
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
Here's some insights from Jordan the Wise for you. Life is going to come at you hard, so there are a few things you should know. Most important of all, is realizing that you have something to offer the world. But in order to do that, you first need to sort yourself out. Lending your ear to the lessons contained in stories of old is not a bad place to start. You see, as human conscience grew in knowledge, it equally grew in arrogance. We seem to be at this point where the value of stories is lost on us all. Not really caring about morals anymore, we are simply looking to be entertained. But their power on our subconscious is by no means hindered by our intellectual pride. Stories send a clear message to our being, and when told properly, can offer guidance in how to live our lives, impacting us in ways we sometimes don't even notice. In fact, recurring themes more often than not represent archetypes, and contain lessons on how to or how not to behave. Consider dragons for a moment. Fantasy stories always seem to have them hoarding treasure. Not coincidentally at all, two of the biggest innate fears in mammals are fire and reptiles. So dragons are really a metaphor representing that which you fear the most. Now, why would an immortal fire-breathing reptile care to sleep on a pile of gold? The answer can be read between the lines: the treasure you seek is guarded by your greatest fear. Don't get me wrong, the pile of gold is as much a metaphor here as is the mighty beast that doesn't even exist. Find your dragon and slay it, then your treasure will be revealed. This is the wisdom storytellers of old were trying to convey, only they didn't have the scientific method, a framework by which to structure arguments, or even a high IQ audience. The lesson isn't any less important or relevant today, however. That which you most need to discover within yourself is hidden where you least want to look. Now ask yourself; why were you so curious about my cabinet? Are you a very conscientious person, adamant on leaving no stones unturned? Or have you not mastered your insecurities, and the fear of missing out is what's really driving you at this moment? Maybe you are simply hoping to get a laugh out of some unexpected one liner? Because I'll admit we both know I could kill the mood right now and tell you about how a depressed clown once attempted to lift his mood by eating bowls of confetti. What I'm getting at is, regardless of your motive here you have clearly demonstrated curiosity, and faith that the world holds surprises for those who take an honest look. While that can certainly be said about the world, it's even more true about your inner self. Now whether that is scary, insightful or encouraging depends entirely on how far you have made it on your personal growth journey. Life is made of many exams, most of which will present themselves to you more than once. Betrayal, joy, illness, adventure, treason, cooperation, purpose, loneliness, warmth, loyalty... Indeed, just like stories old and new, life has recurring themes when testing humans. The important part is not whether or not you pass each test, but that you show up, acknowledge your score and ponder how it can inform who you should become. From there, everything is there inside of you to help you find your own way. Who knows, the underlying meaning of The Messenger's story might even hit you eventually. But for now, let's get back to your adventure.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Espero que a pessoa que me fez passar pela maldita caverna escura morra de cancer em 2 dias
why did my boss rush turn into a scavenger hunt for music?
Finally beat this after many years in the backlog. It's quite fantastic, as most everyone agrees, but it's difficult...lots of precision platforming required and the bosses are no push-overs. Still, it's fun and it's quite humorous too. Definitely one of the best in the genre!
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.
very good, very witty, very unique, and very challenging really happy i came back to this after 5 years. the bosses all had something neat about them that made them fun to fight, and the platforming challenges for the power tokens felt (mostly) fair and was a joy to complete 8/10
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.
Первое время игра является поистине шедевром с остроумными диалогами, интересным платформингом и даже лором. Но вот когда игра начинает становиться метроидванией... она резко снижает все свои преимущества до минимума. Сюжет становится скучным, бегать по одним и тем же локациям, хоть и в новом виде и новой музыкой тоже скучно. Если и рекомендовать игру, то только до попадания в будущее, даже прискорбно, что игра с такими прекрасными визуалом и музыкой по итогу становится душной и неинтересной
[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.
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.
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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