
Unsouled is a 2D action RPG game requiring immense elaborate control. Take a break from repetitive attack and dodge action by challenging yourself with the world of Unsouled.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 14 → 0/day in the week after.
About
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; Xbox, 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 | $3.99−80% | 369reviews | 78% | — | $25.8K |
| $19.99 | 547ratings | 54% | — | not modelled | |
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unsouled is a demanding, precision-focused action RPG that places mechanical mastery at the center of its identity. Developed by Megusta Game and published by NEOWIZ, the game immediately signals that it is not interested in easing players into comfort. Instead, it challenges them to engage deeply with its systems, rewarding patience, timing, and experimentation. While its presentation evokes classic pixel-art action titles, the underlying design philosophy is distinctly modern, emphasizing high-speed combat, layered mechanics, and player expression through skill rather than raw statistics. Combat is the defining pillar of the experience, and it is both unforgiving and deeply satisfying. Encounters are fast, aggressive, and structured around precise inputs, with enemies that react dynamically to player actions. Attacking recklessly is rarely viable; success comes from understanding enemy patterns, exploiting brief openings, and chaining attacks with deliberate intent. The game’s combo system encourages fluidity, allowing players to link normal strikes, special abilities, counters, and movement into extended sequences that feel almost rhythmic when executed well. Timing-based counters, in particular, become a core skill, turning defense into offense and rewarding players who are willing to take calculated risks. Progression is tightly integrated into this combat framework through the game’s soul system. Defeated enemies yield souls that can be equipped in different ways, offering passive stat bonuses or active abilities that meaningfully alter how the character plays. Rather than simply increasing numbers, these souls invite experimentation, letting players tailor their approach to combat based on preferred rhythms and tactics. Environmental interaction further enhances this sense of agency, as positioning, terrain, and hazards can be used strategically to thin enemy ranks or gain advantages during chaotic fights. Visually, Unsouled stands out through its detailed pixel art and striking use of lighting and animation. Characters and enemies are animated with clarity and weight, ensuring that attack cues and movement remain readable even during intense encounters. The world itself is bleak and atmospheric, with ruined structures, hostile landscapes, and shifting tones that reinforce the sense of a fallen kingdom. Dynamic lighting effects add depth to the environments, lending a sense of scale and drama that elevates the presentation beyond simple retro homage. Narrative elements are delivered subtly, favoring environmental storytelling and fragmented lore over direct exposition. The player inhabits a world shaped by catastrophe, where the absorption of souls is both a power and a burden. Rather than spelling out every detail, the game allows its setting, enemy designs, and locations to suggest a larger story, leaving room for interpretation. This understated approach complements the gameplay well, ensuring that story never disrupts pacing while still providing thematic context for the relentless action. Difficulty is a central part of the game’s identity, but it is also flexible. Multiple difficulty settings allow players to adjust the challenge to their comfort level, making the game