
Styx: Master of Shadows is an infiltration game with RPG elements taking place in a dark fantasy universe, where you sneak, steal and assassinate your way through as Styx, a Goblin two-centuries of age.
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.
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): 1.71/day in the week to Jul 25 → 1.43/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 2,402 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
Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic publish 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 | 11.7Kreviews | 83% | — | $5.6M |
| $19.99 | 35Kratings | 80% | — | 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 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you want a review about game mechanics and story, go somewhere else, this review is strictly made from a Certified Goblin Gooner(tm) POV: Things I like: I like Styx's bubble butt (which you look at for most of the game since you need to crawl through most levels), I like how the guards pick Styx up with one hand like he weighs nothing (cute), I like how he goes on tippy toes to lockpick (VERY cute) and how he suffers from constant migraines (relatable). Things I don’t like: Styx talks like a teenage boy, constantly swearing (even at the player) and making vague allusions to sex and genitalia in that particular way teenage boys who have never had a whiff of a real coochie do. I guess canonically it makes sense, since he has Styx Prime's memories, but is one day old, so, technically a virgin. Anyway, Styx's cuteness: 6/10. Solid base, room for improvement.
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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, Russian*languages with full audio support
| $19.99 |
| 4.9Kratings |
| 70% |
| — |
| not modelled |
| $1.99−90% | 324ratings | 80% | #122 | 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 874 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There's not a lot of stealth-focused games out there. Great stealth-focused games? Even fewer. However, Styx: Master of Shadows is definitely one of those great few. If you like stealth games, you really should play this game.
TL:DR : It's not better than real life I really wanted to love this game. And I tried. I tried so hard. But this is hardcore stealth, as in Real Life Stealth. Not Videogame stealth, where you can tag and track the enemy. None of that. You have no idea where they are. But they know where you are. You can kill a guard, and hide away somewhere, and the guard who spots his dead buddy is suddenly saying "I'm coming for you Green Skin". How the feck does he know what I look like?! I was being awesome and super stealthy at that point!!! And it's just too hard. I think I got to the 5th mission, which is close to halfway, but my gosh, it's just too stressful. I play games to be a hero, I play games to win, to feel good, to escape from a life that has enough failure and disappointment. This game isn't an escape in any way. It's actually worse than real life. I'd rather go to the office and work on spreadsheets than constantly be spotted and slaughtered by the guards in this game. Enough said; If it ain't Better Than Life then it ain't worth your time
You are a stealth goblin. Do you duty by knifing up those humans! Bewarned, it's very and with limited replay value if any.
11 ans plus tard je découvre Styx, un très bon jeu d'infiltration.
-Видишь гоблина? -Нет. -И я не вижу. А он в вон том тёмном углу прячется.
This has to be the worst stealth game expirience i have ever had I dont know why this game is reviewed very positivly. For the year it came out it looks great! And thats it. The controls feel unprecise, the levels are just bad and the enemies... wow The Ai is so hyperalert all the time at some point of the story its not fun. Getting hit through obsticales, stunlocked by 2 guys with throwing knife cause they saw u over the map somehow and many more ♥♥♥♥♥♥♥♥. Makes you save all the time or else the 2 steps that finally worked will get deleted again and thats not the point of a stealth game. But sadly trial and error it is. And the inconsistency is soooo inconsistent! Still finished it. Frustrated to the max, still have to play the 2. sadly ♥♥♥♥ this game 2/10
