
As a vow to his dying Master, the young swordsman Hiroki is sworn to protect his town and the people he loves against all threats. Faced with tragedy and bound to duty, the lone samurai must voyage beyond life and death to confront himself and decide his path forward.
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.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Jul 26 → 1.57/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.
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 | $19.99 | 3.1Kreviews | 71% | — | $846.6K |
| $19.99 | 5.8Kratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Классная картинка в стиле старых японских фильмов времён Расёмона. Отличная инди-игрушка
Отличная игра на пару вечеров. Для фанатов японской культуры, а конкретно "Семи самураев" Акиры Куросавы - мастхэв
Достаточно продолжительная, достаточно динамичная, есть простой и понятный сюжет, есть интересные боссы, не скучная боевая система, каждый раз, когда открываешь новые движения (приемы), появляется впечатление, что он ультимативен, но это ощущение проходит, после 3 главы, использовал все, что открывал. В общем за свою цену - хороший продукт.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Italian, Polish*languages with full audio support
| $4.99−75% |
| 68ratings |
| 80% |
| — |
| 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 100 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я доволен
这个游戏的画面艺术性简直拉满,有好几次我都隔着屏幕叫好,而且游戏的战斗部分手感挺有武士感的,并不像听说的那么糟糕。但这种感觉在主角死去后的黄泉路部分立刻被抵消,包括后续的选择与哲学对我来说都没还有丝毫能够代入的地方,个人以为这部游戏前半部分和后半部分如果是两个游戏说不定各自都能成功,最后推荐这部游戏给电影或摄影爱好者,这方面非常值得学习,并且在主角死掉后立刻关闭游戏。 说说缺点:1.后半部分没有这种视觉感了;2.游戏的前半背景虽然是被屠城了但太多非常悲惨的哭叫声有那么一点让人反感(即使这可能很真实);3.战斗部分虽然手感我个人是喜欢的,但确实不够丰富,不是招式不够丰富,是战斗总的来看不够丰富。
I can't recommend this game because of the misleading tag "Hack and Slash", this isn't that at all, it's one of those more technical games where your have to parry + attack for every single fight. The games looks beautiful, the visuals, the music, the presentation, all of that is marvelous, but I was looking for a samurai hack and slash and this is not that, despite what it says on the store page.
Trek to Yomi is a stylish side-scrolling action game heavily inspired by classic Japanese cinema. Set in Edo-period Japan, it draws particularly from those samurai films of Akira Kurosawa, adopting their dramatic cinematography and stylised sword fights. In fact, its presentation is probably its most insisted selling point by choosing to be presented entirely in black and white, with dramatic camera angles, composed cinematic shots, and trying very hard to make you feel like you are playing through an old samurai movie. You play as Hiroki, a young samurai who grows up in a small village and eventually takes on the responsibility of protecting it. The story follows his life through several stages, dealing with the conflicts of duty, love, loss, revenge and the consequences of violence. In fact these themes will carry the character forward and offer some choice of outcome at some point. It's a fairly straightforward samurai story, but the presentation does a lot of the heavy lifting here. The environments are beautiful, the lighting is truly excellent, and the black-and-white cinematography with sometimes exaggerated contrasts gives even relatively simple scenes a lot of character. The voice acting is available in japanese and is actually quite good. The gameplay is similarly straightforward. Even though it is a "side scroller" there is some depth to it and you move in an actually 3d space that is predominantly 2d, going closer and farther away from the camera and interacting with the environment, collecting items or secrets, and of course fighting groups of enemies along the way. Combat revolves around blocking, parrying, dodging and attacking, with a few ranged weapons added as you progress. And for the first half of the game, it does this extremely well, but then I think the game starts losing some of its heart and direction and falls apart in the last third. It condensed and invested so much early on that later stages don't carry the same punch. Unfortunately, the further you get, the more it feels like the game starts losing direction and keeps using that presentation to dress up a fairly basic action game. The cinematic journey gradually gives way to a sequence of increasingly predictable combat encounters which become rather annoying as some are lengthy and checkpoints are sparse. The first levels it feels like you are actually travelling through a samurai story. There are villages, forests, temples, caves and other locations that give the journey some variety. The character manifests itself and interacts with others, speaking of his inner demons, doubts, duties. You get moments where you can simply take in the scenery and appreciate the work that went into recreating the visual language of old Japanese cinema. But as the game progresses, it increasingly becomes an enemy corridor. Walk forward, fight a group of enemies, walk forward, fight another group, repeat. The environments become less rich and the combat encounters become increasingly dominant. This wouldn't necessarily be a problem if the combat were deep enough to carry the game in substitution of the narrative, but it isn't. The combat is perfectly functional, and parrying an attack or executing an enemy can feel satisfying, but there isn't enough complexity here to make fighting the same basic groups of enemies over and over particularly engaging. You will learn a lot of different attacks, which are executed through button combinations. The game is far from simple attack button mashing,there is actually a lot of combat options. But maybe too much and their efficiency varies so you stick to a more effective group. The enemies have a small type variety to invite you to use different attacks combinations, but you will stick to a bread and butter because, honestly, they become too many and some are just more practical or efficient than others. Once you have 3 or 4 on each side, you go for function over form. Trek to Yomi is therefore a bit of a mixed experience for me, and it's a shame because the game has such a strong visual identity. The first half is truly excellent at creating the feeling of playing an old samurai film, and there are some genuinely memorable moments throughout achieved through the characters and the environment. But the second gradually loses so much of that magic by becoming increasingly linear, repetitive and combat-focused chore. I wish the game had managed to keep those initial strengths further instead of gradually turning them into something more linear in what appears to be an attempt to stretch game time.
Un juego hermoso, estilo increíble que se siente como una película antigua de samurais, con una historia jugabilidad y personajes magníficos. 10/10
艺术品,像是在看黑泽明的电影!
imagina uma mina muito bonita, que beija muito mal. é esse jogo
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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