
Constance is a 2D hand-drawn action adventure featuring a paintbrush-wielding artist, striving to escape from a colorful but decaying inner-world, created by her declining mental health.
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.
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.
About


Utilize paint-based mechanics to experience a constant state of flow—dive into the ground and walls, slice through the air and enemies!
Become stronger by unlocking new techniques with your brush that aid you in defeating threatening foes, overcoming platform challenges, solving complex puzzles, and advancing your progress.

Explore Constance's non-linear interconnected world and discover countless secrets, abilities, upgrades, characters, side quests, and inspiring moments.
Using your brush techniques will corrupt your Paint. If you become fully corrupted, negative effects await you, so be wary!
Use inspirations that you find on your travels to sketch in your journal. Your sketches enhance and customize Constance's capabilities. By gathering materials, you can upgrade your sketches into even stronger artworks.
Upon death, choose how to continue your journey. Do you want to persevere through the challenge, at a price? Or do you return to a safe point and explore other unbeaten paths?
The inner world is strongly connected to Constance's mental health journey, with each colorful biome and its unique set of enemies and characters representing different aspects of her psyche and personal history.
Experience playable flashbacks about personal struggle, creativity, work-life-balance, and inner purpose. Step into Constance's socks to uncover her past!
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99−25% | 3Kreviews | 83% | — | $1.4M |
| $19.99 | 252ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 342 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muito lindo e interessante. O mundo é vasto e as mecânicas muito legais!! Não vi muito da história, mas me parece bem dhr... quero ver cada pedacinho desse jogo hehe
很不錯玩又難度非常友善的一款類銀河惡魔城的游戲,超級推
結構つらくてストーリークリアまでやって収集要素は断念 全体的にアスレチックやボス戦でのアクションのガイドが不親切で、1回ミスしてからやり直す場所が多かった。 初見のプレイヤーに気持ち良くアクションをさせるゲームではなく、繰り返しやって覚えるタイプのゲーム性で、メトロイドヴァニアで毎回これをさせられると辛いところがある。 そういったゲーム性なのに、リスポーン地点がまばらで戻るのが遠い。 そのマップからのリスポーンは敵が強化されるデメリットがあり、面倒くさい。 やりこんだ人がやる分には楽しいかもしれないが、やりこむまでに嫌な部分が目についてしまうのでイマイチ楽しめなかった。 また、マップにアイコンは表示されこそするが、マップ内のどこにあるか分からない、ファストトラベルが遠い、ボス戦までの通学路がアスレチックで面倒など、最近のゲームにしては面白さにつながらない面倒なことが多いなと思った。 攻撃やアクションは良くできているけど、嫌な要素が多くて楽しめなかった
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 5/day in the week to Jul 31 → 8.57/day in the week after.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, French, Italian, Spanish - Spain, Polish, Russian, Thai +4 more
| $19.99 |
| 39ratings |
| 90% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 343 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
⡴⠑⡄⠀⠀⠀⠀⠀⠀⠀ ⣀⣀⣤⣤⣤⣀⡀ ⠸⡇⠀⠿⡀⠀⠀⠀⣀⡴⢿⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀ ⠀⠀⠀⠀⠑⢄⣠⠾⠁⣀⣄⡈⠙⣿⣿⣿⣿⣿⣿⣿⣿⣆ ⠀⠀⠀⠀⢀⡀⠁⠀⠀⠈⠙⠛⠂⠈⣿⣿⣿⣿⣿⠿⡿⢿⣆ ⠀⠀⠀⢀⡾⣁⣀⠀⠴ ⠙⣗⡀⠀⢻⣿⣿⠭⢤⣴⣦⣤⣹⠀⠀⠀⢀⢴⣶⣆ ⠀⠀⢀⣾⣿⣿⣿⣷⣮⣽⣾⣿⣥⣴⣿⣿⡿⢂⠔⢚⡿⢿⣿⣦⣴⣾⠸⣼⡿ ⠀⢀⡞⠁⠙⠻⠿⠟⠉⠀⠛⢹⣿⣿⣿⣿⣿⣌⢤⣼⣿⣾⣿⡟⠉ ⠀⣾⣷⣶⠇⠀⠀⣤⣄⣀⡀⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇ ⠀⠉⠈⠉⠀⠀⢦⡈⢻⣿⣿⣿⣶⣶⣶⣶⣤⣽⡹⣿⣿⣿⣿⡇ ⠀⠀⠀⠀⠀⠀⠀⠉⠲⣽⡻⢿⣿⣿⣿⣿⣿⣿⣷⣜⣿⣿⣿⡇ ⠀⠀ ⠀⠀⠀⠀⠀⢸⣿⣿⣷⣶⣮⣭⣽⣿⣿⣿⣿⣿⣿⣿⠇ ⠀⠀⠀⠀⠀⠀⣀⣀⣈⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇ ⠀⠀⠀⠀⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ Joguinho absurdo! Criador dele zerou Hollow Knight e pensou "preciso fazer um jogo em homenagem". Realmente dá pra ver q o maluco se inspirou sem copiar e mano o jogo me ganhou firme. Desde HK meu coração não ficava tão quentinho. Ele é super curto e valeu cada segundo, sério msm. Fiz o 100% no save em umas 13h então realmente não é nada longo. Pra quem ama HK esse game vai desbloquear memórias incríveis. Bão pa caceta, pó comprar
