
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game about a small fox on a big adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game about a small fox on a big adventure. Stranded in a ruined land, and armed with only your own curiosity, you will confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets.
BECOME A LEGEND
Stories say that a great treasure is hidden somewhere in this land. Perhaps it lies beyond the golden door? Or somewhere deep beneath the earth? Some tales tell of a palace high above the clouds, and of ancient beings with incredible power. What will you find?
REBUILD A SACRED BOOK
During your travels, you’ll reconstruct the game’s Instruction Manual. Page by page, you’ll reveal maps, tips, special techniques, and the deepest of secrets. If you find every last one, maybe something good will happen...
BE COURAGEOUS, LITTLE ONE!
Dive into varied, technical combat. Dodge, block, parry, and strike! Learn how to conquer a wide cast of monsters, big and small — and discover useful new items to help you on your way.
Explore a hostile and intricately-connected world of shady forests, sprawling ruins, and labyrinthine catacombs
Fight mighty bosses deep beneath the earth, high above the clouds, and in places stranger still
Collect the missing manual pages, bursting with hints and original full-color illustrations
Discover hidden treasures to help you on your way
Unearth secret relics, secret techniques, secret puzzles, and… listen, there’s a lot of secrets!
Featuring sound design by Power Up Audio
And an original soundtrack by Lifeformed (Terence Lee and Janice Kwan)
Keep your wits about you and be brave, little fox!
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 18.6Kreviews | 91% | — | $11.4M |
| $29.99 | 9.8Kratings | 85% | — | 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.
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 1145 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tunic is a great homage to oldschool NES zelda (and incredibly short if you follow a guide much to the chagrin of the weirdly obsessed line tracing community backing this game) but good lord what an amazing sound track. I mean the gameplay is fun, but the music alone could hard carry the entire game. I did not think there would be any business for the soundtrack to this game to be as good as it is.
(使用AI润色,但核心论点都有我自己提出,请放心观看,并不是AI生成的) 披着《塞尔达》萌系外皮,骨子里却是机制粗糙的受苦游戏(6/10分) 这款游戏绝对不能当作《塞尔达传说:织梦岛》的平替代餐来玩。如果不是因为游戏中那本极具创意的“残页手册”拉高了体验,我的打分还会更低。综合来看只能给到7分。以下是几点游玩下来极其难受的硬伤(无剧透,请放心阅读): 1. 动作系统与战斗手感极度缺乏打磨: 要命的无敌帧缺失: 游戏没有设计合理的受击无敌帧。到了游戏后期,怪物堆叠严重,特别是在遭遇前后包夹时,一旦失误挨了第一下产生硬直,往往意味着被直接连招带走,容错率极低。 尴尬的锁定与盾牌机制: 盾牌本该是普通玩家推图的“神兵利器”,但这款游戏的锁定系统做得极其别扭。在面对群怪时,只要你锁定了一个敌人,举盾的方向就会被死死锁死在这个目标上,导致你的后背和大侧面完全暴漏给其他小怪(没有方向锁定功能)。到了后期,“举盾”甚至成了一个负面动作,你只能被迫依靠翻滚。迫使玩家放弃一种核心防守机制,这绝对不是好的战斗设计。 手短与被风筝的折磨: 主角的攻击距离极短,打Boss时尤为痛苦,偏偏大部分Boss还会频繁主动拉开距离。虽然你可以依赖魔法道具,但干瘪的蓝条根本撑不到你打掉Boss多少血。即便有些Boss战中小怪会掉落蓝量,但那点回复简直是杯水车薪。 2. 极其吝啬的补给网点: 地图不算小,但商人网点少得可怜。这就导致在推图后期一旦卡关,你想通过购买爆炸物等消耗品来降低难度时,会面临想要回去买东西却“路途遥远、十分困难”的尴尬境地,严重打断了推图的心流。 3. 割裂且陷入俗套的剧情表达: 整个游戏在题材上有一种为了反转而反转的割裂感。现在的独立游戏似乎陷入了一种怪圈,制作者总觉得不搞点黑深残的反转和隐藏阴谋就不会做游戏了,但到头来你会发现,这依然是市面上已经被用烂了的那套俗套设定,完全破坏了游戏原本清新的氛围感。 4. 糟糕的成长与物资掉落曲线: 探索奖励缩水: 随着游戏后期难度呈指数级增加,但在地图宝箱中捡到的补给和奖励并没有随之提升。你辛辛苦苦解开后期谜题拿到的箱子,里面的东西可能和新手村捡到的相差无几。 经济惩罚: 死亡会固定掉落部分金币。虽然可以跑尸捡回,但面对本身就很难的Boss战,这种惩罚只会带来纯粹的负反馈。你必须在专注躲避Boss攻击的同时,还要分心去把掉落的钱捡回来,而且开始捡钱不如冲上去给boss先来几刀收益大。 5. 令人迷惑的主线视觉引导: 利用“固定视角造成的视觉盲区”来藏东西,这可以说是本作的特色。但制作组犯了一个大忌:视觉盲区应该只用来藏“奖励和隐藏道具”,而不是用来藏“主线干道”! 经常会出现主线必经之路被一块墙角的视角完全挡住的情况,制作组似乎很享受看玩家像无头苍蝇一样在地图上瞎转,这种把“设计缺陷”当成“解谜乐趣”的做法非常消磨耐心。 6. 