
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
Oyunu genel olarak beğendim. Eksik yönleri olsa da negatif yorum yapmak istemediğim için Olumlu puan veriyorum. Art, combat sistemi ve platform elementleri gayet başarılı olmuş. Ancak Metroidvania'nın en temeli olan "keşif" kısmında sıkıntı var. Artıları ve eksileri şu şekilde : 🟢 [b]Artılar:[/b] Görsel Tarz ve Atmosfer Akıcı Oynanış: Platforming ve combat hissiyatı güzel. Milkshake Challenge'ları: Opsiyonel içerikler arasında en keyif aldığım kısımdı. Halihazırda öncesinde yaptığınız parkurları tekrar yapsanız bile platforming kısmı tatmin edici olduğu için eğlenceliydi. Hikaye: Özellikle yoğun tempolu boss savaşlarından sonra oyunun hikayesini anlatmak için gelen basit mekaniklerden oluşan sekanslar güzel olmuş, tempoyu dengelemiş. 🔴[b]Eksiler:[/b] Lineer ve Kısıtlı Keşif: Bölge sayısı oldukça az ve bu bölgelerde genellikle lineer (çizgisel) bir şekilde ilerliyorsunuz. Haritadaki opsiyonel alanların neredeyse tamamı ya kırılabilir bir duvarın arkasına gizlenmiş ya da henüz açmadığınız bir yeteneğe bağlı olan küçük odacıklardan ibaret. Bu durum bir süre sonra keşfetme isteğini baltalıyor. Geri Dönüş Çilesi (Backtracking): 10 dakikada gittiğin odada kristali veya özelliği 1 dakikada aldıktan sonra, aynı yolu tekrar yürümek zorunda kalıyorsunuz. Pratik bir hızlı dönüş mekanizması olmadığı ve aynı yolu tekrar yürümek istemediğim için sürekli mabede ışınlanmak amacıyla kendimi öldürürken buldum. Ölmenin hiçbir dezavantajı olmaması işimi kolaylaştırsa da oyunun atmosferini (immersion) bozuyor. Tempo ve Yetenek Dağılımı Sorunu: Oyunun ana hikayesi zaten 3-4 saat gibi kısa bir sürede bitiyor. Keşif alanları da sürekli geç açılan yeteneklere bağlandığı için, ana oyunda hiç keşif yapmadan dümdüz ilerlemek zorunda kalıyorsunuz. Sonuç olarak yan özelliklerin büyük çoğunluğunu ancak final boss'unu kestikten sonra alabildim; oyunu ise sadece 2-3 yan yetenekle (ilhamla) bitirmiş oldum. Geliştirici ekip muhtemelen projeyi hızlıca paketlemek adına opsiyonel alanlarla çok uğraşamamış. [b]Kısacası: [/b] Eksilerine ve aceleye getirilmiş hissettiren harita tasarımına rağmen temeli sağlam, oynaması keyifli bir yapım. İndirime girdiğinde türü sevenler şans verebilir.
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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 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.
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
i personally enjoyed this game and 100 % one run i would recommend it to anyone who liked hollow knight or celeste while still being unique and it has a great story although its movement can be too tight and requires more skill that the average player may not have
Игра выглядит лучше, чем играется. Геймплей 0 из 10. Тебя буквально заставляют не нажимать кнопки. Худшая метроидвания из тех, что я играл. Сюжет делает этот кал еще хуже. Не покупайте.
There's a lot Constance does right, and also a lot it does wrong. You can tell that there was an immense amount of passion behind the visual and auditory design; the graphics are charming and pleasant, while the music is great and helps support the general charm this game has. The boss designs are fairly good as well. They mostly have unique designs and attacks, and most of them are at least somewhat to fight, and not too difficult to beat after a little practice on each. I do like the fact that you can choose to spawn in the room that you died in, essentially allowing the player to choose between a longer runback or having no i-frames. A unique challenge for sure. My main gripe is the game's exploration design philosophy. Most metroidvanias that I've played typically have the player explore areas THEN find mobility boosts that help them reexplore and discover previously inaccessible areas with the promise of rewarding finds. Constance instead gives the player the ability shortly after entering a new area, and then has you explore the new area with your new ability. This heavily disincentivizes exploration, as the main new goal of exploring an area is the new ability that grants you more mobility. By straight up being given all the mobility you need to progress, there is a lot less opportunity and reason to actually explore. On my initial run through, I never even unlocked the double jump, never got any paint or health upgrades, and didn't complete most of the side quests because there genuinely wasn't a reason to. There was nothing to stop me from rushing progression, so why wouldn't I choose progression? The game's level and reward design shouldn't present exploration as a choice; it should make exploration a necessity to smoothly progress through the game. Still, despite that large overarching issue, Constance is still a short and enjoyable metroidvania, that I honestly enjoyed a lot more on my second run through (for speedrun/100% achievements)
몰입하고 싶어도 잘 이해되지 않는 스토리에, 플레이에 도움이 되지 않는 지도 구성이 이해가 되지 않습니다. 보스들이 특색있게 만들어지긴 했는데 공략이 정해져 있어서 그부분도 애먹었습니다. 다른 메트로베니아 게임 다 하고 할거 없을때 구매하세요.
