
Confront time and fate in the 2D action RPG, Astlibra Revision. Explore meticulously crafted worlds, fight brutal boss battles, and upgrade your skills to take down enemies lurking around every corner.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 8.43/day in the week to Sep 14 → 7.25/day in the week after.
About
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Travel Through Unfamiliar WorldsExplore a vast, dangerous, yet beautiful world. Broken up through multiple chapters, join the protagonist and Karon, his talking bird companion, as they confront time and fate.
Slashing, Smashing, thrusting countless enemies while building up stamina for powerful Possession Skills, which are enough to melt away anything that blocks your way, including huge bosses that could take half, or even more of the screen. Fight aggressively while thinking strategically, always pick up the most trust worthy equipment, and select the best suited skills to deal with ever changing circumstances.
Battle ferocious bosses throughout the story, each with their own set of attacks and challenges. Upgrading abilities and acquiring new skills are vital to finishing each battle and progressing through the protagonist’s story.
A warrior mastered ranged combat with bows and throwing knives? A mage smashing enemies with staffs and cast magic at the same time? Play it in your way. Gathering experience to level up, collecting force to grow up, forging and mastering equipment to open up more tactical options.
14 years in development and more than 1 year for revision, award-winning indie developer KEIZO gave his all into this work. The plot keeps twisting as characters growing in an ever expanding world; Classic themes like time travel and tons of spoilers are all custom-made with the developer's own style. In ASTLIBRA, Story elements are often made into game mechanics, for example, your soul-mate Karon is not just a sidekick to talk with.
With 6 difficulty options, all kinds of players can enjoy the combat system at their own pace, but no one can finish all those contents casually - even after you "beat" the game, the Postscript after Final Chapter will provide extra story, new adventure and fresh system, tapping the potential of skills, equipment, as well as your imagination.
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; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.49−30% | 31.8Kreviews | 95% | — | $13M |
| $17.49−30% | — | — | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1093 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
过誉程度大概有33号远征队的66%那么多 糟糕的数值、平庸的流程、无聊的刷怪、劣质的画面、僵硬的手感 唯一的优点是王道的剧情 但如果一款游戏只有剧情能称得上优点,为什么不用其他艺术形式表现出来呢,玩家有沉浸的机会却给了如此糟糕的体验对于做游戏来说有些本末倒置了
一个刷子游戏能把正反馈做的这么强让人刷的毫无倦怠感,也是一种实力啊
先说结论,这真的是我玩过所有游戏里面最垃圾的游戏之一了,怎么作者是咱们国人?还是花钱在各种视频平台上买水军了?来让我细数这个游戏我个人体验的雷点,希望你买这个游戏之前能够看到。 1,画面差,特效差这都不说了这是大家公认的,靠着每次打击的时候手柄的振动来模拟打击感这事见仁见智。 2,重点来了,我是新手,想着第一遍玩就选个中等难度吧,前面几章的Boss很少能让我卡关的,甚至某些Boss因为游戏制作简陋的问题还能找到某个角落给卡住,他打不着我,但是我能一直攻击他,本来还沾沾自喜觉得可以爽玩,从故乡这一章开始,立刻就能感觉到作者的恶意了,你就回个故乡,一整条又丑又长的路,堆一大堆怪,有不断放地刺的树精、有小小一甩就是一根飞针的蚊子还有能横着戳能竖着戳的蜘蛛,随便一只怪碰一下就是半管血,在进村之前存档点只有最开始的一个,死了就是重头开始,我上网查查攻略吧,提升了一下磨过去了,紧接着进入剧情关,把你的魔法,三段跳,以及一切Buff类似于秒开盾或者空中开盾这种给你全禁了,想让玩家感受到失去同伴的感觉可以理解,可紧接着就在流程中开始放一堆粪怪,之前流程里从未出现的接触就掉血的怪,多段攻击带控制的蜘蛛,这段地图还巨xx长,黑魔女有盾能帮你挡吧?剧情还给你安排个白魔女,这些都不提,再往后开始无限堆怪, 甚至Boss都开始三只三只来,到了后期现代这张地图我都没法吐槽,来作者你告诉我,坦克是怎么跳起来的?进入一张新地图就是眼前一黑,天上有三只远程的弹幕怪,面前就是两只多动症的坦克,离远了打它打炮弹,离近了打它原地起跳,跳起来躲漫天的弹幕,而且哪怕最小的弹幕打你就是半管血,我知道有放技能挨打回血的buff,重点是你根本看不清坦克是怎么跳起来的,你只能在漫天的特效中努力试图看清敌人的攻击动作,看不清就是永远和敌人反着来、而且敌人还会打着打着飞出或走出地图边界,眼看就剩一点血了,它飞出去了,你去追吧,但你换图了,回刚才的图一看,它满血了。作者你是不是觉得自己可优秀了,可牛逼了,能把敌人的配置配置的如此完美,就xx魂游戏还知道设计几种轮椅呢!xx 3,还有,这剧情拖沓的不行不行的,黑屏一句一句给你弹字幕,倒是挺有自知之明所有的剧情都可以跳过。 4,极其恶意且弱智的解密内容,来作者你告诉我,就乐园这段需要四个符文开门的解密,飞刀这个我算你有提示,剩下这仨,灌水 ,隐藏道路和烧柴你告诉我哪个能不查攻略就猜出来?最可恨这个烧柴,得跑到这一章最开始的地图去做。还有爱情这个道具,来作者你告诉我平时你给养的宠物小猫小狗也用嘴喂药喂水喂吃的吗?恶不恶心? 已经玩到最后几章了,我开风灵也得给你过了,但是我还是想劝各位想买这款游戏的人一下,快跑,有这80去买个潜水员戴夫之类的游戏吧。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 12.29/day in the week to Jul 21 → 9.6/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: Japanese, English, Simplified Chinese, Korean, Spanish - Spain, Traditional Chinese, French
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
死宅作者yy作+粗糙的恶心人的设计(非精心设计的难点)
一个游戏怎么能牛逼成这样! 令人完全沉浸其中的故事剧情,游戏性带来的刷怪爽感,以及每一首完美搭配的BGM,太神太神 一个值得清空记忆再来一遍的大大的好的游戏
BOSS是人打的我吃,不刷根本打不动,只能调难度,战斗太垃圾
I hate games where I have to keep googling on how to proceed with the game. Just tell me what the hell I am suppose to do and dont make a weird mystery out of it. Also, making me go to my last save file instead of the last area is such a motivation killer. This, combined with the clunkyness of the platforming and battling is garbage game design.
雪山巨人前 神作 雪山巨人是哪位脑残设计的?boss难 没问题 我慢慢打 但是为啥要把复活点设在外面?每次都要顶着暴风雪走一段 意义是什么 单纯浪费时间吗 每次还必须得换一次盾牌
自從第一次打開這遊戲過後就是廢寢忘食的打完了,全破後只能說當之無愧的神作
这尼玛智障游戏整一个本体就行了,脑残DLC打的想吐,本来还挺好,整个这垃圾DLC浪费老子时间,卸载再见
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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| $13.1M | 45K | 98% | $10.99 | |
| $13.1M | 22.1K | 94% | $19.99 |