more approachable without diluting its core mechanics. A dedicated training mode offers space to practice combos, counters, and advanced techniques, acknowledging that mastery requires repetition and understanding. Even so, the learning curve remains steep, and the game expects players to engage thoughtfully with its systems rather than relying on brute force. Level design balances exploration with combat intensity. Areas are compact but layered, often encouraging backtracking and experimentation as new abilities are unlocked. Encounters are carefully placed to test specific skills, whether that’s crowd control, precision timing, or sustained endurance. Boss fights serve as skill checks, demanding full use of the game’s mechanics and punishing complacency while delivering a strong sense of accomplishment when overcome. Ultimately, Unsouled is a game that thrives on commitment. It is not designed to appeal to everyone, nor does it attempt to smooth over its sharp edges. Instead, it offers a focused, mechanically rich experience for players who enjoy learning systems, refining execution, and earning progress through mastery. For fans of intense action, intricate combat design, and stylized pixel-art worlds, it stands as a confident and challenging entry that rewards dedication with moments of genuine exhilaration. Rating: 7/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.8K | 74 | 85% | $11.99 | |
| $25.8K | 114 | 95% | $9.99 | |
| $25.8K | 181 | 65% | $5.99 | |
| $25.8K | 161 | 75% | $4.99 | |
| $25.8K | 363 | 80% | $2.49 | |
| $25.8K | 68 | 47% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.5K | 92 | 97% | $4.99 | |
| $16.9K | 64 | 100% | $9.99 | |
| $9.2K | 34 | 53% | $17.99 | |
| $2.2K | 11 | 100% | $7.99 | |
| $383 | 1 | 100% | $14.99 | |
| $0 | 30 | 70% | Free |
Reviews, worldwide (the counter carries no country): 0.17/day in the week to Aug 5 → 0.14/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, German, Japanese, Simplified Chinese
| $3.99−80% |
| 7ratings |
| 46% |
| — |
| 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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
gayet iyi ama sinametikler daha iyi olabilirdi kombolar bazen işlemiyor bunlar çözülürse mük oyun he bide bazı yerlerde kalıyorum çıkamıyorum en baştan başlıyotum
개짧누
將硬核精準微操跟格鬥遊戲磋招結合的優秀動作遊戲,像素美術跟假2D真3D的神奇運鏡跟音樂都神中神,雖然標榜硬核但有寶寶模式,是款所有人都可以玩得爽的神作。絕對的∞/10,其中更是有著放眼整個遊戲歷史中都沒一個能打的封神劇情,連莎士比亞,魯迅,太宰治,佛洛伊德,宮崎英高都感動到失語,淚流不止,泣不成聲,只能坐著哭,連說話的力氣都沒有,強烈推薦哪怕不玩遊戲都要去雲一遍然後原價支持作者。 [spoiler]總的來說,這款可以給到7/10,然後我是90%OFF的時候買的。[/spoiler] [spoiler][b][h1]我是!!![/h1][/b][/spoiler] [spoiler][b][h1]!UNSOULED![/h1][/b][/spoiler] 作者瘋了【迫真】
픽셀 풍경, 액션은 정말 재밌게 즐겼음 그리고 숨겨진 요소랑 도전과제가 ㅈㄴ 많아서 찾는 재미가 있음 근데 스토리가 너무 중간에 끝난 느낌이라 아쉬움. 카운터 ㅈㄴ 어려움
基本上覺得普通, 原本不打算推薦 但由於隱藏結局所以改變心意推一下 要全程就很麻煩 要看真結局有3個關卡都要打2次 全蒐集就不只同一關2次了 招式太多但不一定要用, 所以這點還好 但蒐集的解謎很多只是繞 就蠻不好的
Для тех кто любит слэшеры в изометрии и не боится комбух и множества приемов, отличный пиксель арт и неплохой саунд. Перегруз по туториалу, советую отключить и потратить время в бездне - это тренировачная комната где можно хорошо познакомиться с боёвкой и поднять скил. По оканчанию уровня можно пройти испытания связанные с этим уровнем и заработать душ - местная валюта для кача, также можно посоревноваться в рейтинге. В игре очень много секреток, которые легко пропустить, т.к нету бэктрекинга, так что каждую локу надо зачищать внимательно. Советую не лезть в гайды хотя бы на первом прохождений. Игра мне сильно напомнила Hyper Light Drifter на стероидах. Все негативные обзоры, написаны со скорой руки - не более 6 часов игрового времени в среднем 3 часа и меньше. В общем выражаю разрабам низкий поклон, прошел пока 4 акта в захлёб, чувствую что пройду еще не раз на разных сложностях т.к зацепило не по детски.
