
In this award-winning puzzle adventure game, play as the Traveler on a quest to reunite the Peoples of the Tower. Observe, listen, and decipher ancient languages in a fascinating universe inspired by the Myth of Babel.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best CN #94, worst KR #100 · 2 markets collected
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): 18.43/day in the week to Sep 4 → 40/day in the week after.
About

Winner of Best Indie Game at the 2024 New York Game Awards and nominated multiple times at other ceremonies including The Game Awards and the BAFTA, Chants of Sennaar is a critically-acclaimed puzzle and adventure game developed by Rundisc.
Divided since the dawn of time, the Peoples of the Tower no longer speak to each other, isolated by fear or mistrust. It is said that one day, a Traveler will find the wisdom to break down the walls and restore the balance. Travel the endless steps of a prodigious labyrinth, uncover the truth and unveil the mysteries of this fascinating universe where ancient languages are both the lock and the key.

Inspired by the myth of Babel, discover an enigmatic and vast tower. As the Traveler, delve into a world full of mysteries, where Peoples have grown distant, unable to communicate with each other anymore. Begin your adventure in a prodigious tower inhabited by five distinct Peoples, observe, listen, and strive to mend the bonds of distrust.

With a smart gameplay system, explore and solve various puzzles to uncover the mysteries of five different interconnected languages. Always guided by your trusty notebook, note each symbol, keep track of your surroundings, engage in conversations with people and unravel the meaning of every glyph. Each step will pave your way to the top of the Tower as each word will restore the link between People.

Dive into an enthralling and colorful world full of secrets. Tumble headlong into a beautiful world inspired by impactful European comics authors where every floor of the Tower possesses its own visual identity, supported by distinctive technological levels, architecture and culture. Embark on a poetic and enchanting journey driven by a soul-stirring, lyrical soundtrack, made by Thomas Brunet.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam 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 | 34.9Kreviews | 98% | — | $9M |
| $9.99−50% | 2.4Kratings | 92% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2136 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
巴别塔圣歌这一部游戏在我看来非常可惜。它有着精致的画面,动听的音乐,以及一个完成度极高且极为创新的核心玩法。但是,除此之外的其它部分却摧毁了它们本应带来的游戏体验。 首先,最重要的便是主角的移动速度过慢。我实在是很难理解这一点的成因。这也不是那种完全只由几个人的工作室做出来并发行的游戏,移速问题在测试期间就没有一个人反馈吗?QA在干什么?更何况,这个游戏在2023年发售,现在已经2026年了。更新一个奔跑按键或者是全局加速按键很难吗?很难想象一个可以做出这种体量,这种画面的游戏都工作室没有技术实现这一点。 其次,一个更加深层的问题。游戏里很多的书页都是要与特定场景元素互动才能获得的,如果没有获得那些书页,那么对应的字符含义也无法确定。那么问题来了:游戏里根本没有提到这一点,仅仅是说按下RB可高亮互动点。这就导致我根本没有认识到与场景互动的重要性,错过了大量书页,而我知道这点时第二章已经快打完了。再此基础上,移速问题又大幅削弱了探索积极性。 然后就是引导问题了。这部游戏成功让我意识到了一点:用弱引导与无引导设计带来沉浸感与惊喜感是有前提的:1.此类设计出现在游戏支线上,对应内容对于通关来说不必要(野炊,大表哥2)或者是出现在流程自由度高,且可在前期建立对游戏内容量的大致估计的游戏上(见证者,星际拓荒);2.制作者的水平够高,能让这类设计自然地出现在游戏中而不给人带来对电波的感觉。在第二章结束后,我可以说这两点巴别塔圣歌全没达到。 除此之外,上文提及的书页填字也是同样的重量级。我这辈子也想不到“一根白线从人嘴里飘出来,传播到另一个人时让那个人痛苦”这种画面里的白线代表音乐。把这种碎片化的谜语人剧情融入解密的设计真的就是难以评价......
符号破译的核心玩法不足以撑起整个游戏的时长,导致后期审美疲劳;加上绕的人难受的地图和越后面越抽象的解密,玩的人难受,可能这个游戏比较挑人吧。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9M | 7.1K | 86% | $49.99 | |
| $9M | 30.3K | 94% | $9.99 | |
| $9M | 17.9K | 93% | $19.99 | |
| $8.9M | 13.2K | 87% | $34.99 | |
| $9M | 6.7K | 84% | $44.99 | |
| $8.9M | 12.9K | 94% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $81.4K | 229 | 71% | $24.99 | |
| $68.7K | 242 | 99% | $19.99 | |
| — | 0 | — | — | |
| $0 | 10 | 30% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
Reviews, worldwide (the counter carries no country): 800/day in the week to Jul 16 → 40.71/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
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, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
| $9.99−50% |
| 2.2Kratings |
| 97% |
| — |
| not modelled |
| $19.99 | 106ratings | 92% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 97% | — | 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 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
佳作,巴别塔圣歌是也。 美,音乐是也。 一款集创新的可玩性、优秀的迷题设计、循序渐进的难度梯度、恰到好处的节奏、富有深度的细节设计的游戏。 如果再给我一次机会,我想失去所有记忆重新玩一次。 愚者,我是也。
真是个好游戏 世界人民大团结万岁
A great puzzle and deduction game, that also unfortunately falls flat in the last 30%. I truly wish that the game stayed with it's core identity found in the first 3 sections, and didn't experiment as much.
你游戏极好 诸战士,携好评 好游戏者,吾之所求 你在找好评吗? 放逐之地已死,好评当给! 极好的游戏,使我的语言系统疯狂过载;回首再看,已经全是巴别塔语言(复数)的形状了
取材通天塔神話: "人類遭懲罰,使眾人語言不再互通" 的神話 玩家要利用標誌、對話、圖像等方式,從零開始解譯各不同族群的語言 同時還要了解族群間的語法差異,漸漸拼湊出語言全貌,其過程令人欲罷不能! 也讓人聯想到,古時代人類如何去了解另一個語言的過程 這類題材的解謎令人耳目一新! 非常值得一玩
好玩
物超所值,非常棒的睡前文字小游戏。内容比想象中的硬核。不要被重开吓到,坚持下去,一切都是值得的
完全强推,几乎满分,唯一文字类游戏真神。建议如果一个地方真的卡了非常久,可以网上看一下攻略,很多玩家可能只是第一次遇到这种互动机制或者玩法所以不熟悉,有了第一次经验后面遇到了自己就可以理解了。仅在卡关时候看攻略,否则会影响整体游戏代入感。塔内各民族从一开始的隔阂,到后面的融合,玩家很有成就感。而且对很多社会问题其实映射的也比较清楚,但是没有任何说教或者生硬的接入,都是完全契合塔的故事背景和游玩体验。如果在犹豫的话,我个人建议勇敢尝试,面对未知依然伸出友善的手,和塔的主题还蛮像的。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.