Ganda jogo, recomendo muito
GOD
优点:美术、音乐有记忆点 缺点: 剧情无病呻吟,原谅我的剧透,因为这游戏的剧情演出实在是对游戏没有任何的正面影响。几段现实生活的演出只让我觉得主角是个无法沟通的巨婴,压力一大就不说话。工作上和同事交接任务进度,发消息的人一多直接啥也不干了。生活上和从小一起长大的亲哥租房住,很难想象一个这么关心妹妹的哥哥能被这个不沟通的人逼到几乎是以威胁的口吻要求妹妹从家中搬出。还有小提琴的兴趣爱好,实际上也是没精力平时花时间练,结果上课检查练习成果直接开始坐牢。可能制作组确实是想通过这些有些被夸大的演出来让玩家感受到主角的压力吧,问题我是一个现实里有问题会积极沟通的人,有情绪会专门找时间找方法消解的人,我也不会晾着为我好的人,我无法共情。 游戏逻辑设计得很混乱,动作设计太复杂,游戏里某些东西的逻辑又不统一。比如说游戏早期就能拿到一个四向的戳刺,这个戳刺可以打掉黑色的失真场景(相当于路障),过一段时间这个黑色的失真又会恢复,在一些怪物身上,这个失真效果被戳掉了过一段时间会恢复,但是在一些怪身上,失真效果不会被戳刺消除,取而代之的机制是,这种怪只能用戳刺对它造成伤害,有些失真效果被戳刺就是直接消失,也不恢复就是凭空消失,而且这些内容就在游戏过程中可以说是随机出现,没有定数,每每碰到我都得去猜戳刺的效果。再比如游戏中的一个位移技,可以在圆形范围锁定一个目标,这个目标可以是场景中的圆环或怪物,使用后可以快速移动到人和目标连线的延长线上,如果是怪物可以对其造成伤害,我上面描述的有关该技能的一切都不重要,最重要的是这个技能锁怪的锁定很烂,我在战斗中会更喜欢用无敌的冲刺,而非这个不可控的位移。而且并非所有的怪都能被这个技能锁定,除非你想起来用这玩意试一下,不然你根本无法分辨哪些怪可以被这个技能锁定,奈何有些怪就必须用这个打才好打,绝大多数情况就是你想不起来用这个技能,掉很多不必要的血。 boss战设计得非常差,结合上面说的游戏逻辑混乱的问题,boss战初见杀超级严重,但你搞明白怎么打又能很快就过了,也没有什么成就感,搞不明白怎么打的时候就一直死,死到明白怎么打。飞天boss,你就猜吧,有的是把小怪清完自己掉地上给你打,有的全程就不落地你自己找机会打,有的就是不跟你交互看他演出,然后演出转阶段跑一段强制跑酷到终点打,失误一下大概率限时内跑不完,跑不完就掉一大管血。还有一堆地面boss,伤害判定很奇怪,还没碰到伤害就先出来了,不懂的进游戏被会控距离的boss拍两下就懂了。 地图设计也得带着动作设计一起说,后期有很多跳跳乐应该是游戏流程必打的内容,而到了后期,我有双向攻击,一个锁定位移,一段双向冲刺,一个下劈,召唤一个能下劈的爆炸分身,一个四向戳刺,潜墨进墙,二段跳,都是几乎不同的键不同作用,这游戏地图到后面几乎要求你能掌握这所有技能,全是初见杀跳跳乐,有些地方就考你反应和你脑内的按键映射,碰到地形就直接滚回原点重新来,什么时候这种乐色跳跳乐是类银代名词了?以至于你的游戏里根本没有让我觉得得到了新能力更好跑的图,该用什么能力跑什么图都是限制死的,地图也一点都不让我感觉到什么所谓的四通八达,什么所谓的首尾相连,打开地图一看只有通路相连的色块,没有一点地图细节,甚至连npc,复活点都只是标记在这一坨色块的下方,只告诉你有无不告诉你在哪,你的意思是你这类银游戏短板是地图设计吗? 通关一遍之后没有一丝打全成就的欲望,不推荐游玩。
Jogo incrível de bonito
Great art, great music, fun platforming. Not the best metroidvania I've ever played, but nothing was really frustrating and it doesn't overstay its welcome. There's better value for twenty bucks, but definitely worth a sale price if you like the genre.
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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