
In solo or co-op, experience Reign of Sand, the ultimate version of Atlas Fallen. Ride the sands of a timeless land and defeat legendary monsters in spectacular Action-RPG combat using devastating powers.
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): 2.14/day in the week to Sep 4 → 5.14/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





Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 4.6Kreviews | 73% | — | $2.6M |
| $49.99 | 5.5Kratings | 74% | — | not modelled | |
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 196 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
По неизвестным причинам игра идет в 15 фпс даже на самых минимальных настройках, а при снижении разрешения падает до 10 и ниже и судя по обсуждениям это распространенная проблема
ok so after coming back to this game and actually finishing the prolouge and customizing my character i felt immense relief at the point where i didn't have to suffer my characters face, also the fact that all the visual effects are so cranked up that i thought my eyesight had to be checked is wild, don't get me wrong, i like a bit of bloom and aberration, but the settings of the game made me feel like the piss filter in mexico is a 100x more tolerable, but yeah the game is fine i guess
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Czech, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
| $12.49−75% |
| 1.5Kratings |
| 78% |
| — |
| not modelled |
| $39.99 | 95ratings | 74% | — | not modelled |
| $39.99 | — | 85% | — | 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 200 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
战斗系统,怪物模型有创意,但是没有平衡性。飞来飞去很无趣。这游戏就是一个大胆但失败的尝试吧。
Офигенная игра ,особенно круто коопчик))))
awesome
Atlas Fallen is Deck 13's best Action RPG so far and a culmination of their year-long experience in the genre. The huge world is filled to the brim with collectibles, beautiful vistas, diverse fights, and manifold quests. It's a shame they're ditching their FLEDGE engine for Unreal in their next game because I've always appreciated having another competitive engine on the market that performed well for me under any circumstances. [h1] The Good [/h1] - Combat is extremely versatile, the long airtimes feel great and the impact of your weapons feels powerful. I also liked the system where you need to maintain momentum to become ever more powerful during combat at the tradeoff of being more vulnerable. - Collecting skills and perks like trading cards was a fun spin, and there are TONS of both. I'm glad you can save up to three loadouts, because every build plays uniquely and gives plenty of room for experiments. - Movement in general, and sand sliding in particular, is crisp and fun, and every upgrade constitutes a noticeable improvement to your movement repertoire. - The world is huge and incredibly beautiful, consisting of several maps that all have their individual charm. The included photomode helps you capture the beauty of this organic, fantastic world. I was originally sceptical whether there would be exclusively sandy wastelands, but just like Mad Max this game is able to capture all the different aspects of desert biomes in beautifully rendered sceneries. Kudos for the high draw distance that always makes you feel like you can see over the entire world and beyond. - The playtime hits the exact sweet spot: If you stick to the campaign, you're going to be done in under 15h, and you can add another 10h for collecting stuff and fulfilling sidequests (of which there are surprisingly many for this kind of game). This makes for a focused experience where you never feel forced to go after optional content, it's usually laid out cleverly along your way to the main quest. - All in all, the soundtrack was enjoyable and fitting. There were plenty of audio cues underlining gameplay mechanics. - Secrets and loot are hidden everywhere and the paths to reach them are fun to traverse. [h1] The Not-So-Good [/h1] - The writing and story won't win many awards, but are generally functional. I wouldn't call it bad, but since the voice acting is also sometimes a bit off, story and narration are not this game's strong suit. There weren't really any surprises in the story, and I disliked the many strange pauses in the middle of sentences by the narrators. - Camera issues are probably the most annoying thing about this game. First of all, I found it weird that the vertical camera movement was capped at such a low angle so you couldn't really figure out what's above you. Second, during fights you often lose sight of your target and then it clips into the camera and you're left guessing what your enemies' next attack will be. I think this is also a problem of the lock-on targeting mechanism that doesn't feel snappy and easy to control. - There are segments where you play as another character, but in hindsight it feels like they could have been omitted from the game entirely. You don't learn anything new for the main game except for some lore drops. If anything, this feels like its only purpose was to stretch play time. - The shop system is a bit useless and doesn't really add anything valuable to the experience. You can buy some materials needed for skill upgrades (didn't need this a single time), dyes for your armor, treasure maps, and on some occasions armor. Most of these can also be found or earned otherwise. So the whole money economy feels a bit forced in and the game could probably do without it, considering there is also a second currency, "essence", which you need for upgrades. - There are no puzzles like in Darksiders or Zelda, which could have provided a bit more challenge to the collectibles. - Too often during combat, a lot of attacks will come down on you simultaneously or with the tiniest bit of delay between each other. In these cases, even a successful block will leave you vulnerable since only the first strike is blocked and the rest of them will damage you. In addition to that, I missed the enemy attack indicators way too often, for example because there were so many visual effects on the screen or other noises were louder than the attack sound. And if you miss the time window for blocks due to these reasons, you're toast. - Some cutscenes are quite clunky and don't really get any emotion across, often because the camera is very static or the protagonists only exchange a few short sentences that don't really feel connected. - Our hero is very one-dimensional and doesn't have any interesting personality. Instead, they keep yapping about destiny, helping the people, restoring peace bla bla bla. [h1] Conclusion [/h1] I'm glad I played this game, as the unique movement mechanics are snappy and fun, and the combat feels weighty and powerful. With tons of build and equipment combinations, you have plenty of experimentation ahead of you, and the variety in enemies definitely requires it. Apart from camera issues, the game is technically polished and rums smoothly. Its weak spots are writing and storytelling, but the game is focused enough to be over before that becomes an issue. There is a coop mode which I haven't tried, but it sounds like a fun idea. Definitely looking forward to Deck13's next game, as they've been constantly refining their trademark mechanics and style over the last few games.
