
Behind you lies a trail of broken helms, shattered shields. You hold the axe of a fallen foe. Worn and dented, it will suit it's purpose. What lies ahead is still a mystery. Your goal is not.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Portuguese - Brazil, Simplified Chinese, Turkish, Spanish - Latin America
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 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 | 494reviews | 71% | — | $171.4K |
| $19.99 | 241ratings | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Сначала ты просто ссышься кипятком от атмосферы в игре, от разнообразия приемов, от лора игры, от гоблинов и пещерных троллей, от тумана и леса. Какие то тени таинственные, колышатся деревья. Чуваки с факелами. Думаешь - ну ничего себе! Но потом игровая логика начинает выходить нах@#й на перекур и появляться только изредка... В процессе выясняется, что как бы и приемы все эти нах#@й не нужны. Перекат-удар, перекат-удар или в большинстве ситуаций тупо мышкой толпу врагов закликать. И готово! Некоторые моменты в прохождении настолько нелогичные и сделанные на коленке, что приходится заходить на ютбчик смотреть как другие проходят игру методом тыка и мата. Постоянные баги, из за которых нужно опять загружать чекпоинт. Система способностей, которые игрок приобретает, собирая в игре доспехи бога Тора тоже своеобразная. Нужны способности изредка, но потом про них вообще забываешь. Ну или вспоминаешь про них, когда надо тупо затыкать мышкой толпу врагов. Только в конце игры (в конце игры ♥♥♥#@ть, Карл!!!!) я допер, что чекпоинты это нифига не чекпоинты, а автоматы для зарядки маны! Да я под конец игры только понял, что вообще какая то манна есть и что она кончается! Есть душные боссы, но они перестают быть душными, если тупо их расстреливать из лука. Если стрел в колчане нет, то су#@ка готовь лубрикант. Секс будет долгим и неприятным. Есть подозрение, что боевка в игре вообще не продуманна, поэтому секс будет, скорее всего, еще и бесконечным. Сюжет в кратце. Это шедевр! Враги сожгли родную хату. Ты бежишь и мстишь всем налево и направо! По соплям получают все - и какие то чуваки, и тролли, и гоблины, и какие то муд#@ки, состоящие из лавы и коньюктивита и один медведь(единственный адекватный перс в игре). Ты собираешь и активируешь какую-то ху#@ню, чтобы порадовать бога Тора. Потом на тебя нападает никому невср#@тый дракон и начинает тебя преследовать. Потом дракон врезается еб#@лом в СИЛОВОЙ ЩИТ и ты попадаешь на ИМПЕРСИКИЙ КРЕЙСЕР со штурмовиками внутри! Оказывается Тор это оху#@евший инопланетянин, который всех подряд клонирует, живет на имперской базе, постоянно выеб#@вается и отбирает супер бойцов ДЛЯ ИМПЕРИИ! Игра гов#@на короче, которая производит хорошие впечатления только первые двадцать минут. Ну и все силы разраба ушли на музыкальное сопровождение, которое очень неплохое и на эпичный логотип игры!
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Song of Iron, developed and published by Resting Relic, is a visually arresting side-scrolling action adventure that wears its atmosphere like armor. It opens with a moment of raw tragedy—a village reduced to ruin, a warrior burdened with loss, and a relic carried in trembling hands toward the gods. What follows is a journey soaked in vengeance, myth, and melancholy, set in a world inspired by Norse mythology and ancient warrior legend. The story unfolds without exposition or dialogue-heavy storytelling, relying instead on the movement of the camera, the rhythm of the gameplay, and the expressive use of light and shadow to draw the player into its somber world. It’s a tale told more through tone and texture than words, a world that feels both timeless and fragile, and that restraint gives it a haunting sense of weight and mystery. The gameplay in Song of Iron blends exploration, combat, and light platforming into a cohesive but challenging rhythm. You play as a lone warrior armed with axe, sword, bow, and shield, cutting a path through enemies that range from human raiders to shadowy beasts and supernatural entities. The mechanics are intentionally simple, emphasizing timing, stamina management, and positioning over complexity. The combat is heavy and deliberate—each swing of an axe feels substantial, every parry or dodge critical. Shields splinter, weapons clatter to the ground, and you are left scrambling to survive. There’s a satisfying sense of vulnerability that runs throughout the experience; the game never lets you forget that you’re just one mortal pushing against impossible odds. At the same time, occasional environmental puzzles and traversal segments punctuate the action, offering moments of quiet exploration between the bouts of desperate combat. Where Song of Iron truly stands out is in its presentation. The game’s world feels alive with elemental detail—embers drift through the air, mist curls across frozen forests, and distant mountains loom under storm-laden skies. The lighting, in particular, is striking; shafts of sunlight pierce through dense canopies, illuminating the battlefield in fleeting warmth before fading back into darkness. The art direction leans on minimalism, but every scene feels purposeful, crafted to evoke the loneliness and majesty of a mythic landscape. The soundtrack enhances this sense of immersion with a mix of atmospheric ambient tones and mournful melodies that echo the hero’s solitude. The sound design reinforces the brutality of each strike and the stillness between encounters, balancing the physicality of combat with the quiet desolation of the journey. However, beneath its beauty lies a foundation that sometimes struggles with refinement. The combat, while evocative, can feel clunky during crowded encounters or when the game’s physics react unpredictably. The stamina-based system, though intended to encourage tactical play, occasionally slows the action to a crawl, leaving players fighting against both their enemies and the controls. Some platforming sections lack precision, and environmental hazards can feel inconsistent in their execution. The brevity of the experience is another notable limitation. The game can be completed in just a few hours, and though it leaves a strong impression, it also leaves behind the sense that it could have done more with its ideas. The narrative, too, suffers slightly from its