
Aeterna Noctis is a challenging metroidvania that majestically combines action, exploration and adventure. With 2 game modes and difficulty based on action or the exclusive Noctis mode where a level of difficulty is added in precision platforming never seen in the metroidvania genre.
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): 0.14/day in the week to Aug 29 → 0.86/day in the week after.
About
Aeterna Noctis is a challenging 2D hand-drawn action platformer, a Metroidvania with thrilling combat that will keep you on the edge of your seat and heart-stopping platform sections that will put your skills to the test. Play as the King of Darkness and explore 16 connected areas in an epic journey to regain your powers.
The Supreme God Chaos created the Universe and the world of Aeterna, and populate it with different races and creatures. Soon his creations turned against him, seeking to take the world for themselves. Chaos was angered, and in his terrible wrath, he cast a terrible curse upon the rebellious leaders. He named them King of Darkness and Queen of Light, and condemned them to keep fighting each other forever, until the end of time...

A huge non-linear story full of sidequests.
The world and animations have been brought to life with hand-drawn traditional frame-by-frame animation.
An emotion-inducing soundtrack.
Gameplay and mechanics that force the best out of the player.
Voice-acted cutscenes in 8 different languages.
Hours upon hours of challenges, with an emotional story full of twists and turns.
A new free DLC that adds more enemies, new final bosses and more game areas.

Fluid gameplay mechanics
In a game with such a difficulty curve that scales with progression, Aeterna Noctis features extremely responsive controls, allowing for precise movement and combat.

High mobility
Intuitive world design allowing the players to exploit the precise movement controls of the character, allowing you to overcome each challenge in a multitude of ways. As you become more skilled in the game, it allows you to get even faster completion times.

Deep, beautiful plot
Featuring an immersive and emotional story with incredible moments, filled with unexpected twists that will immerse the players into the rich world of Aeterna Noctis.

Traditional 2D Art
Worldbuilding in Aeterna Noctis is completed by handcrafting each asset, animation and environmental detail in the game using traditional illustration methods by the art team, giving rise to a vibrant and beautifully assembled world.

Freedom of choice
Aeterna Noctis features a defined path for the storyline, but allows the player to take whatever path and pacing to navigate the expansive non-linear map featuring 16 different zones, interconnected in a classic Metroidvania style.

More than 40 music tracks
Aeterna Noctis features over 40 unique tracks each with its own theme. Once the game is made available, the OST will be released with special covers of the main songs as a piano collection

Difficulty level
Aeterna Noctis features two game modes. If you are a lover of Metroidvania games, in Aeterna Noctis there is a perfect game mode for you, the Aeterna Mode. However, if extreme challenges and platforming are what you want, you are a Noctis Mode player. But do you know what the differences are between these game modes? We explain it to you.

- Aeterna Mode (A pure Metroidvania experience)
In essence, the game has been completely redesigned to offer you as a player a 100% Metroidvania experience where action and exploration are the protagonists.

