
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 | 10.7Kreviews | 93% | — | $4.2M |
| $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 950 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
um jogo de plataformas que se transforma em metroidvania. muito bom
the messenger est un excellent platformer, son level design et son esthétique sont exemplaires, le lore est assez conséquent pour un jeu qui à énormément de blague dans son écriture, en revanche, je suis un peu moins convaincu par son coté metroidvania, j'aime bien le concept de voyage dans le temps qui permet de bon challenge de réflexion, mais le coté exploration en mode metroidvania est une variation intéressante, mais les niveaux et la structure en elle même est assez linéaire, et comme les niveaux sont avant tout pensé comme des challenge, l'exploration est assez répétitive et fastidieuse
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 6.7K | 93% | $29.99 | |
| $4.2M | 8.2K | 89% | $19.99 | |
| $4.2M | 8K | 63% | $19.99 | |
| $4.2M | 4.1K | 76% | $20.79 | |
| $4.2M | 36.3K | 88% | $4.99 | |
| $4.2M | 5.7K | 66% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $30.2M | 72.7K | 98% | $19.99 | |
| $12.6M | 14.2K | 95% | $39.99 | |
| $10.9M | 39.2K | 94% | $14.99 | |
| $570.8K | 1.6K | 83% | $19.99 | |
| $288.6K | 1.2K | 88% | $9.99 | |
| $74.8K | 307 | 75% | $14.99 |
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 951 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
横板转银河城后不好玩,很多关卡没有做适配
ta bien
A NOSTALIGA THAT BITES BACK There is a particular kind of joy reserved for those of us who grew up hunched over a CRT, memorizing enemy placements and praying the next screen wouldn't send us back three levels. That almost masochistic pleasure of repetition, precision, and finally clearing something that had beaten you a dozen times is a feeling modern game design rarely attempts to recreate. The Messenger not only attempts it, it masters it, and has the audacity to laugh at itself while doing so. Developed by Montreal-based Sabotage Studio and released in 2018, The Messenger arrived with the visual language of the NES era fully intact: chunky pixel art, a chiptune soundtrack that absolutely slaps, and a ninja protagonist who feels immediately familiar. For anyone who spent serious time with Ninja Gaiden on the NES, the sensation of picking up this game is like muscle memory waking up after a long sleep. The wall jumps, the tight controls, the deliberate weight of the attacks; it's all rendered with a fidelity that goes beyond pastiche into genuine understanding. Full disclosure: I have played The Messenger across more platforms than I will comfortably admit. I was there at launch in 2018 and have since guilt-purchased nearly every iteration available. I am currently working through a fresh PC copy and having just as much fun as the first time, possibly more, because I now appreciate exactly how carefully everything is constructed. A game that holds up this well on replay is not an accident. THE GHOST OF NINJA GAIDEN Ninja Gaiden on the NES was a landmark, not just as an action game but as interactive storytelling. Its cinematic cutscenes were ahead of their time, and the gameplay demanded discipline and focus that felt meditative once you found your rhythm. It was punishing but fair. There was always a way through if you looked closely enough. The Messenger carries that ethos forward. Its enemies require you to read them, understand their rhythms, and respond accordingly. Levels are carefully constructed gauntlets that reward patience and punish recklessness. Death is not a failure state so much as a teaching moment, one delivered with considerable attitude by Quarble, a small demon who rescues you from the death realm at the cost of your collected currency. He keeps close, judgmental track of how often he has to do so. He is not impressed, and he makes sure you know it. THE CLOUD-STEP MECHANIC AND WHY IT WORKS At the center of The Messenger's design is the cloud-step, a mechanic where striking an enemy or projectile in mid-air resets your aerial dash. In isolation it sounds simple. In practice it transforms the entire spatial logic of the game. The screen becomes a canvas of potential momentum rather than an obstacle course. Enemies become tools. Every encounter becomes a question not just of survival but of style. It has a clear lineage in Shovel Knight's shovel drop and the pogo jump from classic DuckTales, but The Messenger builds its entire movement grammar around it in a way that feels wholly its own. Once internalized, the platforming reaches a flow state that is deeply satisfying. Later levels string together long sequences that demand the cloud-step be executed almost instinctively, and landing one of those runs cleanly is one of the better feelings this genre has offered in years. A GAME THAT KNOWS WHAT IT IS AND ISN'T AFRAID TO SAY SO The retro-inspired platformer space is crowded with games that wear their influences on their sleeves and say nothing more. The Messenger does something bolder: it talks back. The writing is sharp, self-referential, and consistently funnier than it has any right to be. The shopkeeper, perched in his floating shop across time and space, is an all-timer, full of deadpan observations and