這遊戲真的非常無聊! 非常不建議去買來玩! 一推招式除了普攻三下! 其餘都很生硬 千篇一律的砍砍砍打到睡著....已準備費款
[h3]并非类魂[/h3] 一款独立工作室制作的像素ACT游戏,由韩游发行商NEOWIZ发行。 中等难度流程在3-4小时左右,很短。 玩起来有点像《鬼武者》和《忍龙》的结合,杀死敌人可以吸收红蓝绿白魂就像鬼武者的鬼之笼手,而且还有一闪、弹一闪、连闪等的机制。而游戏节奏又很快,主角和敌人的动作性能都十分迅猛。 然后,十分经典的,加了个十分令人恼火的耐力槽设定,就很神必,可能也是这个类魂tag的来源。 [b]剧情:[/b] 以下涉及剧透。 由于流程短,游戏的剧情架构也是十分简单,就是复仇剧本。就算有一堆谜语人,并且本地化挺一般,但是通了真结局还是能看懂。 主角是一个王子,被姐姐背叛后死了,被神秘力量复活后一路杀回去找姐姐复仇,途中用一些场景、npc对话、尸体背景、记忆闪回等等的方法来讲述剧情。某种程度上还挺类魂的。然而还是挖了一堆坑没填,最后真结局突然升华也是带点莫名其妙。 游戏有普通结局和真结局,真结局带点反转吧大概,触发需要几个隐藏条件,这些要素设计的还算有意思,但是我大多数精力放在战斗上,所以没什么太大兴趣去探索这个直接去看攻略了。 [b]视听:[/b] 游戏的像素美术十分不错,细节到位,某些场景和boss战还会来点特殊运镜,很有电影感。 音效挺糟糕的,游戏本身手感不错但是和音效配起来都是各演各的。 音乐单拿出来听其实还不错,放游戏里却很违和,这个背景配个Trap,出现的时机也是让人瞬间出戏。 [b]游戏系统:[/b] 主角有一套很完整的动作系统,除去基础的普攻蓄力格挡闪避,包括了之前说的鬼武者的一闪、弹一闪、连闪,还有相当于主动技能的灵魂解放、没什么用的特殊攻击,被围后快速脱身的“鬼神飞奔”、投技、冲刺攻击、冲刺抓取、爆气、终结技按4242266方。 然后这些系统中的大多数,都会在游戏刚开始直接告诉你,然后进入教学房间每个房间教五个动作,到存档点还可以随时从剧情中出来进一个叫”深渊“的地方,讲实话挺劝退的。 然后就是这个神秘的耐力槽了,我不知道它存在的意义,在快节奏ACT连续迅猛的搓招到一半停下来歇会? 装备系统大概是一系列被动,和击败boss之后拿到的主动技能,不过目前除了第一个boss给的护甲其他的基本没用过。 杀死敌人能获得魂,可以用来强化动作和属性,很经典的设计。 敌人设计的攻击欲望很神秘,有时高有时不高的,但是往往都是成群结队的扑上来,并且连击十分迅速,失误被打个确反连基本只能靠鬼神飞奔脱身。不过因为是像素游戏,观察敌人的时候并不能像鬼武者或者忍龙那样细致,而且背景有时候会很大程度影响猜拳,比如沙漠和雪地。 Boss设计十分有意思,Boss似乎是和玩家自机一样的动作资源,所以吧Boss攻击到墙边也会有硬值和额外伤害,被连击的时候也会用鬼神飞奔、防御、一闪等。抛开一些细节缺点,这个真的很有趣。 [b]补充:[/b] 1. 游戏的成就似乎都在挑战和最高难度上,我打两周目真结局通关只完成了13/52,有些成就和挑战有点坐牢了。真结局成就完成率在2.1%,不过这也是这类游戏十分常见的情况了,很多传统ACT普通难度通关都要花点精力。 2. 游戏有ds手柄图标。 3. 设置有自动连招,三个难度档位,简单难度判定十分宽松,通一遍之后最高难度似乎也不是那么难,不过估计大多数人在前期的引导和手感音效中就耗完了耐心。 4. 第一次在鸣谢里看到“特意不感谢的人”这一项,挺好奇发生了什么的。 游戏史低很便宜,流程也不算太无聊,体验一下可以,体验完确实没什么动力去打挑战和成就了。 [b]7.3/10[/b] 当然,也可以当类魂玩,不过估计更坐牢。
Прикольный рогалик в изометрии. Понравилось как игра держи т контраст между медленной и очень быстрой игрой
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Players by region
Where this game's players are, estimated from review languages.