Je préfère vous arrêter immédiatement : Constance n’est absolument pas un mélange entre Hollow Knight et Celeste. Certes, c’est un Metroidvania très axé sur le platforming, mais cela s’arrête à peu près là. Les personnes qui décrivent le jeu comme un enfant issu d’un mariage entre ces deux titres ont probablement vu un personnage sauter et se sont immédiatement emparées de leur clavier. À ce rythme, Mario sera bientôt considéré comme un mélange entre Elden Ring et Microsoft Flight Simulator parce qu’il tombe parfois dans des trous. Loin de mes Metroidvania préférés, Constance parvient tout de même à me divertir et surtout à me demander de mettre mon cerveau à contribution. Il faut observer, réfléchir, mémoriser certains éléments et surtout se concentrer, ce qui est assez audacieux pour un jeu vidéo puisque j’étais initialement venu ici pour m’amuser et non pour passer un concours d’entrée dans une école d’ingénieurs. Par moments, la concentration demandée est telle que mes neurones semblent organiser une réunion de crise afin de déterminer lequel d’entre eux est responsable de la situation actuelle. Le gameplay est excellent et le platforming constitue clairement l’un des gros points forts. Les déplacements sont agréables, les contrôles répondent bien et les différents passages demandent suffisamment de précision pour donner cette délicieuse sensation de progresser grâce à ses compétences plutôt qu’à la bienveillance miraculeuse du jeu. Certains passages sont néanmoins assez frustrants lors des premières tentatives. On recommence, on échoue, on recommence, on échoue différemment, puis on finit par réussir avec cette immense satisfaction propre aux jeux vidéo : celle d’avoir accompli quelque chose qui semblait impossible alors que l’on vient essentiellement de sauter correctement au dessus de quelques plateformes. L’exploration fonctionne également bien et donne envie de regarder autour de soi plutôt que de foncer tête baissée vers l’objectif suivant comme une personne poursuivie par une dette. Le level design accompagne bien cette progression et récompense suffisamment la curiosité pour donner envie de vérifier les recoins au lieu de simplement suivre le chemin principal comme un touriste perdu avec une carte à l’envers. Plus on comprend les mécaniques, plus certains passages deviennent lisibles, ce qui produit ce merveilleux phénomène où l’on passe de je ne comprends absolument rien à ah, d’accord, c’était donc moi le problème. La direction artistique est originale et possède une véritable identité, ce qui est toujours appréciable. Le jeu réussit à proposer un univers visuellement reconnaissable sans donner l’impression d’avoir organisé une réunion avec douze autres jeux afin de décider lequel avait les meilleures idées. Il y a une vraie personnalité dans l’ensemble, et c’est plutôt agréable à regarder, surtout après avoir passé plusieurs minutes à fixer le même obstacle avec l’expression d’une personne essayant de résoudre une