
Thyria is an RPG, a unique combination of dynamic exploration, turn-based combat and crafting. Summon and train a team of Guardians, who will accompany Thyria into the minds of the cursed villagers. Help them vanquish their nightmares.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 3 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 12.75/day in the week to Jul 16 → 0/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.
About
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
it is with regret that I give a negative review. The graphics and animations are excellent. And the game loop looks fun. But as it stands, it looks like early access. The tutorial doesn't explain the mechanics properly or completely. For example, a new cube location has been unlocked: how do I create a new cube element? Should I upgrade gardien's stones or not ? The game mechanics are incomprehensible in French. But in English too. When you're wandering around in a dream, getting around is complicated. Battles with ghosts are unclear (do my attacks work or not?). Time flies. Even when you're talking to an NPC or reading a description. Picking up objects from the ground is laborious. Especially as they weigh so much, you can't pick up everything you want. Anyway, that's it. This game has the potential to be good. But for me at this date, it looks like an alpha/beta version.
I want to recommend this for the mix of ideas and genres put together. I cannot recommend this, because it is just not finished as of 02/2025. Missing text blocks, glitching / out of bounds enemy spawns, unclear instructions , missing information for some mechanics. UI issues are the most obvious to be fixed before this is finished. Still, creatively amazing. Keep working on it!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese +5 more
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game has a lot of potential, but there is too many bugs. The game is unfinished & unbalanced. Sadly.
English localization is absolutely horrendous, and the UI is clunky. It was bad enough that I didn't make it to the core gameplay, so I can't judge that part.
Feels buggy, places where you cant reach in explorer mode, The concep is good, but the game is not for me in the end.
This game has some interesting ideas, but is simply unfinished. Story does not have an end. Took 8 hours to get through Act 2 and it has less than 3% completion rate. Mechanics are not explained well and make me think things just straight up don't work. Splitting skills and combining their night and day components was cool, since it gave actual flexibility. But other than that the game is poor. The crafting system is also in shambles.
Sadly I cannot recommend, despite plenty of promise. It's essentially an abandoned early access title. Pros: Nice looking Cool ideas Cons: Unfinished & unbalanced Inconsistent user experience
peanut would love some pets and treats :) 🌸> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Feels unbalanced and unfinished, but it's not so bad. A cheap game with 10h gameplay to 100% achievements. I've played worse.
Thyria is an ambitious indie role-playing game developed by Twokats and published by GrabTheGames that aims to merge tactical, turn-based combat with procedural exploration, deep customization, and a surreal narrative framework centered on dreams and curses. Rather than presenting a traditional fantasy epic, the game frames its journey as an inward descent, where battles are fought inside the twisted subconscious of afflicted villagers. This unusual premise gives Thyria a distinct identity and sets the tone for an experience that prioritizes systems, strategy, and experimentation over cinematic storytelling. At the core of the game is its exploration loop, which unfolds across procedurally generated, isometric maps representing fractured dreamscapes. These environments are filled with branching paths, random events, resource nodes, and encounters that constantly ask players to weigh risk against reward. Time management plays an important role, with a day-and-night cycle influencing enemy behavior and encounter difficulty, subtly encouraging players to think ahead rather than rush blindly through objectives. Exploration can feel tense and methodical, as pushing too far without proper preparation may lead to punishing encounters that test the limits of your party composition and resource stockpile. Combat is where Thyria truly asserts its depth. Battles are turn-based and tactical, emphasizing positioning, spell synergy, and thoughtful sequencing of actions rather than raw numerical advantage. Instead of controlling a conventional party, the player commands Thyria alongside a selection of Guardians—summoned allies that act as the backbone of your combat strategy. Each Guardian comes with its own identity, role, and spell list, and before every encounter you must decide which ones to deploy and how to configure their abilities. This system rewards experimentation, as small changes in spell loadouts or Guardian combinations can dramatically alter how fights unfold. Customization and progression are deeply intertwined with the game’s crafting systems. Resources collected during exploration, such as Soul Dust, Relics, and Soul Jewels, can be combined to create new Guardians, enhance existing ones, or craft charms and equipment with a wide array of modifiers. This level of control allows players to fine-tune builds to suit their preferred playstyle, whether that means focusing on elemental damage, battlefield control, survivability, or high-risk burst strategies. The satisfaction of seeing a carefully crafted setup pay off in a difficult encounter is one of Thyria’s strongest rewards. However, this depth can also be a double-edged sword. Many of the game’s systems are only lightly explained, and newcomers may initially feel overwhelmed by the number of mechanics interacting at once. Crafting menus, spell management, and resource flow demand patience and curiosity, and players who enjoy discovering systems through trial and error will likely fare better than those seeking a more guided experience. The pacing can also feel uneven at times, with stretches of exploration blending together before being punctuated by sudden spikes in combat difficulty. Visually, Thyria adopts a hand-drawn, pen-and-ink-inspired aesthetic that gives it a distinctive indie charm. Characters, enemies, and environments feel deliberately stylized rather than polished, evoking the look of illustrated notebooks or tabletop sketches. While this art direction helps the game stand out, it may not appeal to everyone, particularly players accustomed to high-fidelity visuals or modern UI design. Interface elements can feel dense, and navigating the game’s many systems occasionally lacks the smoothness one might expect from larger-budget productions. Narratively, the game takes a restrained approach. The overarching story of cursed villagers and fractured minds serves more as a thematic framework than a heavily scripted tale. Dialogue and exposition are sparse, leaving much of the interpretation to the player. Some will appreciate this subtlety, as it keeps the focus on gameplay and atmosphere, while others may find the story underdeveloped or lacking emotional payoff. Thyria seems more interested in creating a mood of unease and introspection than in delivering dramatic plot twists. Replayability is driven largely by procedural generation and build diversity. Each run through the dreamscapes presents new layouts, encounters, and opportunities to experiment with different Guardian setups. While repetition can set in over long play sessions, especially for players who favor a single dominant strategy, those willing to constantly adjust and refine their approach will find plenty of room for mastery and optimization. In the end, Thyria is a game defined by its ambition. It does not aim to be universally accessible or immediately gratifying, instead offering a layered tactical experience that rewards patience, planning, and curiosity. Its strengths lie in its combat depth, customization systems, and willingness to explore unconventional ideas within the RPG genre. While rough edges in presentation, pacing, and system clarity may limit its appeal for some players, those who enjoy tactical RPGs with a strong emphasis on experimentation and procedural challenge will find Thyria to be a thoughtful and rewarding journey into strange, dreamlike territory. Rating: 7/10
Players by region
Where this game's players are, estimated from review languages.
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