
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 963 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good game
first boss (not tutorial one) is an absolute roadblock but otherwise fun game
sequel pls
Media

Related
Related
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): 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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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% |
| 956ratings |
| 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 964 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
這種垃圾到底怎麼拿極度好評的 要打擊沒打擊 要格擋沒格擋 劇情差 甚至完全沒語音
el combate esta perrisimo, la historia maso. los personajes de nivel medio se repiten mucho pero estan dificiles y no te aburres estan bien hechos, algunos jefes estan sabrosotes, nada nada mal para ser de un estudio de 7 personas, combates rapidos y freneticos son una buen combinacion de Sekiro y Bloodborne, sin duda vale cada maldito centavo. casi se me sale el corazon en el combate contra Odur, Urd y corvus.
Fun fast-paced combat, only missing voice acting and maybe a bit more playtime (completed 100% in 11 hours) Overall fun experience though
Хорошая игра, смесь бладборна, секиро и код вейна, играл через парирование, прикольно, мне понравилось
Thymesia randomly popped up on my Steam discovery queue one day, and it caught my eye. Since I am a huge fan of both the idea of dressing up as a plague doctor and mentally flagellating myself with difficult games, I said, “Why not? Let's try it!” I did not have high expectations of the game originally, but it managed to surprise me in a good way. Art Style The best way to describe the visuals of this game is to compare it to a mosaic, a dark and gritty mosaic, to be precise. Now, you might think, “What do I mean by this?”. Well, the world is not interconnected, it is segmented into a few levels, each having a different style. The first stage, for example, is a creepy circus in the middle of a forest, and it looks excellent. You have these narrow bridges and platforms going from tree to tree that make everything feel very claustrophobic, even though you are technically in an open space. Another mission has you in a cavern that I can only describe as being fleshy and grotesque, a byproduct of alchemical experiments gone wrong. Both areas look excellent on their own, but the difference of context is a bit staggering. I understand that this was probably a budget decision in order to create variety at a lower cost, but I feel like there could have been a bit less variety in the level design, and instead each one could have been more complex, as they are relatively short. Otherwise, the game is quite stylish. You have animations for executing enemies and bosses, and every skill in and of itself looks very cool and flashy while still maintaining usefulness. I particularly liked all the bosses, although they are not many. And even though I said that the jump from one style to another was not to my particular taste, I still like the design of every level in its own way. Plot I did not expect a lot from a game that straight-up puts you in the shoes of a plague doctor during an epidemic, and I was right with this feeling. There is lore and a plot, but it can be summed up by the sentence: “The alchemists really messed up this time.” You are playing as an alchemist who is trying to find a cure for a blood plague that turns people into monsters and maddens them. You do this by recalling your memories in order to find the alchemical formula for the cure. In typical Souls fashion, this is not communicated to you directly, but rather through some microinteractions with NPCs and very short notes scattered around. Interesting setting, but not interesting enough to be remembered in about two or three months' time. Gameplay I did mention earlier that this is a Souls-like, but it plays more like Sekiro than Dark Souls. Parrying is a core mechanic and will be your primary tool of defence and offence, so for anybody that particularly dislikes this mechanic, this is most likely a turn-off. Pretty much like Sekiro, you will always use the same weapons and there is minimal character customization. You will always have a sword and your plague claws. You can also equip a third and fourth “plague weapon”, but those act more as abilities that use energy and have a cooldown, rather than actual weapons, so they are situational. Now that I have presented your main toolkit, let me also explain the gimmick that this game has in particular: the wound system. Every time you hit your enemy with your sword, you deal direct damage, which converts part of the current HP into wounds. Wounds are basically a temporary health bar that, if not drained, will regenerate back into full normal health. The most effective way to deal wound damage is to use your plague claw. This forces the player into alternating from sword to claw based on what type of damage you need to be dishing out. It's a neat system that I kind of like, but what I dislike about it is the fact that I must keep my eyes on the enemy health bar to figure out what type of attack I should be using. This is especially problematic for bosses, because normally I want to look at them to see how cool they are and what they are doing. Instead, I am forced to constantly look at the health bar and distract myself with it because I don't know if I should be stabbing the guy or slashing him with the claws. Personally, I think a green after-image or some other visual cue around the enemy would have been much more fitting, so you can still look at it instead of looking at a health bar constantly. The game also features a skill tree, but I am honestly more disappointed by it than impressed, because basic abilities such as dodge attacks are locked behind the skill tree, rather than new or advanced abilities. So I feel like it's more of a barrier to the game rather than an addition. Overall, I do find this game to be a fun and fluid experience, although a bit on the shorter side, as I finished it in about 10 hours with all the achievements. Still, it is one of the better Souls-likes in terms of gameplay and feel. TL;DR A solid yet short Sekiro-inspired Souls-like with visual inspiration taken from Bloodborne. An excellent mixture for a FromSoft fan. Recommended.
si te gusta los souls lo super recomiendo es un juegazo si lo agarras en oferta ya que es muy corto para mi gusto y algo repetitivo su combate es como una mezcla de sekiro y Bloodborne. la verdad es muy entretenido y me engancho bastante xd
Short, parry-based soulslike with good combat and solid art/sound. Similar ideas to Lies of P and First Berserker: Khazan.
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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