
BELOW is a solitary journey through the haunted depths of a forbidden isle. Explore. Survive. Discover.
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.
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.
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
Test your mettle against The Isle’s procedural subterranean labyrinths. Explore a interconnected underworld crawling with cunning wildlife, deadly traps while stalked by a shadowy presence. Survive the perils of The Depths and unearth what lies below... or die trying..
BELOW is a procedural terrarium filled with life, mystery and death.
Explore the vast subterranean underworld of The Isle: a dangerous, unfathomable deep. Choose your path through a labyrinth crawling with deadly monstrosities, traps and hazardous environments. Death awaits at every false step, and there are no hints to guide you…
Spelunking through The Depths of BELOW is a treacherous endeavour, with death around every corner. The world is alive with flora & fauna, and there are many ways to scavenge materials and harvest ingredients to create life-saving remedies or useful survival tools…
What lies below? Only the bravest wanderers will find out. The Depths are filled with secrets and danger. BELOW embraces the idea that players enjoy discovering secret areas, finding hidden passageways and unraveling the deepest mysteries hidden in the darkness…
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−80% | 1.3Kreviews | 70% | — | $123.8K |
| $24.99 | 281ratings | 84% | — | 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 124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
7/10
Данный продукт — не шедевр и по-хорошему не должен иметь позитивную рекомендацию, но уж больно меня зацепил визуальный стиль и уникальный игровой подход. Но как раз во всей этой уникальности кроются все недостатки. Первое — это проблемы с движком игры. Не у одного меня была проблема с тем, что в настройках не выключалась вертикальная синхронизация, а также невозможность менять кнопки управления. Второе — само повествование. Типа, да, прикольно, у нас тут таинственность и недосказанность, типа Dark Souls, но по факту ребята перестарались. Хоть какого-то представления о том, что в игре происходит, нет. Игра не рассказывает, а дополнительный поиск информации в инете не дал результата, так как сами разрабы не дали никаких подсказок. Третье — игровой подход. Все механики приходится находить самому, и в этом есть кайф, когда эксперимент приносит результат. Но по большей части ты ничего не делаешь, так как любая ошибка приводит к смерти, потере лута и началу всего сначала. Хоть бы дали одно слово или маленькую подсказку, но нет: если не догадался про нужную механику сам, будешь страдать всю игру, а некоторые локации даже не пройдешь. Четвертое — сама концепция рогалика хорошо вписывается в повествование, но имеет проблемы в реализации. К примеру, потеря лута после смерти буквально делает бессмысленным его собирание, так как трата времени не окупается никак. Какой смысл собирать и крафтить предметы 40 минут, если ты через 5 минут умрешь от ловушки, которая ваншотит? Представьте, как бы был невыносим Dark Souls, если бы после смерти вы теряли весь свой инвентарь, броню, хилки и оружие. По факту рогалик подразумевает, что с каждой попыткой ты становишься сильнее — как в плане понимания игры, так и в плане накопления лута и прокачки. Твои 100 смертей напрямую потихоньку инвестируются в силу и победу. Тут же самая лучшая стратегия — это на пустой инвентарь просто бежать, пробегая локацию в надежде, что на 10-й раз сможешь добежать до новой точки быстрого перемещения. Те же костры, которые дают возможность приготовить еду, после активации нового затухают. Это блокирует возможность зайти в кладовую, так как для этого нужно иметь зажженный костер, что в итоге не дает сохранить вещи. Если подводить итоги: никому НЕ рекомендую покупать, так как из-за вышеперечисленных вещей игровой опыт может быть не особо удовлетворительным. Но мне уж больно хочется поддержать разработчиков, так как идейно игра хорошая, но реализована геймплейно не очень. Скажу еще пару слов о финале без спойлеров. Его добиться можно только при прохождении игры на 100%. Когда добудете все части фонаря, только тогда вам покажут финальное видео и титры. Я лично дошел до самого низа и считаю, что по факту игра пройдена. Бегать и фармить мне не нравится из-за вышеперечисленных причин. И в целом концовка вообще не дает никаких ответов, а только множит вопросы, так что я не удовлетворен и только рад, что не тратил на это время. Меня искренне бесит, что в интернете очень мало информации по игре и ноль пояснений про лор мира, ведь потенциал для фантазии огромен.
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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, French, Italian, German, Spanish - Spain, Russian, Polish, Portuguese - Brazil
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Quero que me guste este xogo porque ten cousas incribles —como todo o audiovisual e o ritmo—, pero sinto que alguén me da paos inda cando xa estou no chan, e non para.