minimalism. The silence and ambiguity that lend the game its atmosphere can also make its story feel underdeveloped, especially when the ending arrives with little resolution beyond thematic symbolism. Despite its flaws, Song of Iron’s ambition is undeniable. It’s the kind of project that thrives on vision rather than scale, using its limitations to deliver an experience that feels personal rather than manufactured. It channels the spirit of myth not through lore-heavy storytelling but through the emotional language of struggle and perseverance. Each level feels like a pilgrimage, a physical embodiment of grief and determination. The protagonist’s silence becomes part of the story—his exhaustion, his rage, his fleeting glimpses of the divine all expressed through motion and momentum. There’s a cinematic quality to the game’s pacing and direction that reveals the developer’s passion for storytelling through visuals rather than exposition. Even when its mechanics falter, its heart remains visible in every frame. Song of Iron’s greatest achievement is how it conveys scale and grandeur with minimal resources. It feels intimate yet vast, like a single myth carved from stone and told in whispers. The use of lighting and weather effects transforms its world into a canvas of emotion, where fire, fog, and snow become metaphors for struggle and endurance. It’s easy to forget that this is largely the work of a single developer; the craftsmanship and ambition on display rival that of much larger studios. And while its flaws keep it from reaching its full potential, its sense of identity and purpose elevate it beyond the ordinary. The game’s closing moments, as the hero faces both gods and fate, feel earned—a conclusion that resonates with the same quiet power that defines the entire experience. Ultimately, Song of Iron is a work of passion and atmosphere, a small game that dares to tell a big story through silence, imagery, and the slow grind of survival. It’s not a polished or expansive epic, but rather an evocative glimpse into a mythic world where beauty and brutality coexist. Its flaws—short length, uneven combat, and sparse narrative—are outweighed by its sincerity and artistry. For players who appreciate moody, cinematic adventures that prioritize tone and emotion over mechanical complexity, Song of Iron offers a journey worth taking. It’s a dark, intimate odyssey that lingers not because of its scale or depth, but because of how deeply it believes in its own myth. Rating: 7/10
Pegaram GoW 2018, Vikings, Star Wars e uma pitada de O Senhor dos Anéis (quem pegar a referência durante a gameplay vai entender) bateram tudo no liquidificador e saiu esse jogo!
Que jogo meus amigos, game play sensacional, trilha sonora impecável, história muito boa e que te prende ao ponto de você querer saber até onde o final vai... Mas o melhor de tudo foi ter ganho esse jogo da minha princesa, MAIZA, que me apresentou esse jogo nórdico que até agora estou sem palavras, ela sabe como me agradar em todos os detalhes! <33 Os desenvolvedores mandaram bem demais, nota 10.
If you like games like Limbo or Little Nightmare, and some nordic viking stuff, give this a try. really enjoyed it tll the end. Hope for the sequel...
Good fun short game! Good visuals. Good sound and music effects. Clunky combat system, charge attacks are close to useless as enemies will for sure hit you. Rolling sometimes puts you in dangerous spots or far away from enemies to attack instantly, making you waste time and stamina. Would make it a little bit better if you could modify the input for controller A game that does deserve its chance. Good and enjoyable.
Честно, игра хороша визуально, чувствуется вес атак, скандинавское видение мира. В игре есть разнообразное оружие, улучшения для персонажа в виде элементов брони, которые даруют разные способности. Но всегда есть но, и здесь оно уж очень хорошо выражено - управление. Я читал отзывы об игре и решил, что все дело в клавиатуре, на ней управление не очень хорошее. Подключил контроллер и чуда не случилось - управление топорное, пытаешься выполнить перекат, а твой персонаж стоит и впитывает урон. Стоишь в защитной стойке с щитом, ждешь момента, чтобы убить лучника из своего лука, целишься, попадаешь и получаешь стрелу в лоб, ведь все это время держал кнопку блокирования зажатой. Потом попробовал на клавиатуре - все то же самое. В общем, если вы захотите пройти эту игру и вас даже не остановит топорное управление - милости прошу. Но не за цену в 425 рублей.
Jeu d'action-plateforme vue de côté avec une approche un peu souls-like sur le rythme des combats (parades, esquives, animation lourdes, vie qui descend assez vite) mais sans aucun aspect RPG. On incarne un-e guerrier-e nordique en quête de vengeance dans des zones enchaînées linéairement, sur une durée d'environ 3-4h. L'esthétique globale est vraiment le point fort du jeu : les décors et leur mise en scène, les musiques et l'ambiance sonore, le look général du jeu : tout fonctionne très bien. Niveau gameplay, certaines mécaniques sont un peu maladroites et glitchées, ce qui peut amener des situation parfois un involontairement comiques. Cela dit, même si le système de combat est assez basique, il est très satisfaisant d'avancer en taillant dans ses ennemis à base de roulade-coup-roulade-coup en boucle. Le gros point négatif, c'est la traduction française, clairement faite à base d'un outil automatique et qui n'a souvent aucun sens. Elle rajoute un côté nanardesque au jeu, qui le fait basculer définitivement du beau/sérieux vers le drôle. Mon conseil : jouez y en anglais si vous le pouvez. Je modère tout ce que je viens dire en précisant que le jeu vient d'une toute petite équipe (visiblement un solo dev aidé par de la sous traitance pour certains aspects), et en prenant ça en compte : ce jeu est banger. Oui, le jeu est un peu cassé, et oui la trad FR est fauchée, mais le taff est dingue sur la présentation, et les intentions sont là. J'ai vraiment passé 3h très fun, et sans en dire trop, la fin du jeu montre que l'auteur est allé au bout de son idée et s'est fait plaisir !
muy entretenido y bonito
it was fun wish it was longer cant wait for the second one
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $171.4K | 179 | 59% | $24.99 | |
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