Pretty awesome game so far
10/10 game
Overall Review: Better than Mid. 7/10 (I usually score between 5 and 9.5). Kind of a mix between MH and DMC imo. The game, in almost every aspect, feels like it couldn't live up to its potential. Like they start out really cool, and end up being kinda underwhelming. The combat has a really cool feature called Momentum that isn't really used in a fun way that much... In a system where you can equip 2 weapons at a time, there's 3 total in the game... the enemy movesets are repetitive and predictable and only a handful of them have any cool features (As in even the Final Boss doesn't, not really)... The hit rythym of almost every single combo is exactly the same (across all enemies, not for each individual enemy)... The real difficulty comes from frustration over the minions all the bosses summon (not even unique to the bosses btw, all minions are generic). New Armors are just so much better statwise that the set bonuses don't matter in the choice, and the main variety comes from Essence Stones (gems you equip that gives active and passive skills based on your momentum gauge). I do genuinely like the buildcrafting of the Essence stones, there's a lot of choice for mix & match there, and because the stones sequentially need more Momentum Gauge, even changing the order of the stones have effect on your playstyle. I do wish we got some more weapon-focused stones, but this is still my favorite part of the game by far. For The story, it starts out in a fun way, but doesn't evolve that much (a specific sequence of the story seems like it'll add some nuance to the main forces of Good and Bad, but ultimately ends up being nothing). The graphics and music are good... I was running on max graphics at 2k without upscaling and didn't have any stuttering that I noticed (specs attached for reference), and it looked as good as it could look considering its mostly sandy. Did enjoy some of the sights, but nothing stand out... sometimes the textures even looked kinda one-tone, like it had a lack of fine color and texture variation for some of the parts (only some though). Similar thoughts about the music, I enjoyed it, but not enough to think its vibe-worthy. I'd recommend to buy on a sale, but also maybe see people playing to get an idea of the kind of game it is and whether you like it. Also it doesn't seem to be from a big studio (maybe?), so I would bump up my rating to 8 or even 8.5 based on the finished product vs developer experience. This last section is going to be a bit... odd. If you care mostly about how the game is by itself, you can probably ignore this (spoiler tag for this reason). Ok, now that that's out of the way... [spoiler]This game feels a bit... woke-touched... in a bad way. I say this because the game starts out really strong, but a lot of stuff seems to be... left aside(?)... as the game goes on? Like we get the 3 weapons really early and then nothing, only earlier armor have weapon specific buffs, the earliest bosses have the most variety in gimmicks and combos (including having quicker or slower rythyms to the combos, other than just the general one)... could be called signs of lazy development as well ofcourse, but 2 of the 3 leaders of the main rebellion are dark-skinned female sisters. Ofcourse, I understand, makes sense that the desert has more dark-skinned characters, but between that, the lack of nuance in freedom = good and order = bad (in the main story anyway), and how the game started getting easier over time instead of harder (the final fight was so easy I had a harder time against the first boss I faced)... Its nothing egregious I don't think, but I just... kinda got a feel that some of the decisions regarding the game may have had been more influenced by political views than you generally expect from a game. Idk, maybe I'm just tripping and finding threads where there are none. Main review is above anyway, so... yeah.[/spoiler]
总结:屎 概述一下为什么:首先交互一坨,剧情一坨,优化一坨,战斗一坨,怪物重复度非常高,体验一坨 我和我朋友已经通关了全支线全收集,玩到最后bug一堆的同时还非常恶心,结局极其潦草不说,一堆飞天怪,噢对了这游戏的空中战斗是无限滞空的,但左键是左键右键是右键,装备和天赋无任何联动
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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