所谓的“死亡回声(冲击波)”极度鸡肋: 捡回死亡掉落物时会产生一个爆炸冲击波。用来打小兵毫无意义,而用来打Boss时更是鸡肋。因为自身手太短,冲击波不仅打不出伤害,反而会把Boss推开。等你跑过去试图补刀时,Boss的硬直时间早就过了。它唯一的作用大概就只能是给你争取一口吃药或者逃跑的时间罢了。 新增:7. 极其反人类且意义不明的“大教堂”关卡设计(设计崩溃的缩影): 在这里只谈战斗,不含任何剧情剧透。大教堂可以说是整个游戏在关卡设计上最让人摸不着头脑、也最反人类的败笔篇幅。我可以勉强忍受剧情强制剥夺成长,让主角“锁死全1级状态”去挑战,但与之配套的怪物设计却极度恶心——里面全是被击中就会“扣除血量上限”的阴间怪物。 更离谱的是,关底居然安排了一场漫长的“怪物轮战(大斗技场)”。 在这里,数值和机制的撕裂感达到了顶峰。 8、至于被吹上天的解密部分,更倾向于国外的那种无提示解密,体感不是很好,除了高山解密还可以。 玩到这里,你能明显感觉到作者完全失去了方向,不知道自己到底在做一款什么游戏。他似乎只是贪婪地想要搞一个“大杂烩”(轻度解谜、黑魂受苦、弹幕射击、肉鸽轮战,什么都想塞进去)。但优秀的游戏根本不需要什么都有,强行缝合的结果,就是各系统之间互相打架,让玩家感受到纯粹的折磨。 【最终总结】 这款游戏本质上,在前期展现出的是一个非常清新、看似没有多难的世界。它和《黑魂》《只狼》那种把受苦写在脸上的游戏完全不一样。因此,我只能、也必须用“平均水平玩家”的视角和预期来看待它。 我个人当然会去把这款游戏打到全成就,因为比起市面上泛滥的各种烂游,它的底子依然算是不错的。但我写下这篇评论的初衷,是让后来的玩家明白自己到底适不适合这款游戏,避免被画风欺诈。如果这篇评测冒犯到了某些十分享受这种受苦机制的高玩/大佬,那我先在这里道个歉。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek*, Hungarian* +15 more
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You know it's a good game when the puzzles get you to whip out the old pen and paper
Tunic is a masterpiece of a game. The music is great, and nice to listen to. The gameplay is challenging, and feels rewarding when you beat a boss or figure out a puzzle. Oh man, the puzzles are hard. I had to look up a guide to help me figure out the last part of the game. Man, the mountain door puzzle is insanely hard. In my opinion, the less you know about the game, the better it is to play through.
I just realized I forgot about this game a while back but I still don't want to play it. Looked up spoilers and I'm glad I didn't bother.
10/10 对厨师致以最高的敬意!!豪赤!用心做游戏的制作组! 地图设计水平堪比魂一,地图利用率极高,每一片地区都有独特的记忆点
One of the most challenging puzzles i found in games. With a great atmosphere to go with.
Combat was decent The world never really gets any easier to navigate Everything about the true ending felt like a letdown. It's tricky to construct a world around mystery and secrets and have the reveal live up to the expectations in players' heads. Dreams are limitless and reality is bounded. Even so, this was a major whiff in my view.
I thought that about the first half or two thirds of this game was awesome. Great music, visuals, and gameplay. It starts out as if someone mixed in some dark souls with classic SNES Zelda in the best way possible. Eventually though, it changes gears and I felt it became more tedious than fun - a lot of retracing steps, finding things in places you've already been, more frustrating enemy mechanics, and a shift to a certain type of puzzle. I got fed up enough that I looked at what remained and decided to nope out on completing it. I know a lot of people don't mind the shift, so it's up to the reader to decide if it's for them or not. Light spoilers if you want more info: right around the time you start running into environmental hazards, and/or enemies that can reduce your HP until you restore at a shrine, it bogs down. It only gets worse from there, with eventually losing your powers and having to go find/collect your powers again. If you're interested in the 'good' ending you also need to be prepared for A LOT more wandering around + puzzle solving.
Almost all the text in the game is in a weird language that apparently we're supposed to learn. That's just needless complication for no reason. My character should understand the language of the world they live in.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.4M | 14.7K | 84% | $29.99 | |
| $11.5M | 12.4K | 37% | $49.99 | |
| $11.5M | 19.4K | 94% | $9.99 | |
| $11.4M | 28.9K | 94% | $19.99 | |
| $11.5M | 34.2K | 95% | $19.99 | |
| $11.5M | 25K | 95% | $19.99 |