
Explore the fallen world of Penumbra in this precision 3D metroidvania platformer. Slash fierce enemies, conquer deadly traps, uncover ancient temples, and master fast, fluid movement across challenging platforming gauntlets in your quest to restore a fallen kingdom.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 15 → 0.57/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 2,402 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

Enter the fallen kingdom of Penumbra, where only mastery of movement and combat will guide you through its mysterious ruins. Blue Fire is a 3D metroidvania platformer blending fast-paced combat, challenging precision platforming, and deep exploration.

Master fluid, high-speed movement to navigate deadly traps, complex platforming gauntlets, and traversal challenges that demand precision, timing, and skill.
Face dangerous enemies with unique fighting styles in intense combat encounters. Strike, dodge, and slash while testing your skills against powerful bosses, the deadly knights of the darkness.
Discover mysterious Void entrances hidden across Penumbra. Enter surreal platforming trials that push your movement skills to the limit, offering great rewards for those who survive.

Claim powerful swords, hidden spirits, and valuable loot. Upgrade your gear, unlock new abilities, and customize your build to face ever-deadlier foes.

Blue Fire delivers a deadly yet rewarding adventure where every jump, slash, and dodge counts. The mysterious world of Penumbra awaits.
Sums Steam + Google Play only; Xbox, PlayStation, GOG, Nintendo, 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 | $19.99 | 3.1Kreviews | 81% | — | $846K |
| $4.99 | 149ratings | 81% | — | $101.6K | |
Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Este es un juego que estuve ojeando por un buen tiempo pero dudaba en comprar. Por lo que vi en los trailers pensé que el movimiento y el juego en general se iban a sentir algo toscos. Pero cuando lo jugué me terminó convenciendo. Lo que más me gusta de Blue fire es la movilidad que tiene el personaje, los desafíos de plataformeo (abismos) y la exploración de su mundo. Pienso que el juego supera bien el desafío de diseñar un buen mapa para un metroidvania 3d, y aprovecha bien la tridimensionalidad, incitandote a que explores y busques secretos en todas direcciones. En general lo veo mucho más centrado en la exploración y plataformeo, que por mi esta bien, pero ten eso en cuenta si quieres algo más centrado en el combate. El combate esta bien, pero es bastante sencillo, sin mucha profundidad ni dificultad, un poco plano. Ningun enemigo me hizo sentir en "peligro", y los jefes los pude pasar al primer intento. Pero bueno, como alguien que disfrutó mucho metroid prime I y metroid prime II (me falta jugar el III), y que tenía ganas ya de hace un tiempo de jugar otro metroidvania 3d, lo recomiendo.
+REP
Media

