
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
fun combat a bit easy tho
Played this game on stream and it was a VERY charming little souls-like adventure. This game is much shorter than other souls-likes coming at around only 7 hours if you just want to beat it and around 10 if you want to get all the endings, but I quite enjoyed it. It's definitely not perfect, but people who enjoy the aesthetics and mechanics of Bloodborne, Lies of P, and The First Berzerker Khazan will find this game enjoyable. Its worth the $25 price tag, I just wish there was more progression in the skill tree as well as the graphics of the game are reminiscent of ps3 era of games. Many such as myself might find that charming and nostalgic but I can see some finding this game to be a little ugly.
Media

Related
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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 | 1.5K | 83% | $24.99 | |
| $1.2M | 5.4K | 74% | $9.99 | |
| $1.2M | 2K | 83% | $19.99 | |
| $1.2M | 6.2K | 95% | $9.99 | |
| $1.2M | 3.3K | 89% | $14.99 | |
| $1.2M | 3.5K | 90% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $420.2K | 1K | 65% | $18.99 | |
| — | 0 | — | — | |
| $41.5M | 20.6K | 79% | $49.99 | |
| $35.8M | 21.1K | 86% | $59.99 | |
| $2.2M | 2.2K | 70% | $19.99 | |
| $741.9K | 2.4K | 91% | $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 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% |
| 959ratings |
| 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
Short but that is a good thing. is fun
It has elements of souls, but it's not really souls-like. However I thought the idea of a world ravaged by disease and you play as this slasher plague doctor looking dude was cool, but the gameplay is just terrible. The combat is boring and repetitive. I don't notice too much of a difference with the expanded combos and skills. The pacing and world of the game feels... off. Everything is just "there" and not really together.
This one is a bit difficult to recommend as I was very close to quitting it from boredom until I realized I had actually made it to the end, so I suppose it just squeaks by with a photo finish, where the highs were just high enough to get past the lows! If you're a fan of combat, particularly Sekiro style combat, then there is definitely something here for you as the game heavily cribs from its playbook and pulls off a flattering imitation, with a focus on satisfying CLANG CLANG parries, slashes and Mikiri Counters, among other things (though that's not to say the game doesn't have its own interesting mechanics to add to the mix, such as the plague weapons and wound system). When this game is firing on all cylinders and you're clashing with a boss, sparks flying while epic music plays in the background, it can be quite the spectacle and is very impressive for a small team to pull off! The problem is that when you're not facing down bosses in epic fights, the game can be rather lackluster. The story isn't interesting and feels awkwardly translated at times, the world lacks that sense of immersive atmosphere, the game overall can feel rough and unpolished (with me even suffering a glitch which got me stuck and forced me to restart a level over) and in particular the souls-like levels can be oh-so boring, especially due to how the game keeps making you go through the same levels over and over, just remixing your starting position and the same small pool of enemies on offer. It was fun at first, but in the end, it felt like a slog and I just wanted to run past and get to the boss fights. The main issue is that despite the game being short, it still tries to pad itself out like a middle-schooler desperately trying to add words to his essay to meet the word count, which just makes it worse. To me, the game would be much better served as a short and sweet boss rush akin to something like Furi or Cuphead. Still, as much as it almost lost me, I still made it through to the end and felt satisfied by the journey, so I guess they managed to somehow stretch it just to the breaking point.
