
Explore a dark and sinister Osaka as the Demon Hunter Shin. Battle demons, regain lost skills, and uncover the truth of your forgotten past in this exciting occult-inspired cyberpunk metroidvania.
Modeled estimate, not a reported figure. How we estimate →
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): 1/day in the week to Sep 10 → 0.43/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.
About
Genres
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 | $11.99−20% | 1.5Kreviews | 89% | — | $516.8K |
| $11.99−20% | — | — | — | 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 93 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good graphics. Passable audio. Clunky controls. Inept game design. Most of this game is featureless hallways lined with enemies who are too slow to attack you and placed too sparsely to force you to attack them. You can just dodge-roll straight through 95% of them and tank the damage from the other 5% without a second thought. Eventually you gain movement mechanics and some verticality is introduced to enemy placement; however, those movement mechanics are mostly used to collect items lazily placed in the top corners of every room with a skybox. None of this is particularly fun, but it's just competent and inoffensive enough to pass the time. Before the game's final act, the developer made a bizarre decision to strip away all familiar weapons, movement mechanics, and fast-travel features. This forces you to trudge halfway across the map (a solid 15 - 20 minutes), eventually participating in a "boss fight" in which the only goal is to wait out a 60-second timer. Afterward, the game's story graciously restores your familiar mechanics. Unfortunately, the developers became infatuated with stripping away mechanics. The game never plays the same again. Given it had been fairly dull beforehand, this final stretch should be a welcome change, but the game design now just feels differently inept. It poses a challenge to the player exclusively through frustration. There are no save rooms. Fast-travel is unavailable in the area. Enemies now attack fast enough to pose a real threat and are packed in more densely. Finally, you have reason to use those movement mechanics -- except you can't, because those mechanics are tied to the magical sword that you have to cram into a wall switch every time you enter a new room. Oh, and did I mention that the enemy HP counters have also been ramped to the moon? Suddenly, this casual "Metroidvania" is as demanding as an NES Ninja Gaiden title while being as "fast-paced and engaging" as an Xbox 360 cover shooter. I couldn't be bothered to finish this one. Side note: Yes, the scare-quotes around Metroidvania were intentional. Blade Chimera has a map, swords, whips, and a double-jump, but it doesn't have Metroidvania-style progression. Fast-travel is the ability to warp directly to any square on the map. This is almost immediately available to unlock, so you end up fast-traveling from the NPC handing out missions to the start point for their mission. The game's progression is entirely linear. You can visit a new area early, but some obstacle will block your way until you hit the right story beat.
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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, Japanese, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Korean
Hours played at review time, across 93 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Uninspired team ladybug game. Most of the time you run through an overly extended straight corridor with not much going on except mashing the "shoot" button. It's almost like a flash game in that sense. The shooting mechanic could've been the main culprit by making encounters kinda boring. Ironically, the gunplay was meant as a distinguishable feature. I almost always try to get the "true" ending in a metroidvania game, but there's nothing here to drive me further.
As always, tight controls and gameplay, short but condensed, phenomenal pixel art and animation, a lot of detail and additional content. If I had to complain about something, it'd be the story. On average it's alright, even has some better moments, but there are some completely silly plot holes too. For example: [spoiler]if ultraviolet rays kill demons (and fast, Lux dies in like 2 seconds maybe), why use swords and guns if everyone could just walk around with an UV flashlight and a bag of batteries? And it IS cyberpunk, so they could invent something even more powerful.[/spoiler] I still like Deedlit in Wonder Labyrinth better, but that's probably because I prefer fantasy to cyberpunk, and I love Record of Lodoss War. [spoiler]Objectively:[/spoiler] 9.2/10
BLADECHIMERA is a pretty solid metroidvania. Compared to something like Silksong or Nine Sols, the enemies aren't very aggressive -- usually you can kill them before they even get a chance to attack. But the boss fights are decently challenging. Also this game has a good sense of 'flow' and really great pixel art.
