
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
Juegazo,solo el primer boss es un poquito dificil,jsjs,algunos etenderan
地图灰蒙蒙的,美术几乎没有,角色演出也几乎没有,配音也没有,音乐也几乎没有。
Rating: 6/10 The game is pretty short but I can't say that I didn't enjoy it. I liked the level design and the combat. The parry window can be extended and once you master it, the game becomes much easier. The boss fights were enjoyable. The main weakness I found was the enemy variety. It was almost same enemies in all the levels. There is no voice dialogues at all. Overall, it's a decent game but not worth your $30. Buy it on sale.
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 |
|---|---|---|---|---|
| $336.8K | 840 | 65% | $18.99 | |
| — | 0 | — | — | |
| $38.6M | 19K | 79% | $49.99 | |
| $35.8M | 21.1K | 86% | $59.99 | |
| $2.2M | 2.2K | 70% | $19.99 | |
| $741.9K | 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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 | — | — | — | 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
This is one of those instances, where Steam should have a "mediocre" button. And not because Thymesia is uninspired or average in the majority of gameplay. Quite the contrary — it's a polished, well made game, but unfortunately it also has some design mistakes and flaws that kills a lot of fun when playing. The good things barely outweigh bad ones. I begin the tutorial level with the expectation of Thymesia being just another soul-like. Then I started noticing things — why the hell my dodge is so short and have practically zero I-frames (with not entirely true, but hey, that was my first impression), why my parry don’t make enemies open to riposte, why they have infinite poise? And then I realized — this game is not souls like. It's Sekiro-like. And as a person whose favorite FromSoft game is Sekiro, this picked my interest almost immediately. And if you wonder, what’s the difference, then let me explain to you, my sweet pumpkin pie. Souls-like gameplay is slower, more reactionary (with mean — you mostly respond to enemies moves, waiting for openings and gaps in their defence) and your primary way to avoid getting hit is by dodging and counting on your i-frames. In sekiro-like YOU DO NOT DODGE. That is the most important rule — do not try to move away. Instead stand your ground, face the enemy, parry their attacks. Timing is crucial and hesitation is defeat. So, how well all of this works in Thymesia? Well, unfortunately, not quite. And the devil is in the details — all the flaws slowly creep in, raising your frustration levels gradually, like when you boil living frogs, so initially you will think that the game is quite okay. But then, at some point… To create good sekiro-like combat you need three things: consistency, precision and responsiveness. I cannot say anything bad about the first one — I was consistently smacked in the face on almost every occasion. But precision and responsiveness… When you press your block button, you need to be damn sure that your character animation will connect with enemy’ attack in a sensible manner. And I will die on the hill that there is something wrong with these principles here — some of the animations are misleading, vide tentacle attacks of the Mutated Odur boss. You press the block, see hitboxes that should connect, but it’s wrong, the attack still hits you for some reason. There is also this feeling of your block being weirdly delayed — basically every time when your brain yells “PRESS THE BUTTON RIGHT NOW!!!!” you need to fight the urge and add like 0.5 second of delay, or it will be too early. There was multiple instances when I was trying to block the attack just to fail doing it, and telling to myself “Well, in Sekiro it would connect” Another thing that defines Sekiro combat is aggressiveness — you definitely cannot wait for enemies to end their combo, you must take initiative and start putting pressure on them. You see an opening, you attack, put enemies into defence, and finally break their stance. This will totally not work in Thymesia. Firstly, there is no stance here, enemies will not even try to defend themself, they just tank all the damage. Secondly, breaking their posture is incredibly hard and it will stun them maybe for a few frames, which is not enough to regain control over the battlefield or kill them. So YOU MUST WAIT FOR THEIR ATTACKS. But hey! There is more! Every — and I mean it! — every enemy has delayed attack. ALL OF THEM. From simple axemen from tutorial level to end game minibosses, they all have delayed attacks that love to abuse. And you know, they are not bad when used sporadically, but holy heck, it is annoying when you build combat around it. A good example is a footman with sword and shield from the Royal Garden area — his basic moveset is a three hit combo, all of his attacks are delayed. Combine this with inability to break their