équation en latin. Concernant les musiques, elles ne me sont malheureusement pas particulièrement restées en tête. Elles ne sont donc ni atroces pour les tympans, ni suffisamment hypnotisantes pour que je me réveille trois jours plus tard en train de chanter dans mon sommeil. Elles accompagnent correctement l’expérience sans venir réclamer un bail permanent dans mon cerveau, ce qui est probablement préférable puisque celui ci est déjà occupé par une quantité inquiétante de souvenirs parfaitement inutiles. Je ne me souviens peut être pas des mélodies, mais au moins je ne les entends pas actuellement tourner en boucle dans ma tête pendant que je rédige cet avis, ce qui mérite presque une récompense. Le rythme est globalement agréable, même si certaines séquences peuvent davantage ressembler à une séance d’apprentissage intensif qu’à une promenade digestive. Il faut parfois accepter de pratiquer, recommencer et assimiler les mécaniques avant de réellement maîtriser certaines situations. C’est frustrant sur le moment, mais plutôt satisfaisant lorsque tout finit par fonctionner. Le genre de satisfaction qui donne envie de dire que c’était totalement prévu alors qu’on vient de réussir après quatorze tentatives, trois soupirs et une remise en question existentielle de ses capacités à appuyer sur un bouton au bon moment. Pour les fans de statistiques, de pourcentages et de chiffres suffisamment précis pour donner l’impression de travailler à la NASA, j’ai terminé le jeu à 100 % avec tous les succès en 10,1 heures. Oui, 10,1 heures. Pas 10 heures. 10,1. J’étais à seulement six minutes du moins de dix heures. SIX MINUTES. J’étais si proche que le chronomètre aurait presque pu me tendre la main avant de la retirer au dernier moment avec un petit rire démoniaque. Tous les succès, 100 % du jeu, et pourtant Steam a décidé que mon destin serait celui d’une personne éternellement séparée du prestige par une quantité de temps ridicule. Je vivrai désormais avec cette humiliation statistique, cette cicatrice numérique, cette virgule infâme qui restera probablement plus longtemps dans mon esprit que la majorité des événements historiques appris au collège.
good game
muy bueno juego
Constance Note : 4/5 Plateforme : PC (Steam) Temps de jeu : 12h J'avais déjà entendu parler de Constance et j'avais immédiatement flashé sur sa direction artistique. J'ai donc fini par franchir le cap et à lui donner sa chance. Le jeu propose un Metroidvania solide, avec une difficulté parfois corsée mais qui reste globalement accessible. Il brille particulièrement par sa direction artistique, ses musiques et ses combats de boss. 👍 Points positifs • Une direction artistique magnifique • De très bonnes OST • Des combats de boss réussis 👎 Points négatifs • Un manque de variété dans les biomes • Une complexification parfois un peu artificielle des commandes • Une durée de vie assez courte, surtout en ligne droite • Une histoire assez difficile à comprendre, avec cette impression de comprendre sans vraiment comprendre 📝 Conclusion Constance est un très bon Metroidvania qui saura proposer quelques passages corsés sans devenir insurmontable. Le jeu brille avant tout par sa direction artistique et les thèmes qu'il aborde. Il lui manque cependant un petit peu de polish et de contenu pour atteindre le panthéon. Mais si vous lui donnez sa chance, vous passerez clairement un excellent moment.
