
The newest riveting installment in the epic Under Night In-Birth saga rises from the Abyss! Improved visuals and battle system! Witness the curtain fall on the tale of the Hollow Night. Vie for supremacy through exhilarating combat and a deep, robust battle system!
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.
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): 1.71/day in the week to Sep 9 → 3.71/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
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 | $49.99 | 2Kreviews | 87% | — | $3.1M |
| $49.99 | 670ratings | 96% | — | 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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
C'est carré
MELTY BLOOD e UNDER NIGHT IN-BIRTH, minhas franquias favoritas de jogos de luta, obrigado FRENCH-BREAD.
Best Modern Fighting Game
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.1M | 8.7K | 81% | $14.99 | |
| $3.1M | 2.6K | 79% | $49.99 | |
| $3.1M | 5.7K | 92% | $29.99 | |
| $3.1M | 2.7K | 92% | $29.99 | |
| $3.1M | 2.6K | 64% | $29.99 | |
| $3.1M | 5.9K | 64% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $45.4M | 67K | 88% | $39.99 | |
| $13.4M | 76.9K | 90% | $9.59 | |
| $2.6M | 10.6K | 89% | $14.99 | |
| $5.3M | 8K | 94% | $29.99 | |
| $3.9M | 7.9K | 92% | $24.99 |
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, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hidden gem ahh game
anda naito
So, 800 hours in, and this game is starting to lose its identity. Will be changing my review to a No for this game until it starts playing like old Under Night. Currently no character has weaknesses, everyone's damage is insanely high, and the bigger character models makes it harder to deal with the already new oppressive slew of options. I know Kamone is planning on toning everyone down, but legitimately, just give Unist and Uniclr roll back. Thanks.
Gostosa.
Fun and satisfying
more people should play this
This game would be better if you could actually play it. I love nothing more than loading up a fighting game only to get into a match and get hit once and watch my life bar drain and I can't do anything about it except leave to go make a sandwich or alt F4 and try to get a match that's against my skill level and that would be brain dead loser. I've put quite a bit of time in the tutorial just TRYING to learn this game but when the game doesn't want to teach the player then why should I learn the game? I know I'm not the "target audience" or whatever but that doesn't mean that the game is free from criticism and there is a lot to criticize. Namely the tutorial because it is AWFUL. I am terrible at these types of games so I do as most would and go to the tutorial to learn the game but the game instead gives you a checklist of mechanics that they then expect you understand just by doing the thing it says ONE TIME and calling it good PLUS the game has even worse tutorials that are sometimes a SINGLE TEXT BOX. Let's fix this by teaching the player how to move and attack followed by some simple BUTTON ONLY COMBOS. Next we need to learn about the stupid meter/bar/whatever the ♥♥♥♥ you wanna call the bar that allows for super moves. After learning about the bar in the bottom left by performing MULTIPLE SUPER MOVES (some grounded and some airborne). This teaches the player about the bar and that it changes how moves operate like making you invincible. However you NEED to make it obvious that the player is either doing things correctly by keeping track of inputs and what time they are input and if the player fails the combo or whatever the game will SHOW and TELL you what you did wrong. For example you could do the simple light, medium, heavy combo into down, down forward, forward+light and when the player messes up the string you can show the inputs the player did and EMPHASIZING the mistake to show newbies EXACTLY what went wrong so they don't end up angry and breaking controllers. The next change would be charge moves because you MUST have a visual AND audio cue as to when an attack is charged/ready to be used. If the player has NO indication of if a move is charged or not how are they supposed to combo with it? Furthermore the game needs to be slower by at least 25% and that could mean adding end LAG to moves or give more moves starting LAG. Too many of these games have fast paced fights that are hard to keep up with as a newcomer. Some may see this as hate but this is through the eyes of an actual brainless zombie that actively tries to understand fighting games and their appeal to enjoy them the way they were meant to but if this is how things are than Fighting games are just meant for the hardcore fans and that is the biggest tragedy of all. Games like this have something others don't but a welcoming scene for new players is not it. Soft circle french bread must hate money because the only way you make more of it is if you make your games easier to get into and understand for the lesser players like myself. This game has been out for some time now and it STILL doesn't have any form of modern control scheme. I'm talking SF6 modern as I am more talking about taking out the attacks that have you spin the analog stick in a circle and replace them with button combinations instead. No more quarter circle for a fireball just hold the right trigger and press medium. That is the simple and accessible control styles new players need in games like this that give you new moves depending if you're airborne or not. I can't be expected to learn a 50 hit combo that involves me spinning my analog stick like a helicopter rotor. I understand the love for the motion inputs or whatever but making your game's combat based ENTIRELY on it makes it super tough to learn especially because the game NEVER tells you what part of the motion input you are doing wrong so you do the same thing over and over expecting to get different result but end up going insane. If the game showed you a demonstration that had the inputs on display and what timing you needed to make the thing work that'd be great but no all the demo does is perform the combo perfectly and leave you wondering what the hell you're meant to learn just by watching the game do it for you. The demo assist feature DOES NOT WORK and only makes things more confusing because you have no idea what you did RIGHT and what the game did FOR you. If you've ever played wii Baseball training then you'd remember the game telling you if you swung the bat too early or too late and something like that would be super useful. DO NOT TELL THE PLAYER TO DELAY AN ATTACK FOR A COMBO AS YOU MUST SHOW THEM THE COMBO FIRST THEN ALLOW THEM TO TRY IT AND WHEN THEY FAIL THE GAME SHOWS AND TELLS THE PLAYER IF THEY DELAYED THE ATTACK TOO MUCH OR NOT ENOUGH AND THIS IS HOW IT SHOULD BE DONE FOR EVERY PART OF THE TRAINING MODE. NEW PLAYERS NEED AS MUCH HELP AS THEY CAN GET WHEN IT COMES TO LEARNING GAMES LIKE THIS AND IT'S ONLY GETTING HARDER TO GET INTO FIGHTING GAMES AS THE COMMUNITIES SURROUNDING THEM ARE TOXIC AND DON'T ALLOW FOR CASUAL PLAYERS TO LEARN THE GAME OR EVEN HAVE AN OUNCE OF ENJOYMENT WITH IT BECAUSE THE GAME'S BAD AND NEVER TAUGHT YOU HOW TO PLAY. This game has been out for over a year now and the little bit of playtime I have is Primarily in the tutorial instead of playing the ACTUAL GAME. If I was french bread I'd take a look at why people aren't playing and try to learn how to improve for future installments. Why make a game only for hardcore fans when you barely have any hardcore fans to begin with.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.