
Embark on a perilous journey to rescue your brother and prevent a looming war. Harness the power of devastating magical abilities to conquer enemies, traverse treacherous landscapes, and unveil the hidden history of Aema.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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
In Echoes of the End, you play as Ryn, a powerful vestige born with an affinity for what remains of an ancient magic. When her brother is captured and war threatens to engulf her homeland, Ryn must rise to defend it before it’s consumed by conflict.
Alongside Abram, a seasoned scholar with a haunted past, she embarks on a journey that will test their newly forged bond, uncover buried secrets, and challenge what it truly means to wield power in a world on the brink of collapse.
The handcrafted world of Echoes of the End draws inspiration from the raw, untamed beauty of Iceland, a land where fire and ice coexist in striking contrast. Towering glaciers, ancient lava fields, and vast geothermal plains form the backbone of its landscapes, each shaped by nature’s elemental force. Traverse windswept valleys, descend into glowing volcanic depths, and uncover a realm filled with monsters, mysteries, and relics of a lost civilization where magic and machinery intertwine.
Combat in Echoes of the End is fast, deliberate, and brutal, blending precise swordplay with devastating vestige powers.
Chain heavy strikes, parries, and magical abilities with seamless grace before finishing off your opponents with visceral execution moves.
Use your magic to hurl enemies into each other, into environmental hazards, or off sheer cliffs. Drain their life to sustain yourself in the heat of battle, and unlock new abilities across four upgrade trees that let you tailor your approach to combat throughout your adventure.
Ryn is not alone. Her capable companion Abram fights alongside her, using his abilities to damage, stun, trip, and grab enemies, creating perfect openings for devastating follow-up attacks.
Whether you’re here for the story or seeking a true challenge, Echoes of the End has something for everyone.
The new Journey difficulty strikes a balance between combat intensity and steady progression, making it the definitive way for newcomers to experience the game’s story, combat, and exploration.
Puzzles and platforming are at the heart of Echoes of the End’s adventure. Every chapter introduces a distinct visual theme and unique puzzle mechanics, ensuring that no two areas feel alike, from ancient ruins powered by shifting energy to volcanic chambers with twisted gravity.
Solve intricate environmental challenges that blend logic, timing, and exploration, often requiring clever use of Ryn’s abilities to manipulate the world around her. Leap, dash, and double-jump your way through a breathtaking world as you develop a growing arsenal of magical traversal powers throughout the journey.
Forge your own path through a progression system that rewards mastery and experimentation, with over 40 upgrades that enhance and expand Ryn’s arsenal of skills. Every choice defines how you fight, explore, and survive in this ever-evolving world.
Outfits and relics further shape Ryn’s strengths, allowing you to adapt your approach to combat with unique builds and strategies. Unlock 13 outfits to personalize Ryn’s appearance and discover more than 20 relics that dramatically alter the flow of encounters, letting you fine-tune your playstyle, from relentless offense to tactical precision.
Echoes of the End is created by a small, dedicated team who believe in delivering ambitious experiences. Every update, every animation, and every improvement is built by hand, funded by the studio’s own resources.
We’re not AAA, and that’s exactly why we can listen, adapt, and evolve faster. The Enhanced Edition is our promise to keep supporting the game and its players, to keep refining what we love, and to prove that a small team can create something truly special.
Your feedback shaped every improvement, from smoother controls and pacing to new content and features, and let us create the most complete, refined, and responsive version of our game yet.
We hope you will join us in the improved world of Aema, and if you enjoy your time with the game, or if you have feedback to share on what could be done better, please leave a review! It means so much to us here at Myrkur.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−80% | 1.9Kreviews | 77% | — | $366.4K |
| $39.99 | 8.6Kratings | 72% | — | 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 226 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mir hat es einfach Spaß gemacht. Lineares Spiel mit netten Charakteren, tollen Landschaften, ein bisschen hakeligem Kampfsystem, was mich aber nicht gestört hat und einer recht guten Story. Alles in allem zu empfehlen. Würde mich über einen zweiten Teil freuen.
