
Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean. From the visionary artist behind ABZÛ, The Pathless, and Journey, Sword of the Sea is an atmospheric surfing adventure with fast movement inspired by classic skateboarding and snowboarding games.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.43/day in the week to Aug 17 → 1.86/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
From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with highspeed Hoversword movement inspired by skateboarding and snowboarding.
Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement.
Explore a world where the land flows in constant waves. From massive tides to the smallest ripples, the shifting sea of dunes is incredibly detailed and beautifully rendered. Surf across sandy deserts, glacial mountains, and many more undulating environments full of secrets in this incredible adventure.
You are the Wraith – resurrected in the desolate Necropolis on a quest to unveil the ancient sea buried beneath the land. Discover the remnants of a lost culture hidden in sinking tombs and skatepark-like ruins as you search for purpose. Transform sandy dunes into glittering, emerald waters and witness magical sealife return in huge, breathtaking shoals. Feel the spiritual magic of surfing as you connect with nature and restore life – but beware, there is also darkness lurking under the waves.
Developed by the renowned indie team Giant Squid, Sword of the Sea features the unique artistic design of creative director Matt Nava and beautiful music composed by Grammy winning Austin Wintory. Long time creative partners, their works together include beloved indie games ABZÛ, The Pathless, and the legendary, award-winning game Journey.

Sums Steam only; PlayStation, 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 | $29.99 | 1.7Kreviews | 90% | — | $999.3K |
| $29.99 | 14.8Kratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 136 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sword of the Sea is an atmospheric adventure that builds almost its entire identity around the pleasure of movement. Developed and published by Giant Squid, it takes ideas associated with surfing, skateboarding, and snowboarding and blends them into an unusual exploration game where the landscape itself behaves like an enormous ocean. Instead of simply walking between objectives, players ride an ancient Hoversword across rolling dunes, frozen mountains, ruins, and eventually glittering bodies of water. This approach makes traversal the central attraction rather than a necessary transition between more conventional gameplay sequences. The Hoversword is particularly successful because it feels like several extreme-sports disciplines combined into one accessible movement system. Players carve across slopes to build momentum, launch from the crests of enormous waves, grind through environments, perform wall rides, and execute flips, spins, and grabs while airborne. The mechanics favor smoothness and accessibility rather than the technical complexity of a dedicated skateboarding simulator. Tricks are relatively easy to perform, allowing attention to remain focused on maintaining speed and finding satisfying routes through each area. There is a wonderful rhythm to descending a massive slope, launching into the air, performing a trick, landing cleanly, and immediately using the terrain to maintain momentum. Environmental design is consequently much more than scenery. Sand dunes resemble enormous waves, while ramps, halfpipes, walls, ruins, and other formations provide natural opportunities for tricks. The world constantly encourages experimentation, and distant structures frequently become invitations to discover whether they can be reached through clever use of speed and elevation. Environments range from expansive deserts to glacial mountains and other surreal landscapes, giving the journey enough visual variety to prevent its unusual premise from becoming monotonous. Smaller secrets scattered throughout these areas also reward players who occasionally abandon the obvious route. The adventure follows the Wraith, a resurrected figure awakening in the desolate Necropolis and searching for an ancient sea hidden beneath the land. The story is deliberately understated, communicating much of its history through ruined structures, sinking tombs, remnants of a vanished culture, and the transformation of the environment itself. Restoring water to previously lifeless regions becomes one of the game's strongest visual and thematic rewards. Barren dunes can become beautiful emerald waters as marine creatures return in enormous groups, creating an effective sense that the player's journey is genuinely restoring life to a forgotten world. This emphasis on environmental storytelling means the experience will appeal more strongly to players comfortable with interpretation and atmosphere than those expecting extensive dialogue or complicated character relationships. Mystery surrounds the Wraith's purpose and the civilization that came before, while hints of darkness beneath the restored waters prevent the journey from becoming completely peaceful. Even so, contemplation remains more important than dramatic exposition. The narrative supports exploration instead of constantly interrupting it, which fits the fluid movement exceptionally well. Presentation is one of the strongest elements. Creative director Matt Nava gives the world a striking combination of monumental architecture, vivid natural scenery, surreal geography, and minimalist visual storytelling. The environments communicate enormous scale without requiring excessive visual clutter. Austin Wintory's music is equally significant, reinforcing both the meditative sections