
As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling adventure full of thrills, surprises, and humor.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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): 3.14/day in the week to Aug 31 → 6.57/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 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 | 13.3Kreviews | 93% | — | $5.2M |
| $19.99 | 4.3Kratings | 94% | — | 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.
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 946 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Очень остроумная игра! Крутое пробитие четвёртой стены, механики проверенные поколениями. Возможно, игра больше всего зайдёт любителям жанра. Из минусов, контроллер игра отказывается воспринимать, потому всю игру проходил на клавиатуре, но ни разу не пожалел.
[i]The Messenger[/i] was surprisingly fun and charming for a 2D platformer that had an amazing start, at least up to the second half of the game, and it is this last sprint to the game's conclusion that really brings it down a few points and makes it unenjoyable when it started so strongly and was immediately an 8/10 rated video game. Generally, I am cautious about video games of this genre but unlike its cousins, it is not at all unforgiving with its punishments and consequences while still maintaining some level of challenge mixed with plenty of fourth-wall breaking humor, clever references and wit. It's very obviously inspired by the original NES version of [i]Ninja Gaiden[/i] that will have been lost to time by now. The plot isn't anything new or original, and it's another game that introduces a time traveling aspect to solve what the writers have clearly designed as an otherwise impossible problem to resolve otherwise without the copout usage of time to solve all problems. There's some sort of demon invasion that has resulted in the mass eradication of humanity where some of the surviving remnants have sought refuge in a corner of the planet somewhere, having become practitioners of ninjutsu apparently, where they await prophecies to be foretold like one involving the arrival of a "western hero" who is supposedly meant to be their savior. Western hero no doubt referring to a manly American male as who else can you really rely on to wipe out demons? America has been doing that for centuries now. He does arrive, albeit slightly too late (typical America), and thus starts your character's adventure as an important scroll-holder where you must journey to deliver it to some trio of wisemen where there is somewhat of an interesting twist regarding your adventures. But you quickly realize that this game was hiding something underneath its surface and is actually a metroidvania in that its maps are interconnected with varying horizontal and vertical pathways, where some are otherwise locked to you before you've unlocked the appropriate equipment, lots of secret areas to seek, etc. As I was saying before, it has its challenge here-and-there but is not so hardcore and unforgiving like many others you will play of this genre, which I think is refreshing given the gaming subculture that has tricked so many developers into believing we need more "git gud" games that are often terribly unbalanced and filled with artificial difficulty in order to achieve that demand. I would not really label this 2D platformer as one that aims to scratch that hardcore itch. It is better described as being a more casual adventure for people who don't want something too challenging, or perhaps a good introduction into this specific genre for those who are still new to it, where they'll progress into bigger, better metroidvanias. Because while this can be tagged as such, it's lacking in some basic QoL evolutions that have come with modern gaming such as a fast travel system. Backtracking is a common aspect of the metroidvania but perhaps the game should have implemented a more convenient way of traveling from one side of the world map to the other. This design choice really ruins the pacing of the game and I think will result in some people quitting preemptively as it is tedious and actually prevents the game from being highly rated. Once the metroidvania aspect of the game unlocks, you're completely confused about what to do and where to go, and getting hints from the shopkeeper NPC requires exorbitant amounts of your gems that you need for upgrades to your character. There are these weird time rifts that transport you between the past and future, and all of this confusion really just boils down to the developers really thinking that time dilation and time travel and everything relating to time was a good plot device for the game. Don't get me wrong, it's cool to see the graphics change in real-time in addition to some other minor changes like the music, but it just ruins it as it does with everything else that tries to make sense of how the construct of time works. I immediately got a headache and just wanted to quit the game, ultimately giving up and just resorting to an online guide as to where to even go because this design choice really seems like the developer's attempt at a scum tactic to pad total gametime. The game, at this point, really overstays its welcome and probably should have ended prior to this new mechanic. I found that bosses were relatively easy and most I defeated on my first attempt, including the "final boss" that I realized immediately could be cheesed by just jumping on its floating golem hands, but the dialogue afterward usually helps add to the fun. Checkpoints are commonplace, eliminating the annoying factor that many of these games rely on as part of its difficulty: the tedious runback to bosses in the event of a rematch. And bosses and generic enemies that are found throughout each map are not so overpowered that it does more damage to your character than it really should. A gripe about the combat is that enemies will constantly respawn off-screen as the camera follows your character's movements, and so taking even just a few steps backwards or jumping too high will require you to dispatch an enemy you just killed five seconds ago. This also makes farming the currency for upgrades easier as you can obtain more gems than you'd realistically get if you are patient and dedicated enough to just farm the map, which I don't necessarily agree with doing myself, but it's a video game and so people are allowed to exploit the mechanics that exist and were never patched out of the game if it was truly game-breaking. There is the character upgrade shop that you'll be introduced to pretty early on into the game, with the usual upgrades: health, magic, and one tree for acrobatics like swimming faster, as some maps do have you underwater. The shop has new abilities that are available once you've unlocked the metroidvania part of the game. Aside from the gear/items you'll find as you progress through the game, like the standard claw that lets you climb walls, the upgrades in this shop are all passive boosts to your character and are purchased with the money you get for killing creatures, finding secret caches, and jump-attacking the floating objects that you utilize for the pogo mechanic that these games typically use. I loved the art