
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.
Reviews, worldwide (the counter carries no country): 4.71/day in the week to Aug 17 → 6/day in the week after.
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 | $24.99 | 10.1Kreviews | 82% | — | $4.6M |
| $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 955 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Thymesia is very short, unmistakenly had a pretty low budget, and it does nothing that you haven't seen in many souls-likes before. The story also is pretty much non-existent. So you have to set your expectations straight - you're not getting into a smash hit. But if you do, what you'll find is a game with pretty good level design, decent graphics, cool setting and bosses and actually a VERY good combat system. The combat system in particular is extremely well-made for such a small game. It's not near-perfect the way Sekiro is, but the hitboxes are great and the attack patterns make perfect sense. Obviously there is plenty of timing traps, but they don't seem to be made just to frustrate the players and they tend to lead to less damaging hits, which is very fair - you have to parry/dodge the big hits that CAN kill you, but if you get hit a couple of times by a timing trap before you can adjust to it, the punishment is less severe. You can get the game for pennies on a sale, so realistically the only question is if it's worth your time rather than the money - and I would say it definitely is.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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): 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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 |
| $6.24−75% | — | 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 956 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Thymesia is a compact soulslike that focuses on fast, skill-based combat rather than scale. Performance on PC is stable, with smooth gameplay and minimal technical issues. Combat is the highlight: quick, aggressive, and built around parries and timing. The plague weapon system adds variety, letting you steal and use enemy abilities instead of relying on a large traditional arsenal. Boss design is solid, with several memorable fights that test reaction speed and pattern recognition. Regular enemies are less impressive but serve their role. Level design is more linear compared to larger soulslikes, but it keeps pacing tight. A full playthrough is relatively short, usually around **10–15 hours**, making it easy to complete without filler. Overall: a focused, well-executed soulslike with strong combat and good boss encounters, held back slightly by limited variety and scope.
Great soulslike. - Short game - Sekiro-like parries, with viable dodging - Cool variety of special attacks - Extremely simplified build mechanics, works well for length - Interesting atmosphere and design
Gameplay is 100% Dark Souls meets Sekiro. Takes 1-2 hrs. to get used to but once you get the hang of it, both parry and dodge timings feel very responsive. Story is very soulslike bc I had no clue whats going on and watched a lore video after finishing. And game itself isn't too long with 3 Chapters + final boss which makes it compact and entertaining
A very good even if flawed game, what shines the most about Thymesia is its combat and on that it really delivered, there are a lot of different systems combined into something really satisfying and challenging. I still have my beef with the first boss of the game but that probably was me still getting used to everything it had to offer. Outside the combat, level design(even if it's really linear) and atmosphere it's not the most stellar game but it balances itself out :D.
无名小作坊的类魂游戏,人物没体力条,除去少数逆天部分([spoiler]某一节是混沌的温床plus[/spoiler]),难度在类魂里算偏简单吧。 缺点:流程短小,ui简陋,素材复用比较多,作为类魂地图设计得很一般。属性点设计也有点问题,成长性很低且不平衡,不主点瘟疫难度会大增。 优点:[b] 战斗机制出乎意料得好 [/b],白绿条和掠夺武器机制既有特色又有游戏性,闪避可以踩头躲危,弹反手感极好,打到酣处隐隐有只狼的爽感,配合瘟疫武器不同的战技可以打得很爽又很帅,还有其他一些小机制也都不错,可以说是麻雀虽小五脏俱全了。我简直不敢相信,这种小制作组能把最难把控的战斗做得那么好,直接盘活了整个游戏。 总结一下,这游戏有点类似于无限机兵mini版,体量比无限机兵还短小,但是价格也只有无限机兵的四分之一。在有限的资源下,两个制作组都选择了把心思放到了打磨战斗机制上,也都造出了虽然远不够完美但却值得一试的佳作,我对此是非常欣慰的。给出我的评分,[b] 7/10 [/b],非常推荐游戏荒时期的老ass们入手。
Thymesia is a game that at times you can find extremely easy and at times very difficult. One thing to know is that this game relies on parrying. Without giving away too much - Yes, you can block if you set up the skill tree that way but the game mechanics will have you switching back to parry. When you block you still take some damage. When you parry you inflict damage but that also depends on the skill you decide to go. The parrying in this game is not as smooth as Sekiro but if you have played that then you get the concept. If you are a fan of SoulsLike games then definitely give this a try. Just dont expect a Lies of P type of blow away game.
