
Discover the secrets of the Calamity, a surreal catastrophe that shattered the world to pieces.
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.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, 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 | $14.99 | 38.2Kreviews | 95% | — | $15.1M |
| $14.99 | 11.1Kratings | 93% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Гра мого дитинства, як і в ті часи грати в неї одне задоволення!
narrator in the game is the best
Bastion is a classic indie game experience whose somewhat-jank combat is carried by a compelling world and a fantastic soundtrack. The story is told entirely through narration, which is very well acted. I'd recommend it.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Italian, Spanish - Spain, Simplified Chinese*languages with full audio support
| $14.99 |
| 746ratings |
| 88% |
| — |
| not modelled |
| $14.99 | — | — | — | 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 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One o a kind gem
Quaint little game - 5-6 hrs to complete feels like a real achievement in 2026's live-service obsession. The gameplay is great, the narrative enticing and the storytelling is fantastically unique and the main reason i kept playing. I love the storytelling from the perspective of The Watcher (from marvel's what-if). I think the game is locked to 60fps, which is ashame, but it is a 2011 game and my typical 120-200 fps meant it was 60fps with very low 1% lows, so a great game. My ONLY critique - there's a lot of screen shake at times. But you get used to it. I'm not going to play game-plus, i was here for the story, completion and experience.
Vale a pena pegar numa promo, jogo bom e curto. Da pra zerar em menos de 4h
Bastion is a remarkable fusion of action, storytelling, and artistry that established Supergiant Games as one of the most creative forces in independent game development. Released in 2011, it marked the studio’s debut but already demonstrated a level of polish and vision more often associated with veteran teams. At first glance, Bastion presents itself as a colorful action RPG, but beneath its hand-painted world lies a melancholy meditation on loss, rebuilding, and the fragile hope that persists after catastrophe. You play as a silent young hero known only as the Kid, who awakens to find his world shattered by a mysterious event called the Calamity. As he sets out to make sense of what’s left, the ground literally forms beneath his feet, tiles rising from the void with every step. This evocative mechanic—where the world rebuilds itself as you move forward—perfectly mirrors the game’s central themes of restoration and renewal, setting the tone for the emotional journey ahead. From the opening moments, Bastion captures attention with its distinctive presentation. Every environment looks like a painting in motion, rendered in vivid colors and fine detail that contrast sharply with the sorrow of the narrative. The floating ruins, lush gardens, and fractured cities create a world that feels both dreamlike and mournful, suspended between beauty and decay. What truly elevates this atmosphere, however, is the constant narration by a gravel-voiced storyteller named Rucks, voiced by Logan Cunningham. His dynamic commentary accompanies every step the player takes, describing not only the events of the story but also the smallest player actions with poetic flair. The narration transforms what could have been a standard hack-and-slash adventure into something intimate and personal. It’s as if the story is being remembered in real time, unfolding as part of a living legend. The seamless integration of narration into gameplay remains one of Bastion’s defining innovations and a major reason it feels so distinct even years after release. The gameplay itself is deceptively simple yet finely tuned. Bastion’s combat blends fast-paced action with light RPG elements, allowing players to equip two weapons and one special skill at a time. Each weapon—from the quick-hitting dueling pistols to the heavy-caliber hammer—feels distinct, and every strike carries a satisfying sense of impact. As you collect new weapons and upgrade them using found materials, the possibilities for experimentation grow. Players can tailor their approach, switching between melee and ranged strategies or combining defensive and offensive abilities. The Bastion, which serves as the game’s central hub, grows alongside the Kid’s journey. Recovered cores from fallen regions allow you to rebuild structures such as the Forge for weapon upgrades, the Distillery for buffs, or the Shrine for optional challenges. These systems give a sense of purpose to exploration and reward progression with tangible improvements. The design strikes a careful balance between accessibility and depth—enough to satisfy casual players while still leaving room for mastery through skill and timing. What makes Bastion’s combat memorable is not its complexity but its rhythm. Every swing, dodge, and counter feels deliberate, and enemies are varied enough to demand adaptability. Yet the game never overwhelms the player with complicated systems or steep difficulty spikes. The challenge comes from positioning and timing rather than grinding for levels or stats. The sense of flow extends to how the world itself reacts to your presence. Each stage begins as empty space until platforms rise to meet your steps, accompanied by Darren Korb’s unforgettable soundtrack. The music blends acoustic folk, electronic beats, and melancholic melodies into something wholly unique—a soundscape that gives Bastion its soul. Songs like “Build That Wall” and “Setting Sail, Coming Home” capture the emotional resonance of the story better than any cutscene could, blending seamlessly with the gameplay to enhance its narrative weight. While Bastion’s combat and systems are finely crafted, it is the storytelling that gives the game its lasting impact. The plot unfolds gradually through exploration and narration rather than lengthy exposition, revealing a world that once thrived before being destroyed by human conflict and pride. The Calamity serves as both a literal and metaphorical event, embodying the consequences of division and the futility of revenge. Through scattered remnants and fragmented memories, the player begins to understand not just what happened, but why. The Kid’s silence contrasts with Rucks’ reflective tone, creating a duality between action and commentary that feels almost literary. The characters you meet—each broken or burdened by the past—add depth to the tragedy without resorting to melodrama. The story’s emotional climax forces players to make a choice that embodies the game’s central question: is it better to rebuild and move on, or to erase everything and begin again? The choice is simple in mechanics but heavy in implication, leaving an emotional imprint that lingers long after the final battle. Visually and sonically, Bastion remains one of the most distinct indie games of its era. The art direction’s painterly quality is timeless, and the fluid animations give life to even the smallest details. The seamless marriage between visuals, sound, and narration creates a cohesive experience where every element reinforces the others. The pacing is deliberate, keeping the story compact and impactful within a six-to-eight-hour playtime. Some might argue that the combat becomes predictable toward the end or that the progression lacks depth compared to more complex RPGs, but Bastion’s strength lies in how every aspect serves its theme. It’s not about grinding for power or mastering intricate combos—it’s about journeying through a world that’s been destroyed and finding a reason to keep going. In hindsight, Bastion feels like the blueprint for Supergiant’s later successes. The studio’s trademark fusion of tight gameplay, world-class music, and philosophical storytelling began here, setting the tone for future titles like Transistor and Hades. Even more than a decade later, Bastion’s design feels modern because it prioritizes experience over excess. It’s a game that knows exactly what it wants to be—concise, heartfelt, and memorable—and delivers that vision without compromise. Few games manage to weave gameplay and narrative together so gracefully, and even fewer manage to say so much with so little. Bastion may be a story about rebuilding a shattered world, but its real message is about perseverance and the hope that something beautiful can rise from ruin. It remains one of the most elegant and emotionally resonant indie games ever made, a timeless reminder that even in destruction, there is the possibility of creation. Rating: 9/10
Amazing game that started it all for Supergiant games imho, a must play! Weapons variety is pretty nice, the combat is on point, monster variety isn't the best but they make good use of the roster they have, the stylized graphics still hold up nicely in 2026, soundtrack is pretty nice, the story is meh but the narrator is funny and keeps you company throughout the game, gameplay is kind however.
What a game. A masterpiece! As Supergiant's standards, this is a piece of art, not just a game.
для меня эта игра стала комфортной и уютной, в ее мир приятно возвращаться, что я и делаю
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