[h1][b]🎮 Reseña de Styx: Master of Shadows[/b][/h1] [h2]Resumen del Juego[/h2] Styx: Master of Shadows es ese juego de [b]Acción[/b] que te mira a los ojos y te dice: “¿Te creías Rambo? Qué tierno”. Aquí la acción no va de apretar gatillo y ganar; va de [b]sigilo en tercera persona[/b], de trepar, colarte, apagar luces, y desaparecer como deuda en campaña política… hasta que te equivocas y te conviertes en estadística. Controlas a Styx, un goblin asesino con más mala leche que paciencia, metido en una [b]fantasía oscura atmosférica[/b] con toques [b]steampunk[/b], donde el parkour y el asesinato silencioso son tu pan de cada día. La primera impresión es clara: el juego quiere que te sientas inteligente… y luego te castiga por creerle. Si vienes por “Acción” esperando explosiones cada 10 segundos, vas a llorar. Si vienes por acción de [b]precisión, rutas, sombras y decisiones[/b], te vas a reír… nerviosamente. [h2]Lo Sigiloso y lo “¿Quién apagó mi dignidad?”[/h2] Lo Bueno: ✅ 🕵️♂️ [b]Sigilo exigente[/b] y centrado en infiltración: aquí no te aplauden por improvisar, te ejecutan por intentarlo. ✅ 🧗♂️ [b]Parkour en tercera persona[/b] que complementa el sigilo: moverte bien es literalmente sobrevivir. ✅ 🌑 [b]Ambientación de fantasía oscura[/b] con buen manejo de tensión y espacios verticales. ✅ 🎵 [b]Gran banda sonora[/b] que suma al mood de “estoy a una esquina de morir”. ✅ 🏆 [b]33 logros + Steam Cloud + cromos[/b]: perfecto para los que coleccionan dopamina digital. Lo No Tan Bueno: ❌ 😤 [b]Difícil</b> (de verdad): no “difícil divertido”, sino “difícil te replanteas tus decisiones”. ❌ 🧠 IA que puede sentirse [b]inconsistente</b] entre “detecta una pestaña” y “no ve un goblin a un metro” (sí, pasa en juegos de sigilo). ❌ 🧩 El enfoque es tan de sigilo que si te gusta la acción directa, esto se siente como [b]castigo con gráficos</b]. ❌ 👥 Entre sus etiquetas aparece “multijugador”, pero en la práctica es un juego de [b]un jugador</b]; la confusión es parte del stealth: también se esconde la claridad. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]7[/td][td]Sigilo y movilidad sólidos; exige jugar “como quiere”.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Retadora, a veces más por IA irregular que por diseño fino.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]Campaña con enfoque claro; suficiente si te gusta repetir rutas.[/td][/tr] [tr][td]Gráficos / Video[/td][td]6[/td][td]Cumple con la atmósfera, sin deslumbrar hoy.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Buena trama para un juego de sigilo: Styx carga el show.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Fantasía oscura/steampunk muy bien lograda y coherente.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Funcionales: sombras, impacto y magia sin fuegos artificiales.[/td][/tr] [tr][td]Música[/td][td]8[/td][td]Acompaña perfecto la tensión y el acecho.[/td][/tr] [tr][td]Voces[/td][td]7[/td][td]El tono cínico de Styx funciona y vende personalidad.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]Varía por rutas y enfoques, pero el “core” es muy específico.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]En general estable para su generación; experiencia consistente.[/td][/tr] [tr][td]Rejugabilidad[/td][td]7[/td][td]Volver tiene sentido si quieres perfeccionar sigilo y logros.[/td][/tr] [tr][td][b]Total Puntuaciones ([b]Bueno[/b])[/b][/td][td][b]6.8[/b][/td][td]Un sigilo exigente que brilla cuando aceptas sus reglas.[/td][/tr] [/table] [h2]Conclusión ([b]Bueno[/b])[/h2] Styx: Master of Shadows es “acción” para gente que entiende que la mejor pelea es la que [b]no ocurre[/b]. Es un juego que premia paciencia, rutas, y control del espacio, con una ambientación potente y una identidad clara: eres un goblin asesino, no el héroe carismático que todos aman. Y eso se agradece… aunque duela. Con [b]120 jugadores[/b] activos, no es precisamente el centro del universo hoy, pero [b]9181 recomendaciones</b] no aparecen por accidente: hay una base sólida, y el juego entrega exactamente lo que promete si te gusta el sigilo duro. Si no, vas a llamarlo “injusto” mientras corres en línea recta hacia un guardia. [h3]Recomendación de Compra ([b]Recomendado con reservas[/b])[/h3] Puntuación Total: 6.8/10 Número de jugadores activos al momento de hacer esta review: 120 Descuento máximo registrado: -90% Veredicto: [i]Un buen juego de sigilo para masoquistas funcionales: si te gusta esconderte, brilla; si te gusta pelear, te humilla.[/i] Si amas el sigilo, la fantasía oscura y el parkour metódico, vale la pena entrarle y dominarlo. Si buscas acción directa y sentirte imparable, mejor ahórrate el drama: Styx no te va a hacer sentir poderoso, te va a hacer sentir [b]responsable[/b].