and the more exhilarating moments of high-speed traversal. The relationship between imagery, music, movement, and environmental transformation creates an emotional character that would be difficult to achieve through dialogue alone. There are limitations to this focused design. Players seeking elaborate combat, extensive equipment management, complicated character progression, or simulation-level trick mechanics may find the experience comparatively simple. Some objectives and environmental interactions can also feel secondary beside the strength of the surfing itself. The adventure is at its best when it allows players to move quickly through beautiful spaces, and less remarkable whenever that momentum is interrupted. Its intentionally streamlined structure is therefore simultaneously one of its greatest strengths and its most obvious potential weakness. Steam Deck compatibility is also an important consideration. The game is officially categorized as Unsupported for Steam Deck because its graphics settings cannot currently be configured to run sufficiently well on the handheld. SteamOS compatibility is a somewhat different matter, as the game can run successfully on SteamOS, although external Bluetooth or USB controllers may require manually changing the active controller. Consequently, anyone specifically planning to experience the game on a Steam Deck should not interpret basic SteamOS functionality as equivalent to satisfactory official Deck performance. A conventional gaming PC remains the safer option for experiencing the demanding environments as intended. Ultimately, the experience works because nearly every component serves the same central philosophy. Surfing represents freedom and discovery, environmental restoration provides a tangible sense of progression, and the combination of visual design and music turns otherwise straightforward exploration into something more expressive. Giant Squid has created an adventure that understands movement can be rewarding without constant combat or complicated systems. It may be mechanically restrained for players who demand deeper progression, but its combination of speed, tranquility, environmental transformation, and striking artistic direction gives it a distinctive personality. Rating: 9/10
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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, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
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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 136 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Should really add FSR4 and DLSS latest version except for DLSS5 for obvious reasons and add XESS This would probably make the game playable on bigger range of specs. Still would recommend especially if you like these type of visual style. Also upscaling these days is kind of a must especially when you play on a 3840x1600 ultrawide
全程很放松的一款游戏,但是太短了,3-4小时能通关,建议骨折入
Magnifique experience <3
Short, sweet, and pretty. Grab it on sale if you enjoy these kinds of projects. I enjoyed "The Pathless" a bit more for what its worth.
I cannot express the absolute joy this game made me feel. If I could choose any game to go back and play for the first time again, this would be it. The gameplay was smooth, the music beautiful. The animals were so cool to see and save. Plus the areas were stunningly beautiful, and I'd often spend more time than necessary in one area just exploring and playing on the landscape. The easter eggs were a fun surprise too. I cannot express the emotions this game made me feel, the absolute joy and wonder that came with every new area and every biome unlocked. I cried because this game was so beautiful. It was so much fun freeing the demigods and being apart of bringing their homes back. And the final boss? Oh she was incredible. The battle was challenging, but you knew what was at stake, so you pressed on no matter what. Getting the achievement for her was difficult, but it was well worth it. The lore was so much fun to learn and speculate, there were so many twists and turns in the story. Absolutely amazing. Easy 100/10 for me. I cannot wait for the next game to come out so I can enjoy that too.
Out of the three games that Giant Squid has made, I think this is the best so far. The game is visually and artistically pretty, with the sun reflecting on the sand, surfing with orcas in a resurrected ocean, or looking at ruins under the water. The soundtrack is pretty relaxing, which I vibe with Unpredictable and Joyous. What I'm upset about is that despite the game being visually pretty, it does lead to some FPS problems in some levels. I was a little upset when I had to notch my graphics from Ultra (standard graphics setting for me) to medium. I'd say it's better than Abzu and The Pathless mainly because it's faster-paced than Abzu, which is mainly my preference. Compared to The Pathless, it's more lively and I'm not getting harassed by a region boss for a stealth minigame every 7 minutes while running around a forest, compared to just surfing and vibing to the desert sand and revived ocean.
Extremely beautiful, great soundtrack, kinda sky: children of light in play but far better imo.
bom joguinho. ele eh curto, mas bem feito, jogo bem mais chill. poderia ser mais otimizado talvez, no steam deck nao roda tao bem, entao o ideal eh jogar no pc por conta disso. porem a arte e a gameplay sao excelente.
This game is BEAUTIFUL, sure it's short but I really love the skate mechanics and it's a restore the world game (which I will always craze) If you want a great looking emotional game, this is for you.
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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