
Between our world and the world beyond lie the Titan Souls, the spiritual source of all living things. Scattered amongst the ruins and guarded by the idle titans charged with their care, a solitary hero armed with a single arrow is assembling shards of the Titan Soul in a quest for truth and power.
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.
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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.49−90% | 13.8Kreviews | 79% | — | $440.6K |
| $14.99 | 6.9Kratings | 81% | — | 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 875 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The premise for the game is clear and interesting in execution; you are just as fragile as the boss, and you only have a single arrow. As such, every encounter is a puzzle in which you search for the weakness of the boss and the right opportunity to kill it instantly. It's pure gameplay and unique in its own way. The big issue is the checkpoint system, and that alone made me stop playing. Instead of having an option to immediately retry a boss, you are sent back to a checkpoint and are required to walk all the way back just for another attempt. There are no other design elements to justify this, as this game focused itself on being a boss rush and so there is quite literally nothing between the checkpoint and the entrance to the boss' arena. Each attempt at a boss usually takes about 5-30 seconds, the walk back to retry was 30 seconds minimum by the time I stopped playing. It's a cool idea, but executed with such disproportionate tedium that just feels incredibly disrespectful to a player's time that I can't recommend a game that's bordering a walking simulator, occasional action puzzler. Death's Door was fun though
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.86/day in the week to Jul 25 → 3.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, German, French, Spanish - Spain, Portuguese - Brazil
| $1.49−90% |
| 150ratings |
| 64% |
| — |
| 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 875 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is the only review you will need for this game 1. controller is a must, if you don't have one just DO NOT buy this game, keyboard and mouse is literally unplayable 2. to run fast, long press the dash button, will help you a ton especially in stairs 3. each boss has a unique way of killing him, you could do it in 10 seconds or in a few whole minutes of dodging, just get the gist of the boss and you'll kill it quite fast, not too hard, not for dopamine addicts definitely 4. worth buying especially with 90% off which rolls most of the time GLHF
Walk 20 seconds to a boss, die in 5 seconds, repeat until you beat the boss in 5 seconds instead. The boss moves are decent enough but this is not the structure to take advantage of that, everything feels like a gimmick.
Really wanted to like this game but after playing for about an hour and beating 7 bosses I've found myself more frustrated than anything. First of all game recommends controller but does not support my PlayStation 5 controller, steam usually is able to translate the inputs for games without support but for whatever reason this game was the exception and I was forced to play on mouse and keyboard. Secondly, I find the whole concept of "one shot to kill the boss" more frustrating than anything else. In a traditional boss fight, you may lose yes but as you practice the fight you make it farther and farther into the fight and each attempt you get the boss' health lower and lower giving you that indication that you are making progress. This game takes that concept and throws it out the window. It can be hard to tell if you're improving at all and each attempt turns into a crapshoot of "Gee, wonder if I'll get lucky and magically hit the absurdly hard to hit weak point this time" Most of the bosses I did beat felt more like I won out of luck than skill. Thirdly, this is a gripe I have with many games that are difficult. It's ok to have a hard game, it is not ok to make retrying said game take 15+ seconds considering you can often die within the first 5 seconds of each fight. When you die you have to slowly fade to black, fade back in at the respawn point, and make your back over to whatever boss door you died at, with a movement speed that feels waaaay too slow I might add, go into door, fade to black again, enter arena and then finally you can shoot the boss and retry the fight. Only to die again after 5 seconds to repeat the process... Half the time I spent fighting bosses was just the death animations and walking back to the arena. Lastly and probably my biggest complaint, the lack of omnidirectional aiming. I can't tell you how many times I cussed out my monitor because when I went for the lethal blow on a boss I was standing two millimeters too far to the left and my shot would whiz right past the boss. You only have 8 directions to shoot in and the boss can most of the time move wherever it damn well pleases so you have to line yourself up juuuuust right and shoot within a 1 second window to actually kill any boss. It's the most infuriating combat ever and feels clunky and unsatisfying all the way through. Sorry to be so negative but these are my honest opinions. Of course if you like the game that's great but I personally did not find it my cup of tea.
backtracking for no reason makes it tedious and boring, other than that the idea is pretty cool.
Pretty bad.. You spend more time walking around and respawning than actually playing the game. Figuring out the bosses is a boring chore and the achievement list makes me gag.
It has a good concept and I like the boss designs, but the controls feel sluggish which kills it for me. Oh and don't remind me about the stairs; I have no idea you are not allowed to roll up the stairs, it frustratingly slows down the game.
sorry to say it's not at all fun respect the sprite work, though
《泰坦之魂》:8.2 / 10 (优秀) 单周目流程时长:2 - 4 小时 类型:BossRush (虽然本作没有官中,但游戏里的文本只有寥寥几句,信息量最多的剧情写在商店页面介绍里,因此基本不会影响正常游玩) ———— 补票+1 作为BossRush类型的代表作,《泰坦之魂》的一些设计哪怕放到现在来看也依旧超前,没有复杂的构筑,没有繁琐的成长,也没有直白的叙事,只有玩家与Boss之间最为直接的较量。 这其中最新颖的一点,就是主角与Boss全部都是受击即死。 唯一的区别在于,主角是真的脆皮,而Boss的弱点则被层层保护。这种设计,自然会引导玩家观察Boss的行动规律,破解战斗机制,将一场场热血的战斗逐渐拆解成一道道理性的谜题。 而在操作方面,本作也是简单到不行。 一把弓,一支箭,一条命。射箭,收箭,翻滚,奔跑。 好了,你已经学会本作全部的操作技巧了,接下来去挑战这个世界的泰坦与创世神吧。 (顺便提一嘴,本作只建议用手柄玩,用键盘玩你将会见识到什么是真正的地狱难度) 可与此同时,《泰坦之魂》也确实存在着一些奇怪的毛病。 本作的地图几乎没有什么探索内容,主角也不存在任何成长要素,可它偏偏要设计一张又大又简陋的地图,让本该没有任何冗余内容的快节奏战斗变成了三百六十五里路。 除此之外,主角在死亡后无法立刻继续挑战Boss,而是需要先走上一段路回到目标地点,才能重新开始战斗,这一设计也进一步加剧了跑图的无趣。 不过这么说,多少也有点马后炮了,毕竟作为这个类型的奠基者之一,《泰坦之魂》本身就带着相当明显的时代局限。 换个角度想,过去这么多年,它最核心的设计放到今天依旧惊艳,其实就已经足够说明它有多么优秀了。 ————
Literally spent more time walking to the bosses after each respawn than actually enjoying the fights. Out of my 26 minutes, around 20 of them were spent pointlessly walking through the locations i've already seen before, losing interest in the whole game. Way to go, caught my interest just to lose it immediately by wasting my time for nothing. Regret buying it even with a discount, if i wanted to waste my time without anything to enjoy i'd rather stare at a wall for free. Because that's exactly what this game does during 90% of the total play time, slowly compounding those walks into hours and hours of wasted time with just around 10 minutes of actual fights on top. I'd actually enjoy 100%-ing that game if not for that compounding waste of time, that i bet gets worse in the later stages.
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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