Really good game. Looks nice, runs smooth. Good characters, good story, fun and fairly varied combat. Very linear which is such a relief after playing sooo many open world games. The puzzles are decent, some are simple, some not so simple but not the kind that leave you pulling your hair out. There is quite a lot of them, but they don't feel like they're there just for the sake of being there. They fit in and are essentially figuring out how to get where you need to be by doing stuff. Graphics are nice, voice acting is really good and the characters are very likable. It's good all round but does lack a little polish in some areas, but nothing that matters more than making you think hmm, did they just forget this or was it laziness? For example, a lot of trees have no collision mesh so you can walk straight through them. There are fences and various other things around that are breakable, when you "break" them, they make a breaking sound, but literally just vanish, so no animation, just gone. There are plenty of breakable things that actually are animated but a lot of them aren't. Other than that, I wouldn't complain about anything else with this game. Not finished it yet but really enjoying it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 4: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Jul 30 → 5/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.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +2 more
| $39.99 |
| 808ratings |
| 82% |
| — |
| not modelled |
| $39.99 | 125ratings | 72% | #11 | 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 226 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Echoes of the End hat so viele Design Probleme, dass es sich für mich in die Kategorie der schlechteren Spiele, die ich jemals gespielt habe, einsortiert. Ich glaube nicht mal, dass es an der Motivation liegt ein gutes Spiel zu erstellen, sondern daran, dass man sich die falschen Gedanken macht. Was mich stört: - Motion Sickness: Mir war nach jeder Spielstunde flau im Magen. Ich bin generell anfällig für Motion Sickness, aber in Third-Person-Spielen kommt das eher selten vor. Bei mir wird das vor allem dadurch ausgelöst, dass die Erwartungshaltung des Gehirns nicht zu dem passt, was ich auf dem Bildschirm sehe. Das können offensichtliche Auslöser sein, wie z.B. ich laufe auf eine Linkskurve zu, bewege die Kamera entsprechend und plötzlich will das Spiel mich auf einen "interessanten" Punkt rechts von mir hinweisen und lenkt die Kamera automatisch in diese Richtung. Das ist wie eine Achterbahnfahrt für den Magen. Von dem Lava Level fange ich jetzt gar nicht erst an. Das können aber auch nicht offensichtliche Sachen sein, wie z.B. geglättete Kamerabewegungen. Das ist für mich übrigens das Schlimmste. Wenn man im echten Leben den Kopf hin und her bewegt oder eine Treppe runtergeht, dann ist die Bewegung abgehakt und abrupt. Wenn sich das Bild dann aber wie auf Schienen bewegt, schlägt mein Hirn Alarm. - Level Design: Man versucht mir einzutrichtern, dass die Welt eine reichhaltige Geschichte hat, mit alten, längst untergegangen Zivilisationen und so. Also gehe ich als Spieler ja davon aus, dass das, was ich zu sehen kriege, auch einen gewissen Sinn hat. Man stelle sich jetzt vor, man will nur eben zum Bäcker auf der anderen Straßenseite gehen und muss dafür erstmal das eigene Wohnhaus hochklettern, in die komplett entgegengesetzte Richtung rennen und springen, die Zeit zurückdrehen, diverse Schluchten überwinden, um endlich am Ziel anzukommen. Und wenn man sich dann fragt "Wie komme ich eigentlich wieder zurück?" und die Antwort ist "Du musst erst den Himalaya hochsteigen, dann auf der anderen Seite wieder runter und dann einmal außen herumlaufen", dann ist die Immersion im Eimer. Logisch ist, dass die vorherigen Zivilisationen ausgestorben sind, weil bei der "Infrastruktur" auch keiner überleben kann. - Charaktere: Man spielt generische Hauptfigur1, die ständig angepisst ist, was einem irgendwie die Spielfreude