
Thymesia is a gruelling action-RPG with fast-paced combat and an intricate plague weapon system. In a kingdom where death spreads, play as a mysterious character known by the code name "Corvus". Prey upon your enemies, wield the power of disease and find the truth in your own memories.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, 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 | $6.24−75% | 10.1Kreviews | 82% | — | $1.2M |
| $29.99 | 4.4Kratings | 70% | — | not modelled | |
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 958 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
curto e com seus problemas de repetitividade, mas eu amei cada segundo. Quem jogou Sekiro e queria mais, esse é o jogo pra você.
Bro this games slaps ♥♥♥♥♥♥ hard. Sure the art is mediocre at best, it isn't well-optimized, but mechanically this is SUPER fun. Much more aggressive playstyle than a standard soulslike in a very fun way. Very very good and satisfying parrying. A very very nice, well-tuned level of difficulty for souls veterans.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 6.9K | 88% | $9.99 | |
| $1.2M | 2K | 96% | $24.99 | |
| $1.2M | 3.5K | 90% | $9.99 | |
| $1.2M | 1.5K | 83% | $24.99 | |
| $1.2M | 2.9K | 91% | $19.99 | |
| $1.2M | 2.1K | 80% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $420.2K | 1K | 65% | $18.99 | |
| — | 0 | — | — | |
| $41.5M | 20.4K | 79% | $49.99 | |
| $35.8M | 32.6K | 85% | $59.99 | |
| $2.2M | 2.8K | 69% | $19.99 | |
| $738.9K | 2.6K | 90% | $14.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 4.71/day in the week to Aug 17 → 6/day in the week after.
Reviews, worldwide (the counter carries no country): 3.14/day in the week to Jul 30 → 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian
| $7.49−75% |
| 954ratings |
| 78% |
| — |
| not modelled |
| $6.25−75% | 90ratings | 74% | — | not modelled |
| $24.99 | — | 82% | — | 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.
Hours played at review time, across 959 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
if you liked sekiro or you just into parry games, this is a no brainer. Skill issue for most players tho
除了戰鬥體驗以外其他沒啥可取之處。但很不巧的是老子就是來戰鬥爽的,所以我給滿分。丟斧頭好玩,盾牌格檔後強制打斷Boss攻擊賊爽,鐮刀清堆怪非常舒服直接一刀滿血+五層進攻,短弓外鄉萬精油……瘟疫武器能玩的東西很多,每一把都有開發空間完全沒有雞肋的
This game is so ♥♥♥♥♥♥♥ boring that's criminal. It's not bad, nor ggood in any sense of the matter. It's just bland. The parry is the definition of meh and is high-key more clunky than good. The enemies aren't fun to fight at all and honestly are more often than not, just boiled down to kinda forgetable. The whole "parry so that you can damage them" is the worst thing about this game, as it doesn't feel satisfying to either parry or to whale on them afterwards... This is genuinely the most boring souls-borne-kiro-like I've ever played and I can't recommend it. Play-anything-else/10
[h3]Not recommended. A lot was attempted, very little delivered.[/h3] [h1]If you think “looks like Bloodborne, so it should be fine,” you’ll be disappointed pretty quickly.[/h1] I refunded Thymesia because it never managed to hook me at any point. At first I was curious. Soulslike, dark plague setting, fast combat. Sounds good on paper. I had read reviews beforehand, so I knew it would be shorter and easier. But this isn’t just more accessible, it’s simply boring and undercooked. And yes, the Bloodborne comparison isn’t random. The setting, visuals and overall presentation clearly aim in that direction. If you deliberately go for that style, you have to accept the comparison. That said, even if you completely ignore that comparison and judge the game on its own, the result is the same. It’s just not well executed. [h1]Atmosphere & World[/h1] The visuals clearly resemble Bloodborne. Dark environments, a broken world, everything feels diseased and decayed. But nothing sticks. It lacks identity. It feels like a copy without a soul. Nice to look at, but completely forgettable. [h1]Controls[/h1] The controls feel like a weird mix between classic Souls inputs and bits of hack and slash design that don’t fit together. On top of that, the game suffers heavily from input buffering. During dodges you can queue so many inputs that your character ends up playing out a full sequence afterward without real control. It doesn’t feel precise, it feels like conducting an orchestra you can’t stop once it starts. [h1]Combat