tries
Somber Echoes is a hidden gem in the metroidvania genre that offers some very fun and fluid movement paired with exceptional visuals. The story combines greek mythology, a little bit of family drama and some backstabbing on the side. Puzzles and platforming are very enjoyable and don't overcomplicate things. Gametime clocked in a little under 7 hours for 100% completion, so a a bit on the shorter side. The game is relatively easy, not counting the optional 1 hit challenges for bosses (which are also not needed for achievements) With that being said, I would still recommend the game, especially to all metroidvania fans. Everyone else can check out the free demo to get a better picture of Somber Echoes.
面白かったですね。メトロヴァニアとしての要素は全て盛り込まれていました。 主人公の機動力高く、HPも多めで攻撃がヒットする度に回復アイテムが出るため難易度は優しい方だと思います。 マップも適度な広さで、ファストトラベルが最初から使用できるため時間も掛かりませんでした。 グラフィックは美麗で音楽も世界観に合っており、快適な操作性や敵のデザインなども秀逸でした。 何より特筆すべきは、多段ジャンプ&空中移動による独特のアクションですね。 爽快感もあり素早く移動したり、敵の攻撃を避けるアクションは気持ちが良かったです。 多段ジャンプ&空中移動は、ステージ上のギミックや謎解きにも大きく関わっており楽しめました。ややパズル要素が強めですが、アクションの正確性も求められるため中毒性がありました。 間違いなく良作だと思います。続編がリリースされればぜひ購入したいですね。
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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