
Apocalipsis is a point-and-click adventure game, in the vain of Samorost and Machinarium, where all puzzles have a hidden meaning. With a unique artstyle inspired by 15th century engravings it tells a story about heartbreak, redemption and, quite literally, the end of the world.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 14 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 524reviews | 72% | — | $58K |
| $6.49 | 56ratings | 58% | — | 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.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Простенькая, коротенькая, максимум на час прохождения. Вполне себе ничего.
画风蛮特别的一款游戏
il gioco è una vera schifezza , molte volte ti tocca ripetere le missioni percheè non và avanti ,anche dopo aver effettuato tutto ,il tutto sono 4 cazzate da recuperare ,metterli al posto con una logica ,aspettare che avvenga l effetto . tutto qui ,come già scritto il gioco bagga e tocca ripetere il tutto
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
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, Russian, Polish*, Simplified Chinese, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bardzo ładna gra. Krótka, ale da się ją kupić za grosze na promce, więc jeśli złapiecie taką okazje to polecam :>
Apocalipsis is a narrative-focused point-and-click adventure that distinguishes itself through a striking artistic identity and a deeply symbolic approach to storytelling. Developed by Punch Punk Games and published by Wildlands Interactive and Ultimate Publishing, the game presents a dark, contemplative journey rooted in grief, loss, and spiritual reckoning. Rather than relying on traditional fantasy tropes or modern cinematic presentation, Apocalipsis draws its strength from mood, allegory, and visual storytelling, creating an experience that feels more like an interactive medieval manuscript than a conventional adventure game. The most immediately arresting aspect of Apocalipsis is its visual style, which is inspired by late medieval and early Renaissance woodcut engravings. Every scene appears etched rather than painted, filled with stark contrasts, grotesque figures, and symbolic imagery that evokes religious texts, apocalyptic visions, and moral allegories. This artistic choice does more than set the tone; it shapes how players interpret the world. Environments are dense with meaning, and even background elements often hint at the protagonist’s internal struggles. The world feels hostile, solemn, and sacred all at once, reinforcing the idea that the journey is as much inward as it is physical. The narrative follows Harry, a man shattered by the loss of his beloved, who ventures into a nightmarish realm driven by sorrow and desperation. His journey unfolds like a symbolic descent, where each location represents a stage of grief, guilt, or spiritual trial. Rather than extensive dialogue or exposition, the story is conveyed through narration, imagery, and the structure of the puzzles themselves. This restrained approach invites interpretation, allowing players to project their own understanding onto the events unfolding on screen. The story’s themes of love, death, faith, and redemption resonate strongly, even when the plot remains deliberately abstract. Gameplay adheres closely to classic point-and-click traditions, emphasizing exploration, item interaction, and puzzle solving. Puzzles are generally designed to be logical and accessible, favoring observation and thematic consistency over obscure combinations. Many challenges feel like extensions of the narrative rather than arbitrary obstacles, reinforcing immersion instead of interrupting it. While experienced adventure game players may find the difficulty relatively gentle, the puzzles serve their purpose well, maintaining momentum and encouraging thoughtful engagement with the environment rather than frustration. Sound design plays a crucial role in reinforcing the game’s oppressive and reverent atmosphere. The narration, delivered in a deep and somber tone, lends a ritualistic quality to the experience, as if the story is being recited from an ancient text. Music and ambient sound are used sparingly but effectively, enhancing moments of tension, sorrow, and revelation without overwhelming the visuals. Together, the audio and visual elements create a cohesive sensory experience that feels intentionally restrained and emotionally heavy. Apocalipsis is not a lengthy game, and its relatively short runtime contributes to its dreamlike, concentrated impact. The journey unfolds at a deliberate pace, never lingering too long on any single idea, which helps maintain narrative focus. Multiple endings provide a degree of replayability and invite reflection on the choices made throughout the adventure, though the experience is clearly designed to be savored rather than optimized. Its brevity may leave some players wanting more, but it also ensures that the game’s emotional arc remains tight and purposeful. As an indie title, Apocalipsis does show occasional rough edges, particularly in the clarity of certain interactions or the occasional stiffness of animation. However, these issues rarely undermine the overall experience, as the game’s strengths lie firmly in its artistic vision and thematic ambition rather than technical complexity. The developers’ commitment to a cohesive aesthetic and narrative tone is evident throughout, giving the game a strong sense of identity despite its modest scale. Ultimately, Apocalipsis stands out as a haunting and unconventional adventure that prioritizes atmosphere, symbolism, and emotional resonance over complexity or spectacle. It is best approached not as a traditional puzzle game, but as an interactive piece of dark art that invites contemplation and interpretation. For players drawn to narrative-driven experiences, historical aesthetics, and introspective storytelling, Apocalipsis offers a memorable journey that lingers long after its final scene, proving that restraint and vision can be just as powerful as grand scope in interactive storytelling. Rating: 7/10
I don't regret my time with this game, but I also don't recommend it. The art is very cool. But the game isn't very responsive and that makes it a little frustrating to play.
解谜通关不难,但是有几个成就不按照特定步骤进行会错过。
A game with an amazing art style, interesting concept and paper thing gameplay and story. Not to mention I had to restart the game twice after game breaking glitches. I want to like this but it's about a 50-50 on good and bad. I'm gonna not recommend it for that reason though I teeter on either side.
+1 有中文 有成就 ⠀⢠⣾⠿⢷⣄⣀⣠⠤⣤⠢⣤⣾⠏⣤⢹⡇ ⠀⣼⣿⢸⣶⡝⣿⣿⣷⡘⣧⣸⣿⣾⣿⢸⡧ ⢀⣽⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦ ⢸⣿⣿⣿⣿⣿⣿⡿⠛⢻⣿⣿⣿⣿⠁⠈⣿⣿⠷⡄ ⢸⣿⣟⠻⠿⣿⣿⣧⣀⣠⣿⣿⣿⣿⣶⣾⣿⣥⡾⡇ ⢸⣿⠿⠿⢶⣾⣿⣿⣿⣿⣿⣿⠟⢻⡿⢻⣿⣿⠶⡇ ⢸⣿⣶⣶⣶⠾⣿⣿⣿⣦⣍⣥⣾⣷⣶⣿⣿⣿⣷⠆ ⢸⣿⣿⣋⣥⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣏ ⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⠈⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉
Интересная игрушка.. Но лично мне прям не хватило ее . Слишком уж она короткая и лёгкая .. Можно было сделать подлиннее )) В любом случаи рекомендую. Моё полное прохождение с длц и всеми достижениями на YouTube https://youtu.be/xlrS1ogAxTc Rutube https://rutube.ru/video/private/1fc230578b8d73a8a55ba47376e004e6/?p=98S_AfsVeZqBOVJarmWnAw
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $58K | 278 | 94% | $8.99 | |
| $58K | 118 | 88% | $12.74 | |
| $58K | 304 | 90% | $9.99 | |
| $58K | 288 | 94% | $9.99 | |
| $58K | 100 | 88% | $19.99 | |
| $58K | 163 | 60% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $71K | 2.2K | 91% | $2.24 | |
| $3K | 39 | 92% | $4.99 | |
| $1.9K | 23 | 83% | $2.99 | |
| $1.7K | 18 | 89% | $5.99 | |
| $82 | 4 | 100% | $0.99 | |
| $0 | 41 | 80% | Free |