verdirbt. Glücklicherweise bekommt man einen treuen Sidekick "Random Dude1" an die Seite gestellt, wie er zufälliger nicht hätte sein können. Random Dude1 kann dank seines Enterhakens cheaten und JEDES Hindernis überspringen (#AnalogesWerkzeug4TheWin) und sagt mir auch immer noch "Ich gehe schon mal vor und warte auf Dich". Generische Hauptfigur1 muss leider trotz magischer Kräfte stets den kompliziertesten Weg von allen nehmen. Random Dude1 könnte natürlich einfach den verdammten Enterhaken rüberwachsen lassen, aber das wäre ja zu einfach. Zudem möchte generische Hauptfigur1 sich auch gar nicht helfen lassen, weil sie es selber halt besser weiß. - Story: Ich weiß gar nicht, worum es wirklich ging. Anfangs wird generischer Bro1 von Guybrush und Girlbrush entführt und dann hört man die nächsten 7 Kapitel nichts mehr davon, weil der Weg zum Bäcker erstmal überwunden werden muss. Dann trifft man einmal zufällig auf Guybrush und Girlbrusch, gibt denen volles Pfund aufs Maul und hört dann wieder 3 Kapitel lang nichts und dann findet man generischer Bro1 wieder. Ente gut, alles gut. - Gegner: Lass es mal 5 an der Zahl sein. Nicht der Rede Wert, einfach random irgendwo platziert. - Ich hasse die Unreal Engine langsam. Neben ständigen Nachladerucklern treibt das Teil den Stromverbrauch so in die Höhe, und es bringt so wenig. Man sieht 99% der Unreal Spiele an, dass Sie aus dem Baukasten sind und damit generisch aussehen. Meine RTX 3080 verbraucht auf minimalen Details und minimaler Auflösung, wo NICHTS aufwändiges auf dem Bildschirm passiert, über 100 Watt, warum!? Ich vermisse wirklich die Zeiten, als Entwickler mit endlichen Ressourcen arbeiten mussten, heute scheint die Lösung zu sein: "Pff, dann bau Dir halt 2x ne RTX 5090 ein". Wenn man einfach nur sagen würde das Spiel ist "Magic Girl rettet Prince Charming", lässt die "Hintergrundgeschichte" weg, dann wäre das alles gar nicht so schlimm. Die Sachen sind halt einfach da, um da zu sein. Aber wenn man mir eine "reichhaltige" Geschichte verkaufen will, dann sollte das Drumherum auch dazu passen.
очень скучно...
This game was better than I expected it to be. The story was good if slightly predictable. The game play was mostly good. There were some issues with platforming on occasion. Overall though, I'd recommend it. I do wish it was a bit longer. It's not a 10/10, but it's worth the time it took to play for sure.
Solider Fantasy-Snack für zwischendurch – nett gehabt, aber kein Must-Play. Echoes of the End hat mir an sich gut gefallen: Es sieht klasse aus und steuert sich echt flüssig. Wenn ich es allerdings nicht gespielt hätte, hätte ich auch nicht das Gefühl, etwas verpasst zu haben. Für ein paar unterhaltsame Stunden reicht es allemal, bleibt aber insgesamt ziemlich blass. PROS: • Grafik-Pracht: Optisch ist das Spiel ein absoluter Hingucker. Die Umgebungen und Effekte sehen einfach super aus. • Sehr smooves Gameplay: Steuert sich durchgehend extrem geschmeidig und direkt. • Ragdoll-Spaß: Die Telekinese-Mechanik macht richtig Laune – Gegner per Gedankenkraft durch die Gegend oder direkt von der nächsten Klippe zu klatschen, nutzt sich nicht ab! • Gutes Parry-System: Das Parrieren fühlt sich knackig und befriedigend an. • Ansehnliche Bosskämpfe: Zwar spielerisch nicht sonderlich tiefgründig, sehen aber echt gut aus und machen Spaß. CONS: • Ödes Ausrüstungssystem: Das Equipment- und Loot-System ist extrem trocken und bietet kaum Motivation. • Nutzloser Skillbaum: Die freischaltbaren Skillpunkte fühlen sich in den seltensten Fällen nach einer echten Verbesserung an. • Nichts für Rätsel-Muffel: Es gibt einige Knobel-Passagen – wer darauf keine Lust hat, wird schnell genervt sein. • Wenig Gegner-Varianz: Zu wenige Gegnertypen, die stur immer dasselbe Schema abspulen. Ein paar stärkere Varianten ändern am Ablauf leider auch nichts. • Eintöniger Verlauf: Nach ein paar Stunden nutzt sich das Spielprinzip spürbar ab und wird recht repetitiv. Fazit & Wertung: Ein optisch hübscher Action-Snack mit spaßiger Physik, der am Ende aber zu wenig Tiefgang bietet, um lange im Gedächtnis zu bleiben. Für Genre-Fans trotzdem einen Blick wert. Wertung: 6/10 Klippen-Schubsern
