
Loot, bribe, gamble, survive. The dice will be your savior or your downfall in this story-driven RPG. Every roll matters when trying to uncover cosmic horrors and outwit megacorps. Pray your next roll won’t be your last.
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): 0.29/day in the week to Aug 28 → 0.86/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

A dying city. A string of suicides. A detective with nothing left to lose.
Netherveil City eats the weak. Its streets bleed neon, its corpses crawl back to life, and its secrets? They'll gnaw through your sanity. Step into the worn boots of Detective Howard. Armed with a rusted badge, a sentient rose that won't shut up, and a pocketful of stolen dice.
Explore the city. Interrogate the dead. Expose the c*rpos.
Investigate. Make choices. Loot the dice. Roll the dice.
And survive. (Optional.)


Dice are oxygen. They keep you alive. Earn 'em, spend 'em, lose 'em. Hoard too long, and opportunities vanish. Roll recklessly, and resources burn.
There’s no perfect build. No power fantasies. Just survival... barely.



Your choices build character. Your character builds choices.
Intelligence picks locks in silence. Virtue pleads for mercy. Foolishness laughs at the abyss.
These fragments clash, corrupt, and rewrite your path mid-conversation. Choose your poison and deal with the consequences.


A hand-shattered art style. Where manga’s precision meets the raw nerve of American comics. Ripping pages from legends like Blame!, Biomega, Akira, and Berserk. Our artistry aims to evoke the same depth and intensity that made these series iconic.

Gear up for an auditory assault. Noir Jazz, Cyberpunk Techno, Death Metal. This isn't background noise. Sonic warfare.



Heroes don't last long in Netherveil. This is a manifesto for the forgotten, the erased, the expendable, those never given a chance. It’s about those who were never meant to survive, yet somehow still do. It’s about the existential terror of being alive in a world ruled by forces you can’t see. It’s about resistance.
“I’m here, and I won’t go quietly.”
Engagement
Reviews
Themes across 173 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Celestial Return is an impressive and highly atmospheric experience. From the very beginning, its distinctive visual style, carefully designed world, and strong sense of identity immediately draw you in. What impressed me most was how successfully the game combines its dark science-fiction setting with a unique artistic direction. The environments, characters, and overall visual language feel cohesive, original, and full of personality. It is clear that a great deal of care and creative effort went into every detail. The game does not feel like a generic production. It has its own voice, its own mood, and a world that stays with you after you stop playing. The storytelling, atmosphere, and presentation work together extremely well. A remarkable achievement by a talented independent team. I truly enjoyed Celestial Return and strongly recommend it to players who appreciate story-driven games, distinctive artwork, and immersive worlds.
Steam recommended this to me and I thought it was a roguelike card game. It is not that. Celestial Return is a dice-driven cyberpunk narrative RPG combining Disco Elysium's inner-monologue writing crossed with Cyberpunk 2077's neon sleaze, plus a streak of body-horror grotesquerie lifted from the nastier end of seinen manga. Too many ideas on paper but it somehow holds together. Four hours in, so early impressions only, but it's got its hooks in. The dice checks make it feel nervy and precarious, and the tone is grimy and melancholy in a way that reads as deliberate, not edgy-for-its-own-sake. But what baffles me is I'd never heard a word about this. I read the blogs, the reviews, the "indies you missed" lists and nothing. Either the best-kept secret on the store or a real miss by the games press. So far one of the most distinctive things I've played in ages.
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
Hours played at review time, across 173 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Writing seems to be aimed towards a very young audience, or made by a very young author. It overworks clichés, dull takes on important philosophical topics, and "like-" comparisons (you get one or two per scene). For a game which is 95 percent based on text and narrative, that's quite bad. Unless you are twelve. Then it's amazing.
A breath of fresh air! Amazing visuals, captivating worldbuilding and a headscratching plot. A must play.
the art is beautiful and the whole thing has so much personality
S-tier: art, characters A-tier: story (which is different than writing. in this I mean the themes, tone, overarching direction), mechanics B-tier: game interface C-tier: writing (to clarify, sometimes the English feels a bit clunky and might've done a service to have another editing pass)
Celestial Return, a great new story-driven, dice-based noir/cyberpunk RPG. Dice mechanics are a tad clunk but it looks & sounds great, it's well-written, and there's plenty of meaningful choice & consequence. Want to know more? Check out my Bite-Size Review here: https://www.cshpicone.com/gaming/bite-sized-game-reviews/bsr-celestial-return For more niche curation, follow me at: https://store.steampowered.com/curator/27440015-CSH-Picone/ Want more honest niche & indie reviews? Check out: https://www.cshpicone.com/gaming
First of all, I really want this game to gain a lot of traction, 'cause I need a 7-hour long YouTube breakdown on what the hell I actually experienced. I finished the game - at least my first playthrough, because I'm not leaving this like this. Some stories can work only within a specified medium. As a book, a comic book or a movie this wouldn't work, because I wouldn't have felt the impact of decisions made by an author(ity) in stead of myself. In a TTRPG scenario I'm sure any GM I know would pity me in the end and cooked something up to make the ending less... my own making. But here I'm sure I brought it upon myself. Like that evening I decided to listen to all Neurosis records and believed it won't leave me scarred forever. Enough of the rambling. I'd say most games are entertainment. Some are art. Singalis. Norco. Celestial Return. Those. Go and play that stuff, feel vulnerable, experience weird game mechanics, weird stories, let them judge you and ask you questions that won't leave your head for months. Maybe ever. Down to the game'y stuff and game-wise features of a computer game: some people compain about the dice mechanics, I can see those were patched and I never had any issue with them. At some point I was afraid the dice economy might be broken like it was in Tides of Numenera, where you could lock yourself from progressing forward when you run out of resources for test. Here most of my failures still lead me somewehere - yet not in the direction I was trying to force. Maybe adding an option to push a test without a die - to intentionally fail it or simply because stacked modifiers are enough to pass a test without burning a die would be something to consider? Anyway, I had all the time enough to keep gambling, few enough to feel I need to plan at least some of my gambles well enough. I had some music stutter issues in Book 3, and that's about it when it comes to technical issues. Very late in the Book 3 I had a dialogue option to mention something about I footage I didn't watch, I believe it should be a "missed opportunity" as I chose to not watch it a few steps earlier, but do something instead. Back to the good stuff - the art direction is superb. The writing is amazing. The pacing is to the point, the choices are so heavy I won't be able to crawl away from the ones I made, at least not until I finish another run. It all works not only as a weird cyberpunk dystiopa, but also as a detective story weird enough to make sense, but old-school enough to not be about the case as much it is about the detective. About you. because beind the choir of voices in Howard's head there's you - the conductor.
Couple thoughts: 1. This isn't Disco Elysium, but in a way it shouldn't be. This feels like something different entirely and that's not a bad thing. There's a rawness in the conversations, the flow that adds to the cyberpunk charm of the game. 2. The art is just breathtaking. It's like gritty and refined at the same time. Totally digging it 3. If I'm being fair, there are parts of the game that feel slightly unpolished and could've used maybe a little more time to refine, but not something that is totally game breaking Generally it's a good time, and worth a play especially if you're into these sorts of games
Thinks it's even cooler than it is, but ok, it's legit probably one of the 3-4 dozen coolest games I've tried (out of well over a thousand)
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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