System[/h1] This is where the game really falls apart. The combat feels unfinished. Weak hit feedback, mechanics don’t properly connect, and overall it lacks precision. It’s also extremely simple. Most enemies are beaten by repeating the same two or three combos. Doesn’t matter who you’re fighting. If something has a shield or more HP, you just add one extra input and that’s it. That’s not adaptation or depth. Basic enemies are especially bad. Their wind ups are so long and obvious that you could casually cook a full two course meal before anything even happens. There is zero pressure. Then there’s the attempt to artificially create that pressure. Enemies lose HP but can regenerate it if you play too passively. In practice, it doesn’t matter at all. You take half their health and could go make yourself a dessert before they even start to meaningfully heal. The mechanic simply doesn’t work. It’s clearly inspired by the rally system in Bloodborne, where you can regain lost HP through aggressive play. The difference is that in Bloodborne it’s properly integrated and works instantly, while here it feels slow and pointless. On top of that, enemies regenerate HP automatically without even hitting you, so you just ignore the mechanic and rush them down. There’s also this “great” mechanic where you can steal a kind of spectral weapon from enemies with a charged heavy attack. Sounds cool at first, but it’s basically irrelevant. You don’t need it. Just another “copy the homework but change it a bit” feature with no real value. Even the bosses, which should be the highlight, feel more like slow fights from Monster Hunter: World, just without the depth. Huge wind ups, lots of downtime, barely any threat. It’s more busywork than a challenge. This is where it becomes obvious that the FromSoftware formula is more than just “hard enemies.” It’s about precise hitboxes, clear and immediate feedback, proper animation canceling, reliable i frames, meaningful stamina management (which this game completely lacks), and enemies that actually pressure you instead of making you wait. Level design that guides you without holding your hand, and progression that strengthens you without breaking the challenge. All of these systems work together. That entire synergy is missing here. Like so many other titles, this “Soulslike” fails at that completely. It honestly feels like proof that this type of game is better left to FromSoft. The market already has way too much "Soulslike" trash. 8 out of 10 of these games prove that, and this is definitely one of them. [h1]Technical[/h1] Technically, the game is also rough. Even on modern hardware it doesn’t run smoothly. Stutters and performance issues drag the experience down. There are also small things that feel unfinished. You pick up an item, it disappears, but the pickup prompt stays there as if it’s still on the ground. That just feels sloppy and breaks immersion. [h1]Conclusion[/h1] Thymesia looks like a Soulslike, but it doesn’t play like one. Even without comparing it to Bloodborne, you’re left with a game that is simply not well executed. A lot of style, but barely any substance. Shallow combat, no pressure, and bosses that are more boring than challenging. If you want a good Soulslike, go straight to the originals. And yes, Bloodborne is playable on PC by other means at this point. That’s the better choice. 2/10 – I’m out.
El juego es muy corto, la jugabilidad es buena, los gráficos también. El diseño de mapas es aburrido y repetitivo, los mapas son cuadrados, todas los pasillos y habitaciones están demasiado orientados en 4 ejes. El juego base (mecánicas y gráficos) está muy bien, pero se han quedado ahi, no han querido meter mas enemigos ni mas mapas ni mas nada. (Los desarrolladores son unos vagos) Me he pasado el juego basicamente en 2-3 tardes, y me queda un sabor de "YA ESTA??!!"
It's not worth it. It is repetitive and boring.Same enemies in every area,no consistent world building/world mapping. Don't buy it.
评论有点尬黑了,这个游戏玩过只狼的应该都会觉得不错,本来制作组就钱少,摆明都花在了战斗上,战斗爽就完了管他什么剧情的,如果你精通弹反,喜欢把boss按在地上艾克斯,那这个游戏绝对不赖,每个boss3-5遍左右加全支线差不多7个小时就能搞完。
有那么三四个boss战很爽,两个boss机制超级大粪怪,地图很拉,小兵种类就几种。 但即便如此,其实我本来也非常推荐买,并且愿意给他七分,因为有两场boss战确实很爽。 最恶心的事情出现了,刷牛至刷了两个小时,制作组你们全都没牛子吗?这么缺牛子?本来就小众的游戏,修改器都难找,ct文件都没得弄,找到也是没百分百物品爆率的,只能硬刷,怎么想的做出这么小概率的必要成就物品!? 制作组你这么想吃牛子你做什么游戏?不如天天找牛子吃!因为牛至,差评,一分!!!!!
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.