Tolles Spiel....bis Eben 14...die hat mir den Rest gegeben :)))
Bom game
"bad" say the gamers who played for 2 hours, "good" say the gamers who dug a bit deeper into the darkness.
Stunning creative direction lends to a beautiful and thoughtful experience. Refreshingly flavorful in an over saturated genre.
I really liked this game, but I think you need to be a specific player to enjoy it as it can be a very tedious and frustrating game if you don't approach it correctly. The atmosphere is spot on, the exploration is superb, the feeling of danger and dread when going below is astoundly good. Nonetheless, I think there is something that could be improved in the game loop to make it feel a bit more smooth and give a better sense of reward after dying. Normally the feeling when you die is much harder than it needs to be, specially with the hunger mechanic. This is the only gave me the feeling that I was wasting my time sometimes. Other than that I enjoy the atmosphere and the story so much that I pressed on until the end. I think we a little tweak to the loop, the game could feel much more rewarding and engaging as you discover these mysterious world.
[b]Yup this is one of those games that a person should play for the unique experience.[/b] [h3]Ambience[/h3] The ambience is atmospheric, captivating and frightening, it makes you fear for what lurks in the darkness. The simplicity of the graphic details means that this game is not concerned with making a visually detailed game but with it being its own thing and a work of visual art. And still there are various parts where you are left amazed by the landscapes and the lighting effects. [h3]Soundtrack[/h3] The soundtrack and audio cues are perfectly used taking into account the mystery and fear of the unknown that we end up facing in these dark caves. It goes from peaceful to mysterious to straight out unsettling leaving you always on edge. My favorite ones have to be the ones where the dark fantasy tunes blend with the sci-fi/futuristic tracks. They are just that good. [h3]Permadeath[/h3] For someone who loves [url=https://store.steampowered.com/tags/en/Souls-like/]"Souls-like"[/url] and survival games like [url=https://store.steampowered.com/app/108600/Project_Zomboid/][i]Project Zomboid[/i][/url], the system of starting with a new character after dying and losing all items is something that didn't bother me at all, on the contrary, it made me feel like I was in a new adventure to recover everything and for me to pay more attention and opt for other strategies while facing the dangers in our path. You also don't have to feel frustrated about making all the way down again since you can unlock shortcuts or use the fireplaces for a one time teleportation device. [h3]Exploration[/h3] You are forced to explore all the rooms to find and progress on your journey, as there are items that can end up coming in handy when facing certain dangers. Also there are traps, lots and lots of traps, [strike]someone or something really doesn't want you to go down[/strike]. In my opinion, I just think that the exploration part could be better since the game isn't exactly linear, and I know that you have a map to know if you've already visited a room, but if you die the map also goes back to zero and you end up not even being sure what you explored or if you left something behind and ended up getting lost. I understand if that was the goal, considering it's like a new character who never visited the isle, but when I got closer to the end of the game I had to pause a few times and think really hard about what I might had left behind or unexplored because I couldn't progress any further. [h3]Crafting[/h3] The crafting and cooking system is surprising for the game's level of simplicity and makes you work your memory to find the ingredients you need. The level of complexity invites you to try every item you gather to see what kind or gadget or help you can fabricate, you can combine wood, cloth and an ember and make a basic torch as to combine many other ingredients and make bandages, arrows or bombs. [h3]Gameplay[/h3] The gameplay is pretty fun, once you master the combat you know just what to do or how to dodge or parry an enemy, also for instance you end up finding a spear where you can not only attack your enemies but also catch some fish for cooking. There's also inventory management and a house/hub where you can stash loot, weapons, armor and all that which is nice for those that don't want to lose stuff or need to catch a little breather. You also have to maintain your hunger, thirst and cold levels, all of those can be quenched by eating a good meal, drinking from a water source or heating yourself next to someplace warm. [h3]Story[/h3] The story is not told to you in any way. You are simply thrown onto an island where you have to explore and try to find out what happened and what our objective is. But one goal is certain, you must go deeper into the darkness. All in all this game looks as if [i]The Legend of Zelda[/i] and [i]Journey / Sky: Children of the Light[/i] had a baby. It's beautiful and well-executed with a spectacular soundtrack. It left me intrigued at the end, but I don't know, there's something else missing... ... [spoiler]a sequel maybe?[/spoiler]... [h2]Final Score: 8.5/10[/h2]
deep down low
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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