
Try the demo! A mix between Portal, Zelda and Metroid. Exploration, puzzles, terrible combat, secret upgrades and new abilities that help you reach new places. Playtime 12-25h.
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): 3.29/day in the week to Aug 22 → 5.14/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.
About








Sums Steam only; Xbox, PlayStation, Epic, 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 | $19.99 | 15.4Kreviews | 95% | — | $5.6M |
| $19.99 | 1.4Kratings | 86% | — | 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 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Интересный подход к упаковке головоломок в игру. Присутствие множества механик/предметов/способов для решения тех или иных головоломок вперемешку с лвл-диназоймом делает игру, действительно, интересной к прохождению. В отличие от множества других головоломок, в ней есть сюжет, который не дает игре "стухнуть" спустя несколько часов игры (даже несмотря на то, что иногда игра "душит" неопределенностью в том, куда нужно идти дальше и поиском сундуков). Для 2016 года так игра вообще выглядит как опередившая время. Если закрывать игру на 100% нужно быть готовым к тому, что начинает работать механики метроидвании и придется возвращаться на многие локации по нескольку раз и покупать DLC. Поиграть точно рекомендую.
good game but man the "he had it coming" achievement is a little bit too much on the nose for a developer intersecting their own political beliefs in a game if you added a joke targeting maybe other politicians sure but man it felt out of place.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Portuguese - Portugal, Portuguese - Brazil, Finnish, Russian, Japanese, Traditional Chinese, Simplified Chinese, Spanish - Spain +4 more
| $19.99 |
| 969ratings |
| 91% |
| — |
| not modelled |
| $19.99 | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolutely brilliant game. The game is described as a "A mix between Portal, Zelda and Metroid", and fulfills that. I would even add 3D Mario to that. The portal aspect is the puzzle design which has some elements such as putting cubes on switches in kind of puzzle box sections, but I think The Talos Principle and Breath of The Wild are also good comparisons because the puzzles take place in open spaces and you're free to solve them in creative ways taking advantage of the physics and other systems in the game. The Zelda vibes come from the general game structure, you go to a couple major areas where you end up getting main powers that are used for puzzles and combat. There are also some village like areas and sometimes NPCs kind of give you goals or hints to move along the story. Metroid comes from the general feel and metroidvania aspect of the game. The gun and the way you move and jump feels very Metroid Prime and there is major back tracking moments that reminded me of Prime a lot. I added 3D Mario because there are tons of treasure chest collectibles in this game and they felt a lot like collecting moons in Super Mario Odyssey. That being said, there is one major thing this game has that I rarely see in other games that makes it so good. This game gives a feeling of absolute freedom. You feel like you can go anywhere you want if you put your mind to it and it feels like no out of bounds or invisible walls exist (there are invisible walls, but they feel generous and it's even funny one time it comes up). If you play this game and see the huge skeleton structure, when you're fully powered up, yes, you can actually get up there. If you try to "break" the game, you usually end up coming across a treasure chest or coins so you know the developer designed the game with that in mind. Despite this freedom the game also never devolves to being so free things become meaningless. The game does a good job of giving you a general path to follow and the abilities you get are cleverly designed to open up these out of bounds like areas only as you get closer to beating the game (especially at the end when your trying to get all collectibles). It's also awesome the game has no loading zones and some shortcuts simply launch you across the skies and its all real and you can even break out of it and land wherever you want, but only at the end so the game is not ruined. Puzzles are a major focus of this game and they are very well designed. The starting home area is very nice because it actually has a lot of puzzle elements you come across throughout the game and it is a place to go back and see how far you've gotten. Some puzzles simply involve knowledge and I learned that one of the puzzles I solved was something I naturally figured out myself because the game does not restrict you from its elements (it involved colors). I solved it that way, but the more standard way the game gets you to figure out that aspect of the game is also brilliant and feels very natural. The game never directly tells you exactly what to do (at most it's hints and they are 99% optional), but if you pay attention you'll realize the game will teach you things and then add more complexity and twists to them later. The game does it in a way where you feel like you figured it out though. There's also this guy that tells whether you have all the elements to complete a puzzle which is a nice way to nudge you to back track to something you might have missed, but also I defied that message once and solved the puzzle my own way and the game didn't punish me for that. There were a couple of instances where I solved the puzzle in a weird way but it also felt just as clever and used elements of the games systems so I felt really smart. Sometimes I got stuck for like 20 mins and then I'd be like "oh, I'm dumb" and I'm glad the game let that happen because it felt good when i understood. I think the final boss is the only time where the game kind of fails at this because the hints are sort of forced upon you. I did appreciate them, but I wish it was just a bit more opt in. Was a bit awkward of a fight but the overall puzzle idea was still really cool. The main puzzle abilities you get are really cool and I felt like the possibilities really opened up every time I got one. Backtracking was fun because of this (new ways to explore old areas). Combat is simplistic, but I did like that it makes you feel powerful in the end. And it was also fun that the abilities you get also contribute to the way you fight in the game. It's enjoyable so I didn't mind it. Music and graphics are not amazing but the world design is beautiful and the music choices were nice. The credits song was really wholesome since it was made by the dev's 2 team band. Sometimes music stopped playing during the game which was weird though. I really had fun and I loved the freedom yet well controlled design of the game this game. To me this is ultimate kind of game design.
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7년 된 게임이지만 독보적인 퍼즐 메트로배니아 장르 재미: ★★★★★ (퍼즐 푸는 맛이 중독성 있음) 볼륨: ★★★★☆ (가격 대비 플레이 타임 ㅅㅌㅊ) 전투: ★★☆☆☆ (전투는 특별한 것 없음. 본체는 변태적인 퍼즐) 소감: 퍼즐 좋아하면 인생겜. / 작성자 본인은 능지 이슈로 유튜브 Red all님 공략 보고 깸.
Very fun and open world exploration, runs smoothly and addicting.
классная и легендарная игра помню когда эту игру снимал бэкст и вот решил попробовать короче игра топчик всем советую
After the first hour or two I hated the puzzles. The exploration was mostly just going behind random rocks and getting a +2 Max HP. Not sure why this is reviewed so positively.
4hr in: A gigantic open-world puzzle experience packed with hidden spots, easter eggs, and secrets everywhere. The puzzles aren’t overly difficult, but the weapon/ability mechanics are genuinely brilliant. I originally found this game through the Savage Planet series, and now I totally understand why people compare the two — the way different abilities interact with exploration gives the same satisfying vibe as the seed grenades and tools in Savage Planet. 10hr in (main quest finished, 60% through game): One thing I really love is how like 40% of the game is driven by discovery chains and hidden interactions. You find one secret, which unlocks another idea, which leads to an entirely different area or challenge. For example, after discovering the green farmer’s powerful drink, you realize you can interact with the balls nearby, and that eventually leads into the parkour section next to it. The game constantly rewards curiosity in a really natural way.
Гра цікава, проте на Стім Деку важко грати, явно не оптимізована для такого.
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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