style, and especially the music, the combat was tight and animations were fluid and the boss fights were generally fun, but there needed to be a dedicated attack animation for downward and upward attacking without needing to initiate a glide. There'll be areas you 'pogo' in but it's counter-intuitive in order to do so when you have to constantly initiate your gliding ability because that's the only way you can attack downwards. It can be inconsistent in that it feels like it doesn't always activate, which is detrimental to one particular boss fight where you need to pogo around the arena to avoid a "floor is lava" type of situation. I guess they didn't teach all of the basics in ninja school when it comes to different attack directions. It's a hard game to recommend while at the same time I don't necessarily want to not recommend it. It's one of those game that sits more at a neutral rating, where perhaps you might like the end-game scavenger hunt that you are obligated to play along with, or maybe you won't. The build up to that point was great while it lasted, though, and I wish there was more of that or the game just concluded with your getting to fight the boss of all demons. Also, there's no proper fullscreen windowed mode in a game that released in 2018. That's unacceptable.
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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, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Korean, Portuguese - Brazil, Russian
Hours played at review time, across 947 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Foreword [/h1] Just to preface the scathing review i'm about to give, the game is fine for what it sets out to do, it just doesn't do enough for me to justify recommending it. If this is one of the first platformers you want to play, you won't be disappointed (most likely). If you've played your fair share of platformers and are more than a novice, don't bother. I had expected more of a challenge and creativity in the platforming, since the highlight of these games tends to be fluidity of movement thanks to movement abilities, and finding solutions to sometimes difficult and puzzle-like platforming sections; only the former ended up slightly living up to standard. The story seems uninspired at the beginning but has an intriguing spin on it that kept me engaged enough to continue venturing onwards so I can't fault it too much. [hr][/hr] [h1] Actual Review [/h1] [h2] Platforming & Challenge [/h2] My biggest issues with the game are the lacklustre level design and passable platforming; the latter doesn't offer much in terms of difficulty scaling throughout the game, unless you're new to platformers. There's not enough challenge or tension to really incentivise you to play cautiously and study your environment, instead you can just face-tank a majority of obstacles since health is so plentiful once you get an odd upgrade or two, and the fact that only pits are instant-kill. Constant checkpoints don't help this problem either as they're so frequent you barely lose any progress or time upon death. Enemies are a trivial matter more than 90% of the time since they almost all die in 1 hit and pose little threat in most areas, unless you consider taking a point of damage a huge hinderance. Maybe it would be a big deal if the combination of frequent checkpoints and regular health drops from enemies and lamps didn't make death inconsequential and therefore remove any tension or stakes [h2] Level Design [/h2] The levels themselves can feel overly cramped and linear, or massively spacious and empty; neither of which are all that entertaining to navigate. It might just be a case of the level designer not having much experience or creativity in designing environments that really push the player to use the admittedly decent movement-kit to its full potential. Even in the last level, you barely feel challenged despite the difficulty of the platforming being technically harder, but only because you die if you miss time your jump or rope dart, and the objects you need to platform moving in weird and annoying patterns. The 'cloudstep' jump reset has potential for making really cool jumping puzzles but you just end up smacking your head into low ceilings or being able to spam it because the level designer really thought 5 lamps lined up horizontally wasn't enough of a safety net in already low-stakes areas, and that players would struggle without them. [h2] Visuals [/h2] As for the pixel and regular art, I can give props to some of the level themes for being unique or slight variations of the usual types you'd find in other games, but in my opinion they only really shine in the 16-bit sections. [i] Higher fidelity allowing for more depth and prettier graphics? Who would have thought? [/i] Even prior to seeing the upgraded looks of the levels, I thought the colour palettes and atmosphere was missing something to really immerse me in the world. I reckon the meagre amount of enemy types that are used in almost every level don't help with differentiating them or world-building, since you'll only find maybe a handful of enemies that appear in their own sections and are based on that area's theme. [h2] Dialogue [/h2] The dialogue might as well be the best part of the game. Conversations with the Shopkeeper were always a treat and I actively looked forward to entering the shop to be greeted with more useless but chuckle inducing stories and witticisms. Most, if not all the characters had decent dialogue that didn't stretch on too long (unless you brought it upon yourself) while still giving you a good idea of their personality. The only bit of dialogue that didn't fit in as well and dragged on unnecessarily long was an unskippable and unbearably slow lore dump right towards the end of the game. [h2] Quick-fire Round [/h2] [h3] Music: [/h3] Decent at times, sometimes even sounding better in the 8-bit, low-fidelity variant. Nothing to write home about or complain about either, doing its job and setting the scene of the level and building on atmosphere. [h3] Combat: [/h3] Passable (nothing being wrong with it apart from the odd charitable sword hitbox) but enemies being laughable and bosses being either too easy or shoddily designed don't help (Arcane Golem death-pits). [h3] Story: [/h3] Starts off lacklustre, progressively getting more intriguing, nose-diving right at the penultimate moment and ending abruptly. [hr][/hr] [h2] Conclusion / TL;DR [/h2] The Messenger has an interesting hook with the story, that is let down by boring platforming and visuals until the halfway point, at which point it switches up the flow of the game and reinvigorates the world and the player; The switch-up can't solve the most important part of a platformer: The platforming. In the end, it turns the game into backtracking and intermittent tedium. It lacks the difficulty needed to push players to improve their skills and engage in puzzles, whether they be more conventional or platforming based, instead encouraging an unengaged and meat-headed approach to all encounters due to no pushback or stakes (at least that's how it went for me). Don't be fooled into thinking that a retro and ninja gaiden-esque appearance amount to difficulty even remotely in the same ballpark.