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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, Portuguese - Brazil, Russian, Spanish - Latin America, Spanish - Spain, Simplified Chinese, Korean, Traditional Chinese
| $19.99 |
| 879ratings |
| 76% |
| — |
| not modelled |
| $19.99 | 290ratings | 86% | — | not modelled |
| $19.99 | 29ratings | 72% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 71%* | — | 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 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Одна из игр, которые приятно проходить на 100%. Сама она является помесью какого-нибудь Hollow knight-а с дарксоулсом и большим упором на платформинг. Было интересно находить секретки (коих по игре не много). За исследование мира очень приятно награждают, причем настолько, что некоторые пустоты я наполовину (а одну даже фулл) скипал засчет способностей духов в комбинации с обычными способностями. Платформинг замечательный и изобретательный: благодаря одному только прыжку и бегу от стены я спокойно забирался в места, явно предназначенные для более прокаченного персонажа. История просто норм, завсегдашняя клишированная, файтинг где-то ниже среднего, явно самая слабая сторона игры. Боссы были легкими, даже последний. Но многие пустоты дают достаточный челлендж Так что игрушка веселая, советую
é um soulslike com plataforma 3d, tipo A Hat In Time misturado com Hollow Knigth
Swing and a miss. Like a cross between hollow knight and old school 3D Zelda. Sounds perfect! But, the controls, which are super tight and responsive and feel perfect on the ground, get kinda made useless by a free spinning camera that makes judging depth and angles very hard mid-air. Not sure if it’d be better on mouse n keyboard? If the camera was fixed behind you mid-air it might have been perfect. I was really liking the game but just came to a platforming section in the forest temple right after getting wall jump and after a tedious, finicky climb, you trigger a timed platform sequence and I fell like 30+ times and it takes like 3+ minutes to get back there and it took all the fun outta this game. And I love platforming. Very close to a recommendation but not quite.
Tl;dr review: A decently sized platformer/Zelda-like sort of game. Highly recommend it if you enjoy 3d platformers and Zelda. If you're interested in a little bit more of a long-form review, keep on reading. As a brief, simple opening here, I will say the style of the game is much appreciated and it's very nice how smoothly the game ran from start to finish. The music, although not anything I would listen to in my own time, was quite well done and definitely fit the mood of the areas and scenes they were played in. I would also like to say I did also enjoy the cutesy, silly designs and noises of most of the NPC's you come across in the game, and the designs of the more humanoid characters were also a nice sight, given the style, imo. Moving on from that, I will say I went in thinking it was mainly just a platformer based on what little I saw a friend play of it, but was pleasantly surprised to see some more Zelda-like elements when you're not in the platforming sections of the game. All-in-all, I'd say the movement is pretty on point and feels quite good to control in most instances (my only gripes are with depth perception sorts of challenges, but that's mainly on me, so you can take that with a pinch of salt, lol). The game's platforming itself also never got too "hair-pulling" levels of agonizing and felt like just the right level of challenging when it started trying to up the difficulty (I was playing on normal though, so I'm sure I'd have a different take on that if I played on hard). I also really appreciated the game's "Spirits" mechanic where you can give yourself some really handy perks or vast improvements to your mobility, given you've found the right spirits and you have the proper slots for them. One more thing I almost forgot about was...Well, I'm not sure what you'd call them. Maybe soft checkpoints? When you're casually exploring and you fall into a pit or water, you'll get spawned back somewhere else relevant to where you were before you fell...Or at least, that's how it should be. The game's "soft checkpoints" feel a little rigid, and by that I mean that the game does not spawn you close to where you started your fall, it will spawn you back at one of a few main points in the map you last interacted with. I can understand the reasoning for it, but it was still a pain to make some decent progress through an area only to accidently tumble and start practically all the way back where I started. On another note, I'd say the game's economy was pretty solid as well; I was never really hurting for ore to purchase things given how I busted up just about everything I could to refill my wallet and I always seemed to have some gems I could pawn off if I REALLY needed the change. One of my few complaints of the game does lie in the money aspect of things, or rather, the merchants...Well, ONE merchant in particular. So, in the whole game, only one person will allow you to sell to them (with the exception of one other, but he will only purchase very specific, one-time find items). That can make it a real pain if, say, you needed a few thousand more ore and you had plenty of gemstones to pawn off, but you had to trek ALL the way back to the village he's in just to get your money and travel all the way back, just to make a purchase (and that's disregarding your limited ore amounts you can have based off of what pouch you have at the time, meaning you could make multiple trips if you wanted to clean a vendor out). Don't get me wrong, I don't mind the pouch size/ limited ore holding amount, it's just annoying that