그냥 가벼이 할만한 게임. 혼돈의 카니발인지 뭔지가 제일 짜증나고 더 강했구요. 마지막 보스는 그냥 체력만 좀 채워놨으면 전체기고 뭐고 걍 버티고 두들겨 패면 이깁니다! 고놈의 보스전에서 공중제비쌈바댄스 gral발광은 제발 그만두라는데스... 보스 페이즈 넘어도 패턴이 바뀌는게 혼돈의 카니발놈들 말곤 없으니 그냥 보스잡는 재미도 별로없으니 참 아쉬운것. 적어도 막보는 2페이즈 정돈 있어야하지 않았나.. 막보는 피통 낮아지면 추가 패턴 있었어야 했다 ㄹㅇ. 근데 반대로 생각하면 이거 메트로베니아 시작겜으로는 안성맞춤일지도 모름. 게임을 보면 보스나 퍼즐도 지금 생각해보면 그리 어려운 수준이 아님. 다 파먹지 않아도 막보 잡는덴 별 무리가 없음. 그러니 가볍게 메트로베니아 장르를 즐기고 싶다면 이 게임정돈 추천해줄 수 있을듯. 혼돈의 카니발은 좀 힘내야하겠지만. 암튼 이정도면 추천해줄만 하지 ㅋㅋ 한가지 더 아쉬운게 있으면 진엔딩 하나 추가해줬으면 함. 메인 npc들 퀘스트 다깨면 진엔딩 나와서 아 아쉬운거 하나 더 있다. 엔딩때 주인공이 벌벌떨다가 이때까지 만난 npc 그림을 보면서 마음 다잡고. 응 난 괜찮아. 조금 더 힘내볼게. 라면서 주인공이 용기를 얻는 엔딩도 추가해줄만 할거같은데. 메인퀘 다안했으면 지금 엔딩처럼 벌벌떨면서 도움이 필요하다고 하던지. 아쉽고 아쉽기.
I love metroidvanias and I know that Constance had a lot of love put into this. I had no expectations going into this, and my past experiences with metroidvanias gave me good hopes for something as beautifully drawn as this game. All my positives: - The platforming is difficult, which is a personal plus for me. I understand the critiques that the difficulty spike between enemies and platforming is drastically different. You have sections where you need to flawlessly combine your movement abilities to get past tight sections, otherwise suffer the consequences of resetting the section, to fighting an enemy that can be beat just by dealing one hit, and dashing away. - The concepts of stacking your 'inspirations' as pseudo Jenga pieces is an innovative way to incorporate literal creativity in an artist themed game. It's cute and I love that. - The bosses, for the most part, had great gimmicks that felt refreshing, utilizing the movement abilities you get to work around their attacks. They weren't too challenging, and all had their own learning curve that I think is appropriate for something like Constance. Personally, the bosses, art, and platforming were all my favorite parts. All my negatives: - One thing that most got me frustrated was how the map system was designed. While I personally didn't mind that the map was essentially *blank*, only being guided by a fading snake trail, I found it most annoying when there was indication that an area was not fully explored, only to realize that I couldn't explore it anymore at its current state. Biggest example being the milkshake remixes. I didn't know those were a thing until VERY late game, which caused me to struggle to find any sort of hidden wall or secret door for an extended period of time for zero reason. Indicating whether or not an area was fully searched is good, but is a double edged sword when it's not fully considered (Lupin Locations and Phone Line Locations. - Some of the puzzles are not easily explained. The big stone cubes, where you must slide against walls to activate certain lights was never explained mechanically. I had thought that I needed to find a new ability. Turns out I had to *hit space and a direction* to shift the cube over. Same for the Phone Line puzzles, which never explained mechanically how it could be solved. With no indication other than a sound cue to show that I messed up, I spent far too long solving for a solution that was never going to be accepted by the rules of the puzzles. - The healing mechanic is not my favorite. Almost nowhere was the act of healing myself mid combat truly a big decision. Part of that being that the most healing you will do is during a boss, in which you most likely will be respawning right at the entrance with no extra healing. Almost no bosses provide hearts themselves, so you spend the entirety of the fight simply with your health bar and a dream. While it wasn't a personal challenge, I just wish the healing was more incorporated into the fights. Even when exploring, the act of healing never becomes an issue. You either automatically heal your already lost health by finding hearts, or find a rest point before your health gets too low. Not to mention that there is one paint attack that allows you to heal mid combat. While it is amazing, it also limits combat to simply one attack in order to get the most out of regenerating health. - Finding new areas were also not as fun as I hoped it would be. Within the first hour I crossed through nearly all areas with little need for other abilities with little effort, making it feel like just another room with another color. Of course, that's a more nitpicky negative. Overall: - The game is still great despite its flaws. I still recommend this game because it's not a poorly made metroidvania and it still deserves the praise for the effort and love this game has. The platforming is fun and creative, but the puzzles, combat, and certain mechanics such as healing limited the potential the game had.
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.
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