把钱花在刀刃上,对游戏做极致的减法,可以看出制作组对战斗打磨的上心与其余地方无奈的简化,已经拿出了尽自己所能的最好,又怎么忍心责怪呢
一応言っておきます・・・面白いです。はい。 けど、おすすめしません。 単純にボリューム不足。2周目などないし早い人なら1日あればクリア可能。(クリアだけならね) で、悪いところばかり目立ちます。 1.コンセプトが疫病なのでダークよりってわかるが・・・やっぱ景色のきれいさは必要だと思う。ずっと暗い雰囲気の景色じゃなくてもよかったと思う。 2.通常攻撃で敵にダメージを与えることができないよくわからん仕様です。通常攻撃をすると敵HPが一部緑色になるがその時に特定の攻撃をあてることでダメージになります。(強攻撃 特殊攻撃) パリィしても緑ゲージになります。 ・・・・えーとつまりパリィゲーです。パリィ→緑ゲージにする→強攻撃or特殊攻撃といった感じで最初から最後までこれが続きます。単調なんですよねー。 通常攻撃も使いますがほぼパリィと強攻撃しか使いませんでした。その理由は敵の攻撃激しくて怯まないしこっちは行動キャンセルできないので・・・出の遅い特殊攻撃ばっかりなので敵の攻撃を食らいがち。(特にボス) ゆえにパリィ→出の早い強攻撃(スキルで取得可)しか使いませんでした。(ボス戦では) アクションゲーってそれでなくても使える能力とかで一辺倒になりやすいから飽きやすいんですよ。もっと出の早い技などあってそのうえでできることが多ければ評価は違ったと思います。 3.レベル50で打ち止め・・・2周目無いからわかるけど・・・俺つえぇぇぇぇがやりたかったな。 武器も固定。やっぱ面白かっただけにもうちょっと頑張ってほしかったな。 こうすればよかったのに・・・ってアイデアはいっぱい出るんですけどねぇ。
This game encompasses annoying things other games in this genre have patched out or addressed to some degree. Other games do it better, like Khazan, Black Myth Wukong, Sekiro, Elden Ring, Stellar Blade ["souls-lite"], Lies of P, Lords of the Fallen, AI Limit, even the demo for Mortal Shell 2. The combat system just isn't fun to engage with or learn from, because it's so inconsistent, frustrating, and poor in execution. I wouldn't recommend this even on discount, because the game is 4 years old. I doubt any changes will be coming. Pros: -You can respec your skill-tree for free for experimentation. Only at the checkpoint bonfire -Performance was fine. It's not a big game anyway Cons: -0 enemy staggers. No matter how many times you attack them, light or the heavy claw attack, enemies tank through your damage, and is able to attack you uninterrupted while you're locked in your attack animation. Even special attacks that literally describes "staggers your enemies" don't reliably stagger them, notably the mini-bosses. -Speaking of animation, there's no animation cancelling as a trade-off to address this, only "super armor" in the skill tree for the claw-attack, which again, is very hard to tell if it's even active. -Poor enemy telegraphs and hitboxes, especially enemy spears. -Basic quality of life features that should have been part of the default combat experience are seemingly locked away in the skill-tree or not present at all. Example: Longer parry windows (Lvl 1.) skill should have been the default. Example 2: Blocking skill should have been available by default, but you can ONLY pick parrying OR blocking. Why not both? -Parrying/dodging is very clunky and inconsistent. -No voice acting at all. Story is only told through many text and notes littered all over the map. This wouldn't be an issue if the combat system was good. I wanted to like this, but the poor execution and questionable design decisions of the combat hampered the experience. It just comes off as a game riddled with artificial difficulty for no reason at all.
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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