Ostatnimi czasy gry, w które grałem rzuciły moim przekonaniom kilka wyzwań. Widzicie jeszcze niedawno myślałem, że soulslike może być albo znakomity, albo kompletnie do dupy. Trochę temu wyzwanie rzucił Another Crab's Tresasure. Dziś jednak mamy coś co uważam za przykład doskonale przyzwoitego osobnika w gatunku. A że jeszcze przy okazji trafia mocno w mój gust więc bawiłem się świetnie. Do Thymesii przekonał mnie Filmik Iron Pinaple, który z resztą jest kopalnią niszowych soulslików i bardzo polecam. Przed zagraniem miałem więc pewne pojęcie o tym, że to trochę Bloodborne oraz jaka jest estetyka. Zacznijmy od niej z resztą. Artystycznie jest to produkcja powierzchowna. Tak główny bohater ma maskę plague doctora, nie nic z tego nie wynika. I tak jest jakaś fabuła o pladze, ale podjąłem decyzję jej nie czytać tylko siekać wrogów przede mną. Graficznie natomiast mamy tu Unreal Engine, co oznacza znośną optymalizację, bez szału i w gruncie rzeczy dość podstawowy art. Który jednak nie przeszkadza w żaden sposób w rozrywce. Tu i tam trafią się też jakieś głupotki. Tu i tam są glitche animacyjne, czasem trafimy na głupkowatą niewidzialną ścianę. Tu i tam znajdzie się skill, który działa bardzo janky. Wreszcie nie wiem co myśleć o jednej z kluczowych mechanik. Przeciwnicy mają jakby dwa paski życia. Musimy najpierw zbić im jakby blok a potem dokończyć życie. Różne ataki zadają różny procent damage w każdy z tych pasków. I przyznam, że jest to ciekawy system, zmuszający do używania różnorodnych ataków. Mam jednak wrażenie, że atakowanie wewnętrznego życia ma trochę mniej opcji i tu czułem się momentami sztucznie ograniczony do tylko jednej opcji. Ale dobra, ponarzekaliśmy sobie na techniczne niedoróbki i designowe dziwactwa. Prawda jest jednak taka, że walczy z przeciwnikami się zwyczajnie super. Jest to bardzo lubiany przeze mnie typ dynamicznego soulslika trochę jakby na kanwie Sekiro. To oznacza, że nie ma staminy, można bardzo szybko przechodzić między różnymi animacjami (np. wycofać się z picia mikstury w dodge) i wreszcie parry jest szybkie i bardzo skuteczne. Ba w grze nie ma nawet blokowania jako baseline zdolność, trzeba sobie odblokować. O i jeszcze, nie ma tak w zasadzie dużo roboty z buildami, bo mamy tylko 3 statystyki i w zasadzie 0 itemów. Jest to absolutnie mój jam. Przeciwnicy są niebezpieczni, ale zwykle czuję, że mam pełen zestaw narzędzi by z nimi walczyć. Daje mi ogromną satysfakcję sparowanie długiego combosa i patrzenie jak pasek tarczy przeciwnika topnieje. Rozumiem z drugiej strony, że fanom bardziej metodycznej rozgrywki to nie podejdzie. W kontekście samego combartu jest jeszcze jedna mechanika. Otóż mamy możliwość zbierania broni plagi z przeciwników którymi walczymy i potem ich zaekwipowania i ulepszania. To trochę taka forma specjalnego skilla. Wszystko super, ale gdy zabieramy taką broń to dostajemy tez możliwość natychmiastowego użycia jej w innym slocie. To genialny system, który daje nam zarówno możliwość wypróbowania broni jak i zachęca do używania różnorodnych. kradziona broń bowiem nie kosztuje energii i nie dzieli cooldownu z naszą możemy więc podkraść wrogu potężny atak niemal za darmo. Na koniec nieco o zawartości. Znów jest to lekka amatorka. W levelach jest tyle fajnych sekretów co okazji do zgubienia się. Przeciwników jest trochę mała różnorodność i to w większości postacie z różnymi broniami, ale też z tej ograniczonej zawartości zostało nawet sporo wyciągnięte. Bossowie wreszcie to też nieco różna sprawa. Jest kilka nudnawych gimmick bossów, jest też sporo walk zwyczajnie solidnych i na prawdę pomysłowy i dobrze wykonany final boss. Tak, Thymesia jest janky i tak podobnie jak Sekiro ma moim zdaniem niszową publiczność. Dla fanbojów Sekiro jednak i dynamicznych soulslików myślę, że warto spróbować. To trochę case tego, że moja recenzencko designerska dusza co rusz wskazywała jakiś błąd, ale mimo wszystko nie udało jej się zepsuć tego jak dobrze się bawiłem jako gracz. A to chyba najważniejsze.
[h3] NOTA: 7.5/10 [/h3] quem foi o [b] MALUCO [/b] que colocou uma conquista de quebrar [b] 1.000 BARRIS [/b] pra platinar esse jogo?? fora isso, jogo com ambientação e combate impecáveis, e uma platina satisfatória, vale muito a pena pelo preço que paguei (em promoção). [b] PS: Se você gosta de soulslike, você TEM que jogar Thymesia. [/b]
Great game to play! I dont regret buying in 2025 this guy has put great efforts on the combat! Overall solid game.
碰撞体积和丢硬币一样随机,经常出现贴脸a一套没反应
Short, combat great, everything else mid at best
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.