
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 968 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
太难了,第一关boss都有两条血,怎么不见得你给主角两条血? 也不能选择简单模式,如果紧张的时候按着移动键和防御键,那是防御不了的,设置一点都没有考虑菜鸡,那菜鸡也不会考虑你的。给差评
Peakmesia
Cortito y bueno si te gustan los soulslike y el combate de Sekiro
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 969 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
麻雀虽小五脏俱全的快节奏魂游,与传统类魂不同的是将之狼的以格挡为核心的战斗和黑魂的以翻滚走位为核心的战斗做了融合,但是有些boss有非常明显的使用一种方式好打另一种方式难打的设计缺陷。总的来说很不错,值得一玩。
Кривейшее дерьмо во всем ! Как я в нее играл раньше на зеленом сайте , вообще не понятно ! Только отскок тут может довести до пены и припадка ...
好玩,但是素材服用太严重了
No NG+ is sad but the game is really good!
the game is cool, graphics are pretty good if you want to start with souls like games and u dont know how to play then its a perfect game to start. your character is really fast and the enemies are slow, makes the game way easier than others would recommend it
An absolutely awesome hidden gem of a game. [h3]Positives:[/h3] The combat feels very smooth and polished, outside of a few minor nitpicks I will cover below. It's also a quite fast game for a souls-like, the pace feels like a mix of Sekiro and Bloodborne. The world design is atmospheric and fits the theme of the game extremely well. Based around the plague and stagnation theme of the game's world, the world design feels dark, dying and gritty, but you can also tell that the game didn't have the largest budget of all time, there isn't a huge variety within each individual zone. The Plague Weapons and Claw systems are unique enough to give the game its own identity. The story is alright, it's not the most interesting storyline of all time, but it serves the game perfectly fine and fits in well with the world and the rest of the game. Usually these knock-off souls-likes don't feel that good when it comes to boss fights, Thymesia on the other hand actually does boss fights incredibly well. They feel unique, they feel good to fight, they may not be the hardest bosses ever made, but they do punish you for mistakes quite heavily and all the animations feel clean and fair, which is incredibly rare with these types of games. [h3]Negatives:[/h3] So, I said I will nitpick a bit about the combat system, and I will, since the game heavily incentivises you to play a deflecting style instead of a dodging style, more in line with Sekiro or Lies of P than most other souls-likes / soulsborne games. This is all well and good, but unlike in Sekiro and Lies of P, you can't animation cancel in the same way, which makes the parry system feel a bit clumsy at times. On top of that there are also a type of "micro stagger system" which can feel a little annoying to deal with since there is no way of escaping it and you will guaranteed eat a second hit if you get staggered in this way. Something important that every studio which tries to create a parry centric souls-like should take into acount when designing their combat system is that you need to be able to cancel out of parry and attack animations if they haven't fully gone off, something Thymesia doesn't allow you to do. There is a certain Bloodborne inspired ranged ability which is required to parry certain special attacks, and because of how quick some of those animations are and how clumsy it is to not be able to animation cancel properly into throwing the feathers, it often results in completely unavoidable hits when certain ones of those go off during an attack or parry animation. I know this is again extremely specific to situations you will only encounter a handful of times through your playthrough and it isn't exactly the end of the world, but it is noticeable when it happens and it just feels like a sloppy oversight. There's an excessive over use of mini bosses, it wouldn't be so bad if they were all different, but they are just normal enemies with 10-20 times the health which means they aren't really that fun to fight and they often end up feeling like they are just placed there to make the missions take longer. The difficulty curve is weird, with the right talent choices early on, the game goes from well balanced to a little too easy very quickly. For example, there are two talents to extend the deflect window, which makes deflecting attacks incredibly forgiving once you get into the right rythm and a Sekiro Mikiri Counter inspired talent to dodge into enemy special attacks to counter them. But again, this is nitpicking a little, and it doesn't necessarily make the game any worse. The game is split into different missions you take on from a central hub area instead of one cohesive world, something I've made a point of critizising games like Nioh and Steelrising for in the past, so it would be unfair to treat Thymesia differently. It makes the world feel disconnected and it reminds you that you are playing a video game when you have to go back to a world map or hub to start the next mission instead of just freely moving around the world. I would even go so far as to say that this is the only really huge flaw the game has, there are other minor things, but this is the one thing that really changes things when it comes to the final score. However, with all that being said, it does make a little more sense in Thymesia than other games, as each mission is one of the main character Corvus' memories so there is an in lore explanation as to why the world is designed the way it is. [h3]Conclusion:[/h3] Thymesia, for a small budget game does things about 80% right, and out of all souls-likes I have played and reviewed so far, this may very well be the second best none From Software one just behind Lies of P. So I will give Thymesia a rare honor which I've only bestowed upon a tiiiny amount of games so far, it's 100% worth it at full price. It gets a solid 80/100 points. And if you see it on sale, it's an absolute no brainer to grab it and play it.
动作僵硬,手感奇差,画面极其拙劣,强烈不推荐
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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