I can't sell my goods to every possible vendor to save on time. Moving on to another topic, the combat. I will say, it does it's job well enough, but it's nothing too crazy to write home about. That said though, an action game doesn't have to be DMC or Ninja Gaiden to be fun, and I feel it's perfectly fine and suitable given what sort of game this is. I will say I do have one small gripe concerning combat though. Now, it may just be an oversight, but I have noticed many times that a lot, if not all of the sword enemies have very large and lingering hitboxes. As an example, I have been hit many times by an enemy swinging their blade while I am completely behind them, trying to go in for my own attack. I have also been hit when an enemy is clearly done with their swing and I move in to attack, only to be hit by the still lingering hitbox around them. Luckily, this never ended up killing me, but it was kind of annoying how frequently it occurred. Oh, and one other thing I almost forgot to mention: game overs. I only experienced these a couple of times on bosses, but they were a bit of a time sink, to be honest. Luckily, everything you do between your last save and your death is not lost (thank god), but you will be warped back to the last save statue you interacted with, which can be a bit annoying and time wasting when you just want to refight the boss again. It would have been nice to just respawn outside of the boss door/area, or the beginning of the place you died at if you died while exploring, instead of going all the way back to a save statue, just to make another unneeded trek. In terms of plot/story/progression I will try to keep things as spoiler free or as vague as possible so as not to ruin too much for those who haven't played, but may still have interest. So, to begin, I will say the lore and worldbuilding was quite nice for a game this size and I also appreciated it was expanded upon in the game's free DLC (awesome they added another good chunk of content for free; thanks, everybody!). I cannot say I had any complaints with the dialogue throughout, it seemed pretty solid, and what few questions I had were answered by the end of the game and its DLC (I am sure the remaining question or two I have will be answered in the sequel). I will say though, one thing caught me a bit off guard a little ways into the game. It seemed like the game was setting up a pretty standard route of going about things, but completely changed course and setup a different goal to follow instead of following through with what it was doing. It could just be the devs either not wanting to follow through due to how big the game would be after the fact, or maybe there's an underlying lore reason that I didn't see or don't know about that lead to such a departure in the plot progression. I don't think it was a bad choice, per se; it did definitely make sure the game did not overstay its welcome and it did make it different from most other Zelda-likes in that regard, it just caught me by surprise. One other note that comes to mind is that if felt that the devs wanted to wrap things up somewhat close to the end of the base game. The reason I say this is because as the game goes on, the dungeons seem to become smaller and smaller, until you basically just have a few hallways and there's your boss. Again, unsure if this is because the devs wanted to not dragon the game on or what, but it just felt a little off as the game was coming to a close. On a final note, it would have been awesome to have some way to properly keep up with the collectables you did or didn't have, be it on a map or otherwise. The game keeping track of voids done and overall completion in the menu was a nice touch though, thanks devs! Anyway, that was a bucket and a half of commentary there, and I know a fair bit of it seemed a bit on the negative side, but it's only because I did genuinely enjoy the game and I only want to see it be as awesome and player-friendly as it can be while still having its own identity. I will say, this was a very solid game and it's easily worth the time and money if this is your kind of game. Great job, everybody who worked on this, and good luck on all your future titles!
простенькая игрушка но все равно здоровская и вышло обновление для нее, обязательно попробую
畫面&音樂優美, 有跑酷關卡, 但高難度關卡在本傳並非必選路徑, 且[spoiler] 關卡也可隨自身build強化程度簡化難度[/spoiler] (有相關成就) 整體仍偏好評 還是來說說缺點: [spoiler] 1. 主線前期有綁少部份"時限內"跑酷解謎, 對熟悉操作時期玩家並不友善. 2. 主線跑酷難關的重生點距離太遠. 3. DLC雖然免費, 但跑酷關卡推進為必須 (滿跑酷build狀態下, DLC三星即約等於或略難於本傳最難五星程度) 無再強化且劇情稀少 → 最終主線 100% 成就完成, 但 DLC 棄坑. [/spoiler],
The movement of this game is just amazing! Even at the start of the game the dash would have been good enough, but you get all of these incredible moves like the wall run, spin, and double jump. This makes it really fun to explore the world and complete those very hard voids. The combat is nothing insane but it works for this game. The NPC's interactions are also great. There is one issues I had. I thought that shield being on A felt wrong so I mapped to RB but then it makes the button to interact with things also RB. This might just is a skill issue but it would be great to have the button to interact with things be A well still have the shield be RB would been great. But the game is still a 10 out of 10 in my eyes.
otimo jogo porem e um jogo simples e um otimo jogo para passar o tempo
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 0 | — | — | |
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| $5.2K | 52 | 88% | $4.99 | |
| $0 | 0 | — | $4.99 | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $846.6K | 3.1K | 71% | $19.99 | |
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| $844.2K | 596 | 43% | $49.99 | |
| $848.6K | 1.2K | 85% | $19.99 |