posture and you have a recipe for disaster — you cannot be aggressive, because they don’t give a damn about damage, they will tank it, so you must wait. And wait. And wait even more until they decide to attack, because when you try to do it, you won’t have enough time to execute a block. In some cases I was literally standing in front of the enemy, waiting patiently for them to do something. This game takes combat from Sekiro and tries to combine it with enemies from souls games, creating only frustrating experiences. Riveting gameplay. And then occasionally the game decides to do 180 and pivots to ultra-violence. In Sekiro if you get hit, you can almost always roll over or start to “wiggle” your sword to catch some attack, for the price of losing a big chunk of posture. Not in Thymesia — every time you posture brakes, it's basically saying goodbye to ⅔ of your health, because recovering takes an ungodly amount of time, thanks to long-ass animation. The best example of this is when fighting the final boss — he has two sets of 5 or 6 hit combos, if you get caught by the second or third attack in the row, it’s basically over, you will tank every next hit. Why, why is this game sometimes so unresponsive? Okay, okay, okay, we talk enough about core mechanics. What the hell is this game even about? To be honest I didn’t pay attention at all, because this is yet another instance of creating a vague storyline for the sake of being hard to follow and understand. All you need to know, you are a dude named Corvus (Nevermore, Mr Poe, Nevermore), you look like a plague doctor, and there is — yes, you guessed it — a plague that turns people into monsters. But it’s not something unique or worth remembering at all, just another fantasy story set in a decaying, slowly rotting world. One thing worth mentioning is that this game have no voice acting at all — normally it’s not a problem, I don’t have this hilarious irrational fear of reading like the majority of gamers has, but in this instance is could help, because bosses love to talk while fighting, and there is no chance that I will focus on some text instead of trying avoid getting killed. Now, let’s talk a little about character progression. You only have 3 stats in this game: Strength (for damage), vitality (for health) and plague (for your special abilities), but the max level is 50, so your stat distribution always will be similar to builds of other players. Up to level 25 you also gain talent points, which you can spend on 6 different skill trees — and this is the bread and butter of building Corvus abilities. Some of them are more obvious to choose — like better damage (with is super important, because you cannot upgrade your main weapon at all) or longer dodge (with still have very little I-frames), some make your parry window longer, in exchange of less damage or allow to gain more energy with attacks. What is more important — you can swap them without additional cost at any checkpoint, and with this, adapt to any challenges. And you should do this, especially when facing bosses — changing my loadout was make or break in more than one instance. But I think restricting talent only to 25 points is a bad idea, because it steals fun from developing our character. What do I need to do to fight enemies when I reach level cap, I just go and run past them. <Check comment section for the rest of the review>
手感稀爛,充滿惡意,各種奇特判定,完全浪費錢
Un plutôt bon jeu au global, le système de combat est excellent, même si certains boss et niveaux sont clairement en dessous. L'expérience globale est vraiment bonne.
Dark souls vibe, very fun combat, definietely worth checking out!
Visualmente se ve horrible para el año que salió Elden Ring, así que no es excusa...las "nuevas mecánicas" de la pluma y las armas plagas no son lo suficientemente interesantes o potentes, los escenarios apenas se expanden poco entonces no terminan siquiera a dar una leve sensación de Mundo Abierto, malos detalles y visualmente se confunde la vida con la armadura incluso...falta presupuesto y se nota a diferencia de otros títulos.
省流:小成本作品,小成本作品,但好钢都用在了刀刃上。优缺点都很鲜明,总体来说值得一玩,光是几场优秀的 Boss 战就已经值回票价。 先说优点,弹刀手感不错,而且弹反相比闪避收益更高,明显是在鼓励玩家弹反,这种游戏打起来就很舒服。 打斗手感确实不错,毕竟没有精力条的限制,打起来有点仁王的风味,可惜招式不够丰富。所以它玩起来不像是魂系那种回合制博弈,更像是仁王里部分武器的打法,弹反敌人后找机会打一套。也因此敌人血量偏厚,如果你用魂系的思路去打精英怪,得磨上好一会儿。 大部分精英怪都有处决的演出,中规中矩吧,要是花样多点就好了。 养成方面虽然武器衣服不能换但是天赋点延伸的流派还挺多,但我觉得很多天赋都是凑数的。 可以只点亮篝火而不坐,这点探图是真的很舒服。 再说缺点,这游戏整体是和仁王那样一个任务一张地图的那种,主线还好,支线有点不当人硬拖时长了,你需要去a找b的钥匙去c找b的钥匙,正常来说如果顺路的话其实还好,但这游戏最变态的地方来了他的篝火是不能传送的,梦回黑魂1了属于是,你就发现你得一直往返跑。 地图设计一坨屎,你说他是一本道吧他确实不是,但我评价是还不如一本道,和仁王一样想做箱庭做不明白,重复的风景,无意义的近路,贫瘠的探索奖励,一条支路的尽头可能是空空如也或者一个小怪,有个蚊子腿的魂都是大礼了; boss愚者之神和那个蠕虫设计太糟糕了,和魂1的混沌温床一样完全的0交互,和其它的boss设计对比就更加的垃圾了,虽然难度不高但打的过程太枯燥了,属于是死了有挫败感赢了没有成就感的敌人。 另外有一点我想知道,为什么在一个黑死病为背景的世界观下,大部分元素都是死气沉沉和破败的,为什么有一种敌人是黑丝烧鸡画风,烧确实烧但好怪啊,还是说背景里有提到?
战斗爽,但除此之外非常拉。 另外帧数可能影响弹反手感
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.