philosophical detachment. The dialogue avoids being clever at the expense of charm. It actually lands. The mid-game shift, when the genre the game appears to be quietly transforms into something else entirely, is one of the better surprises in recent platformer history. It arrives with a joke, settles into its new form, and deepens everything you thought you understood about the world you had been moving through. It is an act of confident design that few studios would attempt, let alone execute cleanly. A CAST WORTH REMEMBERING The charm here isn't concentrated in one or two characters. It's distributed generously across the entire cast. Allies are warm, funny, and distinct, each with their own voice and peculiar relationship to the world. Quarble earns his place through sheer persistence. He is there for your worst moments and has opinions about all of them. The bosses carry just as much personality. Rather than existing purely as mechanical challenges, they feel like characters who just happen to be trying to kill you. Several arrive with their own writerly flourishes, a line of dialogue, a strange dignity, that make you almost reluctant to finish the fight. The good guys are charming. The bad guys are charming. The Messenger is full of characters who seem to be having a genuinely good time, and that energy is infectious. SOUND AND VISION Rainbowdragoneyes's soundtrack is exceptional. The chiptune score matches the 8-bit aesthetic faithfully while being far more musically adventurous than the genre demands. When the game's visual presentation shifts mid-story, the music shifts with it, and the contrast between the two eras of sound design is deployed with genuine dramatic effect. It earns its own playlist slot long after the credits roll. Visually, the pixel art is clean and expressive without being ostentatious. Backgrounds carry atmosphere without cluttering the foreground, and enemy designs communicate their behavior patterns visually, a skill 8-bit developers perfected out of necessity that modern games often neglect. The Messenger studied the old masters carefully. VERDICT The Messenger is what retro homage looks like when made by people who genuinely love the source material. It captures the feel of the NES era, the precision, the rhythm, the satisfaction of mastery earned, and wraps it in writing smart enough to acknowledge the absurdity of what it's doing. For anyone with fond memories of Ryu Hayabusa and a brutally good NES action game, this is less a recommendation than a reunion. For everyone else, it is one of the finest platformers of the last decade. It is both a love letter and a punchline, and it is entirely sincere about both.
**9/10** The Messenger foi uma das experiências mais nostálgicas que já tive nos últimos anos. Desde os primeiros minutos, tive a sensação de estar novamente sentado na frente da TV jogando meu velho Nintendinho. O jogo consegue capturar perfeitamente a essência dos clássicos da era 8 e 16 bits, mas sem parecer ultrapassado. Pelo contrário, ele pega tudo o que havia de melhor naquela época e moderniza de forma inteligente. A trilha sonora é simplesmente sensacional. Existem fases em que você continua jogando apenas para ouvir a próxima música. Cada cenário possui uma identidade própria, e as composições conseguem elevar ainda mais a qualidade da aventura. Falando em cenários, o visual é lindo. As fases são muito bem construídas, cheias de personalidade e detalhes que tornam a exploração prazerosa do início ao fim. A dificuldade é desafiadora, mas justa. Você vai morrer algumas vezes, principalmente em determinadas plataformas e chefes, mas nunca tive a sensação de que o jogo estava sendo injusto. Cada erro é uma oportunidade de aprender e melhorar. Além disso, o humor presente nos diálogos foi uma surpresa muito agradável. Diversas conversas são genuinamente engraçadas e ajudam a criar ainda mais personalidade para o jogo. **Pontos positivos:** * Nostalgia pura para quem cresceu com o Nintendinho * Trilha sonora incrível * Fases bonitas e criativas * Dificuldade desafiadora, mas justa * Excelente senso de humor * Jogabilidade extremamente fluida **Pontos negativos:** * Algumas partes podem exigir bastante paciência * Quem não gosta de jogos retrô talvez não aproveite tanto a experiência The Messenger é uma verdadeira carta de amor aos clássicos dos videogames. Se você gosta de jogos de plataforma, ação e da era de ouro dos 8 bits, faça um favor a si mesmo e jogue.
Un jeu correct! C'est agréable à jouer, pas trop dur ni trop simple, pas incroyablement excitant sans être ennuyeux. Si vous cherchez un metroidvania sympa pour tuer le temps et que vous avez déjà fait les grands noms du genre, c'est un bon choix
Nudni bossowie których bijesz po 15 min, denerwujące elementy platformowe, irytująca muzyka po dłuższym czasie, co tu więcej pisać? Szkoda czasu i prądu, już lepiej przejść drugi raz inną lepszą metroidvanie.
A retro-inspired Metroidvania with truly awesome 8-bit music ad great visuals; good story and fun twists throughout the plot (the game almost never takes itself seriously, but not in a cheesy way at all imo); backtracking might be a bit harsh sometimes, but overall it was a great, great experience
this game is dope
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