- Noctis Mode (Platforms and extreme challenges)
By playing on this mode, you will not only have to explore and recover your powers, but you will also face constant puzzles, platform sections and challenges only recommended for the most demanding players.
What if I started in Noctis mode and the difficulty is too much for me? Or... What if I started in Aeterna mode but want a more challenging experience?
The player can switch between one mode or the other at any time without losing progress and reloading the game at the last save point, allowing the Aeterna Noctis experience to be shaped at your will. However, there are achievements that can only be unlocked on Noctis Mode.
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, 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 | $29.99 | 2.2Kreviews | 75% | — | $1.1M |
| $29.99 | 569ratings | 77% | — | not modelled | |
Engagement
Reviews
Themes across 117 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
玩了一下,游戏整体框架还不错,但是质量有点差。连无缝地图加载都做不到,受伤时要卡一下,还有各种BUG,不像是有正规程序做的游戏。还有这个美术每张图一个色调 平台、刺、背景、子弹 都混到一起了,看得眼瞎。回城做成只能带一个的消耗品在这类游戏里也挺神秘,其他小问题也懒得说了,建议玩玩更好的吧
好心烦,遇到BUG了,已经玩到60%了,存档又只有一个,又不能回读之前的档,这就是不好的地方。
This game is just barely good enough to get a positive review from me. The platforming is amazing, although I do wish the keyboard and mouse controls were better. But the combat is absolutely terrible. Every boss fight basically felt like an annoying distraction from the actual game; I would’ve preferred if they just didn’t exist and the game focused more on platforming. The first problem is that your bow is both your primary movement ability and one of your damaging abilities, so you constantly have to switch arrow types (you cannot bind them to different keys). The second problem is almost every boss either just stands still and takes your hits or constantly leaves the arena, teleports around, and shoots a ton of projectiles. The former just allows you to face tank their attacks and kill them in like 15 seconds, while the latter is just all around very annoying and forces you to use an arrow build (which I already complained about).
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 90.2/day in the week to Jul 16 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Portuguese - Brazil
| $5.99−80% |
| — |
| — |
| — |
| 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 117 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
美术也差、地图也差、手感平庸,这是一款作者梦到什么做什么的大作业级别的类银。 作为一个主打跳跳乐的游戏,连实体和非实体平台的摆放都是反直觉的。并且实体平台边缘在图书馆梦境中明明可以做到平滑过渡边角,到了主世界却频繁生硬的卡你脚,顶头更是数不胜数,hitbox判定极其严苛 地图设计也是一坨,两次出现走到尽头原路返回,地图商人在3个板块是只见到一个。 美术纯折磨,你根本根本根本不懂作者什么脑回路搓的背景,“我草这不能站啊、我操这怎么又能站啊”,背景和平台混成一坨,部分怪物也和背景混成一坨。第一个小boss 血球,黑色背景配黑色boss发射黑色飞行物,牛逼,另外boss打完就缩一团消失了,我还以为有二阶段,结果就这么结束了。
Das Spiel ist nicht für Spieler ( Menschen ) erschaffen worden 😂 man kann ja human bleiben mit der Schwierigkeit . Zu schwer ansonsten wer sich traut soll es spielen das Spiel , Grafik Spiel mechanisch alles perfek 👍
Buen game
Les idées sont bonnes mais la réalisation est mauvaise, comme par exemple l'effet des ATTENTION SPOIL flèches téléporteuses qui marchent une fois sur 5.
難易度は高いほう(Noctis)を選択。 探索を進めると行ける場所が増える、 詳細にマップを埋めていくほうが最大ライフが上がる等して有利になる、 というメトロイドヴァニアとしての基本は押さえてあるし 敵を倒して溜めたポイントを使ってスキルツリーで強くなる基本的な要素も有る。 ・・・しかし、このゲームは悪い部分があまりにも多すぎて 加点式ならそこそこの点数が取れてるんだけど 減点式で点数付けられるとあっという間に0点みたいなゲームなんよね。 そういう意味では人には全くオススメ出来ないゲーム。 絵は微妙だし動きもスムーズかと言われるとちょっと気になる所だがまぁ許容範囲。 自キャラが止まった時に毎回してくる謎の意味不明な動きがクソダサすぎて (手を広げて横に揺れながらマイク持って歌ってる?みたいな妙で奇っ怪な動きをする) ゲームの面白さとは関係ないが頻発する動きなので目にする機会が多くめっちゃ気になる。 何なのあのおかしな動き。ダサ過ぎるんだが・・・ 体力少ない時に一回わざと死んで体力を満タンしたほうがマシ、みたいな状況になる事が あまりに多すぎるのでそんなんだったら「チェックポイント=全回復」でいいと思う。 ここだけでも早く直して・・・・ ここまでアスレチックだらけのステージ構成にするのなら針はノーダメで良かったと思う。 アスレチックが難しい事も、針に当たって戻される事も別にかまわんのだが針でダメージ食らっていくのがあまりにもわずらわしい・・・ 障害物の判定が見た目通り過ぎるのも悪い。 そのせいで「今ので当たった事にされるの?」 ってのが頻発する。 難しいのは大歓迎なのだが失敗した時の納得感がもうちょっと欲しい。 「今の当たってないだろ」と思うぐらいのギリギリでも当たった事にされたりするのはとても良くない。 敵との接触ダメージも有るんだけどこれも「今ので当たったの?」ってなる事が多いので 自キャラの食らい判定が無駄にデカすぎるんだろうな。 食らい判定って見た目通りに設定しちゃダメなのよ。 マップが広いからファストトラベルは 制約無しでいつでも自由にさせたほうが良かったと思うなぁ。 メインの探索ぐらいはストレス無く自由にさせてあげて。 ボス戦がすぐに再戦可能なのは良いと思うけど 使ったポーションが消費したままになってるのは最悪だろう。 さっきポーション使って勝てなかったのに、再戦はポーション無しで戦えって? この設定したやつは一体どういうセンスしてんだよ・・・ 「足場」「触るとダメージ食らう場所」が見づらい、わかりにくい、という意見が多いけどこれは本当にその通りで これだけみんなから見づらい見づらいと言われてるんだからさっさと直せば良いものを・・・ 日本語のナレーションは無いほうが良かったレベルで不自然。 イントネーションはもちろん、漢字の読み方すら間違ってて 読んでるのはAIなのか?日本語の出来ない人なのか? このように悪い部分書いてたら止まらないので書くのを止めるが 悪い部分はこんなもんじゃなくてもっともっと大量に有る。 いや、まあ文句はいっぱいあるけど基本的な部分はそこまで悪くないので 微調整すればめちゃくちゃ良くなるゲームだとは思うのに ユーザーを意見を聞いて直せない(これらの問題点に気が付かない?) ようなのが非常に惜しい。作り手はセンスが無い&人の意見は聞かない。 とは言えメトロイドヴァニアとしての魅力は有るので(私は)プレイは続けられそうだが 悪い部分も大量に有るので合わない人、ダメな人は絶対ダメだと思う。 何よりアスレチック部分がかなりムズいのでアクションの下手な人にはとても無理。 特に中盤以降のアスレチックのムズさは限度を超えていて悪意の塊。
给我打无语了,能不能做点正常的boss,清一色的放个弹幕消失一下,再出来再放个弹幕,又接着消失。然后个别boss的逆天弹幕加上逆天弹道满屏幕都是,我拿什么躲。 还有跳跳乐那么多真的有必要吗,纯粹是恶心人。收集镜中碎片跳过去还要跳回来,这种设计有必要吗。还有拿到新能力重新探图收集的时候又要重复跳跳乐,真的消磨游戏乐趣啊。 整个游戏过程不是在跳跳乐,就是在跳跳乐的路上,制作组做类银河恶魔城只会做跳跳乐吗。 零度空间和梦境王国这两张图更是屎中屎。零度空间初玩重力翻转还挺有新意,但你翻转我摇杆方向是几个意思,再加上手柄操控光箭方向便秘的手感,玩得人火大。梦境王国也是初玩感觉还行,用光箭判断地图场景的真假,但把这个融到跳跳乐里,除了增加玩家的试错次数,我想不到哪里好玩了,玩这个纯粹是找罪受。
为了难而难的kuso game👎👎👎👎👎
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.
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