
You are the final boss, the Dark Queen of Mortholme, unrivaled in power. A hero invades and is easily crushed. Yet, they keep returning. A short-form indie game about an unusual bond, perspectives, and the beauty of change.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 3.71/day in the week to Aug 26 → 7.43/day in the week after.
Reviews, worldwide (the counter carries no country): 6.57/day in the week to Jul 25 → 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 2,402 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
Experience a macabre, short-form, second-person indie, you play as The Dark Queen of Mortholme, the final barrier between the Hero and the end credits.
In this fixed-screen pixel art game, use the Queen's attacks against this hero, slay them, and quell this nuisance once and for all.
But, wait. How is this possible? The Hero keeps coming back.
Depending on your dialogue choices, the story will play out differently. Will you see the Hero's point of view, or continue ruling as the Queen Everlasting?
Unleash Queenly Chaos: Wield the ever-evolving arsenal of the Dark Queen’s most devastating attacks.
A Relentless Foe: Face a persistent Hero in a final showdown to end all final showdowns.
Handcrafted Pixel Art: Painstakingly designed for impeccable game feel.
A Haunting Score: Fall into the tones of the Dark Queen’s domain.
Conquer and Collect: Unlock Steam Achievements as you slay this annoying hero!
A Challenge Worth Finishing: Designed to be beaten in a single, emotional sitting.

Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 4.3Kreviews | 83% | — | $342.9K |
| $2.99−50% | 24ratings | 76% | — | 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 359 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Short but an amazing game, If you are looking some unique experience you should definitely give it a chance
74 minutos y ya está: los 3 finales, los 8 logros, el juego completo. La propuesta es de lo mejor que se ha visto en el género en mucho tiempo — invertir el soulslike y ponerse del lado del jefe final que resiste el mismo ataque una y otra vez, en vez del héroe que ataca — pero la ejecución actual todavía no le hace justicia a esa idea. En términos de combate, el problema no es la falta de mecánica sino que esa mecánica no está del todo pulida. El rival reacciona al patrón de ataque, sí, pero ese patrón se aprende rápido y se vuelve explotable: para el final en el que el héroe se rinde, alcanza con alternar solo dos de los seis ataques disponibles — el héroe suele acercarse cuando se usa el tercer ataque, así que basta con spamear ese botón hasta que quede dentro del alcance del primero, y repetir esa combinación hasta matarlo. No hace falta variar de verdad ni reaccionar a nada nuevo, solo encontrar ese patrón una vez y repetirlo. Ahí se nota que la IA no está lo suficientemente pulida como para que la habilidad realmente decida el desenlace — termina pesando más la repetición de un truco encontrado que la destreza en el momento. El argumento de que las limitaciones del combate son intencionales — para que todo el peso recaiga en la narrativa — tendría sentido si esa narrativa estuviera igual de desarrollada, pero no es el caso. Hay una ambición temática real ahí: el juego toca la persistencia, la mortalidad, qué significa insistir en algo que ya se perdió. El arte pixel y la música acompañan bien ese tono. Pero la escritura no llega a profundizar en esos temas todo lo que promete: los diálogos no pasan de correctos, y ninguno de los 3 finales sorprende. El resultado es un juego sin balance real entre sus dos mitades — ni el combate ni la historia terminan de estar completos — y encima el combate se vuelve pesado si se intenta rejugar para ver los otros finales. Dicho todo esto, en lo personal gustó. Con sus carencias y todo, la experiencia se sintió bien — el concepto tiene tanto peso que sostiene el rato que dura, incluso sabiendo que no explota todo lo que promete. En lo personal, siento que valdría más la pena el precio si se agregara contenido donde la habilidad realmente importe. Algunas ideas concretas: pulir la IA del héroe para que no tenga combos explotables como el que mencioné, de forma que aprenderse un patrón fijo deje de ser la estrategia ganadora; sumar algún desafío de habilidad real —esquivar sin recibir daño, sobrevivir bajo un límite de tiempo, algo por el estilo— que dé como recompensa algo narrativo, como una escena o un fragmento de diálogo extra, no necesariamente otro final, porque los 3 que hay ya no aportan tanto; y profundizar los diálogos para que la relación entre los dos personajes se sienta más matizada, con más ramas que cambien el tono aunque no cambien el desenlace. Con eso el combate dejaría de sentirse como un trámite y la historia tendría más peso real — y ahí sí el precio se sentiría justificado. De todas formas, esto es una crítica y una opinión personal, la experiencia de otro jugador puede ser distinta.
Media

Related
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $342.8K | 3.4K | 84% | $4.99 | |
| $342.6K | 410 | 77% | $19.99 | |
| $342.6K | 1.2K | 49% | $11.99 | |
| $343.2K | 729 | 71% | $14.99 | |
| $343.3K | 982 | 71% | $11.39 | |
| $343.4K | 723 | 49% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8K | 31 | 100% | $5.99 | |
| $1K | 51 | 92% | $0.99 | |
| $168.9K | 838 | 95% | $14.99 | |
| $42.7K | 262 | 97% | $17.99 | |
| $5.2K | 77 | 99% | $4.99 | |
| $3.3K | 21 | 86% | $8.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian*, Spanish - Spain*, Portuguese - Brazil*, Russian*, Spanish - Latin America*, Galician*, French*, Portuguese - Portugal*, Turkish*, German*, Japanese* +2 more
Hours played at review time, across 359 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
전투는 사실상 장식품에 가깝고 스토리 텔링이 핵심인 장르인데 정작 그 스토리텔링에 깊이가 없음 가지고 있는엔딩은 아무것도 안하고 지켜보기, 용사 이기기, 죽기 셋 뿐인거 같고 둘 사이에 그냥 친구로써 엔딩을 맞이 한다던가, 아니면 더이상의 여왕이 용사를 태우는걸 포기하고 그냥 둬버린다던가 하는 나올 수 있는 엔딩이 하나도 없음 결국 스토리텔링을 살려야 하는 게임에서 무의미한 선지만 가져다가 놓고 그걸 읽는 비주얼 노벨인데 우리는 게임을 하러온거지 비주얼 노벨을 보러 온건 아니잖아요? 적어도 플레이어의 선택에 따른 결과물도 있었어야 했음 대화도 이 보다 많았어야 했고 물론 이걸 하나의 예술로 본다면 높게 평가를 하고 싶지만? 게임으로 보면 비추천함
多少のアクション性があるビジュアルノベルって感じです。 魔王と勇者という関係性が好きならアリだと思います。
peak
if only it went more in depth with the story and combat, love the concept but it couldve been longer. still a cool game tho
A nice little game with pretty unique perspective and good messege, would love to see more games from these devs in the future
Reddit: The Game
интересна, но короткая игра с интересным смыслом. с удовольствием получил все достижения, ведь все они простые. я мог бы вернуть деньги, но мне игра понравилась, а за хорошие игры я не возвращаю деньги
Ерунда галимая, на последнее достижение пройти невозможно, те кто прошли, поздравляю, у вас нет личной жизни.
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.