De fato um dos melhores jogos indies que já joguei, ele tem uma história bacana, e uma gameplay muito criativa, a forma em que o jogo te proporciona sair de um jogo linear para um metroidvania é genial, sem falar do fato de vc poder viajar entre o passado e o futuro. A coisa que mais achei legal foi a boss fight final ser no estilo de jogo de luta, isso me pegou de surpresa e me deixou ainda mais cativado pelo jogo, vai por mim pode comprar que vc n vai se arrepender, o jogo é divertido e contém dificuldades na medida certa, definitivamente top 3 indies que já joguei.
Gracias John Gaiden y Ray Troid, ahora soy John Messenger
It was a really good game up until the laser level. The level isn’t hard or difficult—just boring—and it doesn’t respect the player’s time. It unnecessarily slows the pace of the game and turns it into a timing exercise rather than a test of the skills the game has been helping you develop throughout the experience.
This game suffers from poor controls and overall poor level design. Most of the areas suffer from being too easy and a few suffer from being ill-tuned and frustratingly difficult. Most levels offer a very bland way of proceeding and things are not tuned well for speeding through the game. A few sections of the game don't even allow you to properly backtrack and lock you into going forward. You can tell it was the team's first game and while enjoyable in some parts, the lack of a coherent story and the design of the game is just not up to par.
subestimado pra kct, um dos melhores jogos estilo retro que ja joguei, tte entraga tudo e um pouco mais
Saddly cant recommend if not on sale. (Spoiler Warning for the rest of the review) I actually haven't 100% finished the metroidvania part of this game, but it's become pretty clear that there is basically no extra content, enemies, or abilities (all of which are really basic, and are not even unlocked naturally throughout the game, you buy them on the shop lol). This part basically consists of you running around places where you couldn't reach before, and doing some challenges or something. There is probably another final boss after you are done with that but it really doesn't feel worth investing time towards unless you are REALLY bored. Thats why ill probably finish this game sometime, since the gameplay is fun enough, but there are some serious flaws being commited by the devs here. Clearly, they didn't have these many resources and time to really flesh this experience out, hence why they should have picked: Do they want to make a linear adventure, or a true metroidvania? The game has 3 major flaws: 1 = Lack of actual content. Theres like 3 enemy types on every level +plus 2 more for each one. They basically all die in one hit, and one that dies in 3 but your character dishes out hits insanely fast so its basically 1. All the upgrades are either bought on the lame-looking shop interface, or gifted to you with self-aware quips about how this is a game and games have upgrades (ough i want to vomit) 2 = The CRINGE fcking writing ♥♥♥♥♥♥♥♥♥. Its really unbearable, not funny in the slightest, and makes any investment on the world of the game impossible. Besides the millenial humour, the way information is presented is so tedious, where you end up skimming through and ignoring the actually important parts of the story. 3 = Lack of proper direction. As i said, there isn't enough content here to support 2 games. The mechanic of switching timeliness is really cool and well implemented, but its done so so late, and its not enough to keep player investment when it doesn't actually change anything other that the map layout. If there were different enemies, or mechanics, anything.. Thats why i believe the devs bit more than they could chew with this. I'd much rather 6 hours on a perfect linear game with replayability (this game has the potential for that if they spend the extra energy on it), than a drawn out nothing-burger metroidvania with le epic twist I don't know maybe im wrong. I will update the review if the rest surprises me but i highly doupt it
É bão, pode comprar
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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