Blade Chimera is a 2D action game from Team Ladybug in which the demon hunter Shin is bonded to Lux, a sword that restores objects from the past. The campaign blends Metroidvania exploration with a story about the corruption behind the demon war. The restoration mechanic is the heart of the design, since the sword rebuilds platforms, bridges and barriers while also healing Shin with every strike. The puzzles built around it are deeper than they first appear, and a later sequence puts the whole concept to clever use. Fast-travel is unusually generous, letting the campaign be warped to almost anywhere on the map from early on. It makes backtracking and the many side missions a breeze, and movement tech such as the air dash and double jump keeps traversal exciting. The story is the strongest part, unfolding through collectible memories that slowly reveal what happened before the demon outbreak. The story's revelations land with real weight, and the finale closes the themes well. The weapon pool is excellent, with the whip standing out for its speed, range and damage. The soundtrack and smooth character animation complete a polished presentation, and the optional bosses include genuinely surprising encounters. The main flaw is the button clash between restoring objects and attacking with the sword, which misfires in combat near restorable scenery. The final boss also hits far harder than anything else, resetting the fight and demanding three phases of endurance. Overall, the restoration mechanic is the standout, since it drives both combat and exploration throughout. The story, music and movement combine into a very good action game.
A fun metroidvania set in a cyberpunk Osaka japan where a incident has cause people to turn into demons. A fun gameplay loop of shooting and melee while exploring the various locations using a talking ghost sword and a story worth pursuing, it was a fun time and it didn't waste my time either.
Team Ladybug keeps making bangers. If you're a fan of metroidvania then get this game.
我不太寫評論,但這款遊戲很特別,的精緻,值得推薦,遊戲面可以說是相當的貼心,尤其是傳送這點,讓你省去很多跑圖的時間, 遊戲我在10小時破關,戰鬥方面是真的滿爽快的,玩完還是意猶未盡~Ladybug的遊戲品質是很有保證的
I'm a huge fan of Team Cherry's mini Metroidvanias but this one is a bit of a miss - it's bland and repetitive, unfortunately.
It's OK, nothing special, nothing particularly bad. I'd say buy discounted, and only if you have played all the other better metroidvanias out there. · First of all technical side; it's made in GameMaker, probably the worst game engine out there. The only good thing it has is ease of use and portability; on the other hand it provides very limited functionality and proper support for anything regarding performance/settings/technical side in general. So two pros that are dev-facing only and many holes for the users. You just have to look at the launcher that opens before the game proper and you will know what to expect. · Controls fine, can rebind keys without third party software. Only minor detail is that aiming the gun while moving has an annoying delay until it lets you turn around. · Has Steam Cloud support and it's a good choice for the Deck, but the settings doesn't get synced. · Sprite art and animations are top notch, just like the other Team Ladybug games. · Soundtrack is serviceable, nothing special there. · Story and dialog is pretty bad. Story is a very generic and predictable "the demons are former humans that mutated" + "church/government is actually evil". Dialog is weird at times; can't tell if it's a translation thing or just plain bad. · Enemies can drop items and equipment and you have a codex with stats and drops, but the drop chance is SO low that you will finish the game, including multiple hours of extra mindless targeted grind, and not see like 80% of the item drops. So what's the point? · There are like 20+ side quest but most of them are filler "kill 10/20/50 demons in this area". Only some of them provide story exposition. · Difficulty is a joke. You can facetank basically everything for 90% of the game. You drain life with one of your attacks at the cost of resource meter, but regenerate meter with your other attacks, so infinite sustain. Plus infinite projectile shield (for some attacks only), healing items you can buy or farm, and a revive skill. You can kill some bosses before you can see all their moveset after you unlock magic skills. · Then you get to the post-ending real final boss that kills you in 2 hits no matter your level or equipment, with three phases, and bullcrap lingering hurtboxes. You also can't fully skip most of the dialogue before the fight if you die, so each try comes with 30 seconds of extra padding. Will be skipping that last achievement to be honest.
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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