Game was fine, solid 6/10. Heavily God of War 2018 inspiration. Looks pretty enough, combat is serviceable, I enjoyed the puzzles , some really make you think. Story was ok, didn't much care for the dialogue (some cringe milenial "well that happenned" style), a bit of DEI. Get it on sale tho, it's pretty forgettable. Oh, and a bit buggy, almost got soft locked due to a bad checkpoint. Target locking is finnicky, had real trouble with it. The last boss battle has a terrible "underground" camera where you can't quite see what she's doing.
A decent little jaunt, very 7 out of 10. Gameplay is exactly what you'd expect if you mix a little of the modern God of War games with a little of the modern Tomb Raider games, but to it juuuust okay enough not to be quite good. The running and jumping is fine, if a little kinda pretty very janky. Combat is the mediocre star of the show, but is also just okay at best, and frustrating at worst. Parrying is the worst offender, being just plain unresponsive at times. Enemy agression veers from "stands still while getting hammered to death" to "gank-pile on the mc", sometimes in a single encounter. For some silly reason your heavy attack draws from thesame pool as your magic attacks, messing up combos for no reason other than "haha nope". And doing a neat "yank all the dudes" vacuum attack drains all your many so you can't follow up with a satisfying AoE blast. Oh, and your companion, being super helpful with their resurrection stone (that functions on a cooldown rather than having to buy them from Brok or Sindri) isn't invited to multiple of the parties where it would've helped most. All these silly choices sour what is otherwise a pretty fun romp. The vista's look pretty great. The visual effects are nice. The characters themselves are kinda meh, but their animations during combat are at least pretty good. The puzzles are pretty okay; they're not too obscure that they'll impede your progress, but they'll work your brain in between the brawls just fine. The story works, the charaters are decently voiced. I mean, some of the banter feels a little forced and the main character is a bit emotionally stunted and stiff at times, but nothing too bad. I dunno. The game is okay; worth the 10 bucks I spent on it. It'd be more of an AA gem (as it's being called) if it wasn't for all the jank and odd design choices, especially in the combat.
A diamond in the rough of a game. You can tell it is the first steps of a new studio, and shows the foundations of what could be a great studio in the future. Gives me the vibes as the 1st Uncharted. If you can snag it in a promotion, do it. It's worth trying out. So: - Combat is fun, specially the further you progress. - There is a lot of platforming and some puzzles, so take heed if that isn't your thing. - Runs smooth with some awkward moments here and there. - Visuals are great and the world is beautiful to stop and look at. - Some acting is great, others less so. The standout to me is the main antagonist (played by Sólveig Eva). Story wise, you have a world that is very interesting but gets explored very little. I feel like that is the major issue with this game. You feel like you've been dropped in the middle of a story with absolutely no context for anything and to learn about the world, you gotta read the codex (a bad storytelling device that I hope is dropped for future games). The story would be great if it contextualized the world better in a more natural way, much like with the characters. (Leave it a little bit longer in the oven next time guys, feels a bit rushed).
EXCELENTES GRAFICOS... Que esperas algo mas ? jaja no, es malisimo te reto a probarlo y seguro que lo reembolsaras
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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