
Ascend to a heavenly realm as the treasure hunter Angelique. Weave together fast, fluid combos as you unlock a deep movement system. Battle surreal foes and uncover secrets in the expansive world of Angel Essence, a retro-inspired 3D platformer.
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): 2.14/day in the week to Aug 25 → 1.86/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.
About
A sprawling lattice of seemingly endless isles, suspended far beyond our world...
...Transcend our realm in search of the essence that awaits here.
Collect a variety of hidden collectables to unlock upgrades, customizing your combat and movement abilities.
An open-ended world - tackle challenges in any order for a different playthrough every time.
Dash, wallrun, wallbounce, backflip, and super sprint your way through challenging but rewarding platforming gauntlets.
Manifest gravity nodes that allow you to navigate levels using your own custom combos.
Battle otherworldly foes using a variety of combat options.
A compact but rewarding adventure - can be completed in 3-5 hours.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 188 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really really like this game its very lovely
好玩
100% complete (as of 7/26/26). Had a blast playing and exploring everything, I loved finding items in random places that I was already exploring just to see if I could get there.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 188 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game, satisfying controls and very fun movement that can be abused to hell and back. Very inspired by games like pseudoregalia, so it was very cool to see rittz in the special thanks. Game rocks, go play it.
7/10
I've played through Pseudoregalia like a dozen times both casually and while intentionally skipping various items, so when this game came on my radar it had my full attention. Luckily it totally delivers. It's reminiscant of Pseudo while still being fully its own thing. It's not QUITE to the same level of polish, particularly with the wall run (and also the menus), but it's close enough and the game has a strong foundation so the roughness around the edges doesn't significantly detract from the experience. The mechanics are honestly not THAT similar, though they might seem like it at first glance. Think of it like starting from the same idea and going in a different direction. The level design is great and feels more open ended than Pseudo does. What I mean is that your moveset lends itself more to open ended problem solving rather than figuring out the specific set of inputs the developer wants you to do. In other words, it's easier to cheese stuff, but it feels good to do so. And Pseudo is by no means super rigid in that way, I just feel like this game provides even more freedom. There's also a lot of big open spaces and great use of verticality, including huge jumps which are super satisfying to pull off. Again, not something Pseudo was necessarily lacking, but this game feels less enclosed and features many huge structures, providing a feeling of vastness despite the game world being quite small. The combat is... fine. Honestly I hate the combat in Pseudo, its the worst part of the game by far. In this game it's at least inoffensive, though I still could have done without it. Smartly there's no health system, instead you lose a small amount of currency when you get hit so you'll never have to repeat content because you died in battle. In fact it's impossible to die at all, even when falling into the void over and over. You'll just respawn on the last platform big platform you were standing on so you can try again. I'm not without complaints though. Speaking of falling into the void, sometimes it takes a while to fall far enough to respawn. There is a fastfall button, but I wish there was a way to just immediately die and respawn, because some areas are really high up and long falls can last for 5 or more seconds. It may not sound that annoying but it really adds up in difficult sections and it seriously disrupts the flow of the game. My other main complaint is with the controls. There are a lot of buttons in this game, so many that there's a special modifier key that can be held to alter some of the actions. To me this is inelegant and I feel like there are better solutions available. By the end of the game it's seriously hard to keep track of all the moves plus all the modified moves, and to pull them off in quick succesion can feel like doing a long combo in a fighting game. Throw in constantly adjusting the camera because it does not follow you at all, even through sharp corners, and it can quickly feel like frantic button mashing instead of controlled gameplay. My last complaint is pretty inconsequential in the grand scheme of things but it's that most of the "power ups" don't really do anything. The most common collectible in the game are fairy wings. They increase your ammo bar so you can fire more shots before having to pause to recharge. That's it. After like the 3rd upgrade you basically never need to recharge, and there's 16 fairy wing upgrades in the game so the vast majority of them feel useless. The other collectible, aside from new abilities, are items that can be used to craft (buy) ability upgrades. These are very hit or miss. Most of them add minor benefits that don't really impact the game much, if at all, but some of them are extremely powerful and make the game substantially easier when used. That's not strictly a bad thing, all I'm saying is that when you find a powerup there's like an 80% chance that it won't noticeably change anything and that's lame. tl;dr - if you like Pseudo you will like this game. Honestly I think $5 is underpriced, the quality along with the amount of content - not that the game is long, but it's not woefully short either - puts it comfortably in the $10 tier IMO.
Honestly no other game gave me that feeling of movement since I last played Pseudoregalia in a while, but this game gave and it delivered and with all new movement/upgrades and level designs have been a blast, plus loving the soundtrack for each world/level.
Short and sweet metroidvania borrowing the likeness of games like pseudoregalia, was worth my time and money
Exploration is superb. Amazing game. I am not a pllatformer fan so I cant compare to similar works but I can compare it to fromsoft exploration and morrowind hidden unique artifact on a random cave ledge typa awesome stuff. Super rewrding. Andf being a 3d platformer movement is super fun. OH and the characters I would die for these two they are such blorbos
buenas mecanicas, da para mucho mas contenido
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Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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