tak, mamy małe ciała, ale za to szybkie i przebiegłe, idealne by przetrwać w tym ku*iwdołku :D
[h1] 惊喜只在前半程 [/h1] 在开始前,我要说明一下一个优秀的潜行游戏需要哪些设计。第一,敌人有合理的ai,索敌视野合理,防止玩家无法和敌人进行有效交互,并且ai能够在闲置,起疑,敌对索敌方面平滑变换的同时进行细化;第二,玩家要有和敌人的交互,所谓交互就是有足够能够影响敌人的行为,例如扔石头吸引敌人注意力,躲暗处影响敌人视野,赋予玩家角色一个合理的性能;第三,关卡设计,敌人布防清晰合理,数量把控得当,潜入路线丰富。 以上这些设计并非相对现代的作品才接近成熟,早在1998年的神偷黑暗计划就已经做出了完美符合以上所有要求的教科书级设计。 再看看冥河暗影大师,开局错综复杂,大纵深,多路线的关卡设计,角色也有不错的性能,也有一个简单的光影和声音的设计,光看这些绝对是一个优秀的作品,但随着流程的推进至中期,你就会发现它各方面的问题会越来越大,游戏体验急转直下,复用堆怪的关卡,无聊线性且丑陋的中期关卡,毫无交互的敌人设计,彻底摧毁了冥河暗影大师的游玩体验,到了后期只剩无聊透顶。 [h1] 前半段的惊艳 [/h1] 冥河暗影大师前三章的初见堪称惊艳,复杂的关卡,不管是室内还是室外结构纵深巨大,路径丰富甚至站远处一个屏幕都塞不下,甚至最后反跑三个关卡依然能发现更多路径。关卡美术令人陶醉,高耸到不见大地的建筑像刀锋一样优雅地劈裂天空,它不是战锤巢都那样的金字塔形,而是将纵深感表现淋漓尽致但不符合现实建筑风格的长条刀片,为游戏添加了一种高处不胜寒、孤独的梦核感。 游戏剧情也巧妙地利用了叙事诡计,中期的反转设定也很巧妙(尽管后续发展俗套)。 但如果你还想挽留对游戏的好印象的话,请在监狱关卡前立刻停止游玩,因为后面的关卡和各种设计问题将会接踵而至,越来越多,直到彻底废了冥河暗影大师的游戏体验。 [h1] Peter,it's making me watch [/h1] 当你流程到第三章,你还期待他们会更多令人惊艳的关卡时,你猜怎么着,后面到监狱开始就彻底不对了,他们把你扔入了一个由腐烂木头,裹满发臭苔藓,丑陋且千篇一律的地下关卡,并且地图退化成一个个空间相连只有1到2个替代路线的线性关卡,并且后面接近一半的时间都被困在一个线性,视觉风格丑陋,几乎看不出下水道和监狱区别的地方。花了几个小时好不容易到目的地后它竟如此不可理喻地逼你把前面走过的关卡反过来再走一遍,同一个关卡,结构没有任何改动,有的只是蠢人灵机一动一般不过大脑翻倍的敌人数量。 说到敌人设计,问题又出现了。 [h1] 没有狡猾,只有被动 [/h1] 因为中期就开始光明正大地复用游戏内容,为了做所谓的挑战,制作组给出的方法是:提高敌人在一个区域的数量/密度,大幅度压缩玩家的生存空间,刻意让玩家思考一个相对更加固定的解法出来,刻意回避敌人视野,持续保持被动,通过“背敌人的路线”寻找窗口期逃避。然后加入不可接触的敌人,不可靠近的敌人极度压缩玩家与敌人的交互来营造一种虚伪的“硬核”潜行套路。 他们这么做完美地踩入了陷进之中,没想到一群游戏制作人都不知道,自己在做一个鼓励玩家不交互的游戏?开什么玩笑? 潜行的乐趣不仅仅是躲藏带来的刺激感,用各种智谋各种方式灵活玩弄敌人,不然游戏很快就会变成枯燥无趣的背板噱头游戏。 主角“引号”冥河“引号”在剧情最后劝说冥河接受自己,拥抱狡诈的能力这方面完全没有提现出来,玩家无法投掷物体,吸引敌人的克隆能力拐弯抹角,无意义地增大操作量操作量,不能有效吸引敌人到玩家大致想要的位置,就算吸引了也可能瞬间失效,因为连近战敌人都会装备飞刀一击必杀玩家的克隆体,烟雾弹技能消耗太过昂贵并且也不能很有效地吸引敌人到某些位置,克隆技能和敌人的交互泛用性低,操作繁琐。单个敌人没必要,多个敌人没意义。 但设计者似乎就很喜欢不让玩家与敌人交互,甚至在后面关卡加入了无法交互的敌人,在图书馆就出现了只有地形杀和在特定食物中下毒来杀死并且能抓取玩家一击必杀的重甲骑士。只能慢速蹲伏状态才能不惊动的虫子,杀死只会吸引更多虫子出来,只会造成阻碍,甚无法摆脱和锁定战,对应解法单一且无聊。后面的精灵更是令人匪夷所思,靠近就会起疑然后锁定玩家,你甚至都没法靠近他,并且也能一击必杀玩家。 然后游戏流程从监狱开始就变成了,由于敌人增多,玩家没有效交互,导致游戏解法减少体验变得异常枯燥乏味,甚至是背板。结果只是成为了噱头上硬核实际上处处充满漏洞的igi设计。再加上地图灾难级的复用让原本就不愉快的体验雪上加霜,玩到最后只想结束。 啊对了,到最后进世界树之心前保存一个新存档,在最终决战时独挡会出现崩溃的bug,如果你是单存档战神或者只会f5f9的话,你有福了。 [h1] 总结 [/h1] 冥河暗影大师并不是一个值得推荐的游戏,尽管前期关卡设计令人心动,但后续大段内容体验急转直下,严重复用关卡的同时还不鼓励玩家交互的设计令人啼笑皆非。
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.
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