
EXPLORE YOUR WAY. Awoken to a world ruined by war, Alma must traverse the vast city of Arcadia before the life force of her friends and herself withers away. Time is ticking, and every moment matters. Who will you save, and who will you leave to turn UNSIGHTED?
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
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
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 2.2Kreviews | 93% | — | $314K |
| $19.99 | 1Kratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game! The main inspirations are clearly Hyper Light Drifter and CrossCode, and Unsighted combines the zelda-like exploration of HLD with Crosscode's great puzzles to produce a really coherent metroidvania-zelda hybrid. I think the most interesting thing about the game is the way that the individual dungeons (and upgrade items from those dungeons) feed into one another. While there's a pretty on-rails dungeon order (unlike HLD), sequence breaks are also extremely well-scaffolded by the game, to the point where I had several a ha! moments during my first playthrough. This only becomes more ridiculous on a replay; in that sense the game is a lot like Tunic. The combat is arguably the best part of the game; it takes hyper light drifter's great combat system and improves on it with a dash-jump system that feels incredibly clean. It is remarkable how seamlessly the hookshot and top fit into the combat, since I assumed they would be mostly out-of-combat mobility tools. All in all, the combat feels like a fully realized version of HLD combat, with more options than just chain-dashing, and with attack options (unlike HLD) that chain cleanly with your movement. The only flaw with the combat is that the parry system is really overturned, I think the game would have been better if it didn't exist at all. Generally the game has great exploration and great combat; I think it executed on the map exploration extremely well (the entire map is more like one large megadungeon! It's really cool!) Some other reviews called the exploration confusing, but my understanding is that updates have added more formal objective markers that have helped this out a lot, and I never personally ran into issues. What's so interesting about the game is that on the surface it presents a fairly linear Zelda-style map of dungeons (go into dungeon, get item, access second dungeon, get item...), but the game is also so blatantly made to be broken that it's a treat to figure out how exactly to do that. Strengths: - Combat. This game has incredible combat, much better than HLD and Crosscode, which both had great systems themselves. - Puzzles. The game has map-embedded puzzles like Crosscode and executes on them extremely well. The metroidvania format is also IMO a much better place for these sort of puzzles to shine. - "Sequence breaking." While there is a linear path to follow for new players, the game is practically begging to be broken. The world is incredibly interconnected and rewards fiddling around with seemingly item-gated passageways (which can often be bypassed early if you're clever about it). Unlike Tunic, where these sequence-breaks usually came up on repeat playthroughs, in UNSIGHTED you'll probably find a few on your first playthrough just by mucking around with the systems. Weaknesses: - Atmosphere. UNSIGHTED really falters here compared to games like Hyper Light Drifter, which constructs a really incredible sense of the world that makes you want to explore through vibes alone. - Dialogue and lore. The game isn't super coherent lore-wise. This isn't inherently a problem (HLD also does this) but this is very much not a lore game, and the dialogue isn't especially punchy, so don't come here for that. - Parries. Why is this in the game. This game is the epitome of an excellent combat system that is fundamentally compromised by parryslop, which turns every fight into a rhythm-based QTE. Fortunately, if you just unbind the parry button, the combat is amazing, so it's a quick fix. Final verdict: 9/10. The game executes on what it wants to do extremely well, and its problems are sufficiently out-of-the-way to not be a huge issue. I just realized I wrote this entire review without talking about the timer at all! You have probably read about this on other reviews -- IMO it is a game system with a bigger psychological impact than gameplay impact, so to speak. Very few of the at-risk characters can seriously impact your playthrough; mainly it just means you can't really get a "perfect" playthrough without being extremely fast, and that's fine! I don't think it was a particularly well-executed mechanic, or at least not well executed enough to justify the visceral psychological reaction you will get from players just by having it in the game, but it's quite inoffensive on an actual gameplay level. I left the timer on during my playthrough, and lost maybe half of the characters, and that was that. I don't recommend turning it off, but I don't think it was well-executed enough to really make or break the game. It's just kind of really, really awkward for marketing because of that visceral reaction (which I also had, to be clear).
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, French, German, Japanese, Korean, Simplified Chinese, Spanish - Latin America
| $19.99 |
| 289ratings |
| 93% |
| — |
| not modelled |
| $19.99 | 70ratings | 70% | — | not modelled |
| $19.99 | — | — | — | 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 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我草泥马,为什么登墙连跳要和陀螺绑定在一起,我真服了恶心一笔,还有后半部分跑图纯纯恶心玩家故意延长时间让玩家有紧迫感,其他倒是没什么问题就是这个登墙跳你脑子给炮打了吗
Overall recommend, but some design decisions are annoying. Pros: Smooth combat and movement, decent exploration, and I like that you can disable the overall game time limit. Cons: The player location on the map is very inaccurate, which I didn't realize until the very end of the game after making countless slightly wrong turns. The music is awful in my opinion. It's not bad at first, but I disabled it after several hours because I couldn't take how repetitive and discordant it was. The same 30-second loop of sparse jazz piano at 40bpm just sounds like random notes after the 1000th time. This next one seems minor, but it really annoyed me. After each boss, there's a "cinematic" moment where you have to walk around on these platforms that don't appear until you step on them, so you're forced to run towards each edge of the current platform until you find the direction of the next one. There's no danger of falling, so I really don't understand the purpose of this other than to waste my time. If it's to be dramatic, just let me run in a straight line as the platforms appear. It would have the same narrative effect. Overall, I enjoyed my time with it.
Es ist ein Metroidvainia in einer isometrischen 2,5 D Optik und ist daher mal anders erfrischend. Das Kämpfen ist präzise und fühlt sich daher auch sehr gut an. Das aber wirklich spannende hier ist der Zeitdruck den man während des Erkundens durch die Welt ausgesetzt ist. Man selber und alle NPCs läuft allmählich die Zeit ab und die Ressource für ein bisschen mehr Lebenszeit ist anfangs rar. Daher muss abgewogen werden wer alles wert ist gerettet zu werden. Wer die falschen Prioritäten setzt kann sich bei einer falschen Entscheidung durchaus ärgern. Wem das allerdings zu viel ist kann dieses Zeitsystem auch einfach abschalten und sich Zeit lassen. Das Spiel stellt sich für mich als ein kleinen, sehr guten Geheimtipp heraus und hat definitiv mehr Aufmerksamkeit verdient.
好玩好玩,虽然我开了无限时间,但是也不会妨碍的什么,难度也没有很高,探索很爽
I played the entire game in coop, and it's not super polished. A lot of game mechanics were designed around one player, so the second player is just kinda there. Other than that, the combat is nice, with a variety of weapons and styles... The lore is not my cup of tea but the time pressure to save the NPCs was interesting. It was a fun playthrough overall.
(leaving a review at .1 hrs because i finished this on switch a while ago and im buying it again :P) okay so imagine the best tloz-style game ever? okay now theyre cool robots? okay now theres lesbians? yeahhhhh note: you want the time limits on :P
Very good pixel twin-stick metroidvania. Soundtrack is between nice and awesome. The world design is very good. Decent puzzel complexity and a wide reange of mechanics. Some mechanics feel a bit rough but others very satisfying.
It has good combat with tight controls, a fun progression system with wide build variety, and a very well crafted world to explore. The story and characters were fine, through they weren't particularly gripping. My biggest gripe is just how hand holdy the game can be, the main companion will explain basic mechanics well into the endgame and hints about Dungeon gimics every time they appear. All and all a very well done game
Jogão
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
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