
F.I.S.T.: Forged In Shadow Torch is a Metroidvania action game featuring exploration, intense combat and challenging platforming.
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.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Sep 11 → 2.57/day in the week after.
About
Genres
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; PlayStation, Xbox, 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 | $15.99 | 7.3Kreviews | 86% | — | $3M |
| $15.99 | 5.4Kratings | 84% | — | 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 887 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The story of a jaded war veteran and lone wanderer are a thematic story we can all get behind. The heart of Captain Buck O'Hare meets the unwavering perseverance of a Clint Eastwood Character. Japanese Western with a future tech edge. I didn't run into any bugs. I highly suggest switching to the D-Pad once you obtain Parry, works way better! Hoping ZooPunk continues the Tale of Clint O'Hare
剧情…太老土了……套了柴油朋克皮的个人英雄主义故事,还有能力锁方面,几乎能预测到制作组的每一个想法,真的一点反转都没有…… 美术挺好的,就是光效渲染太过曝了扎眼睛…… 设计了很多招式,但是实战里用的很少,有种没有功劳也有苦劳的感觉
Media

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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): 1.57/day in the week to Jul 24 → 1.43/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Japanese, Traditional Chinese, French, German, Spanish - Spain, Russian, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 2.6Kratings |
| 82% |
| — |
| not modelled |
| $15.99 | — | — | — | not modelled |
| $29.99 | — | 90% | — | 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 888 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I enjoyed the world, the combat and the exploration a lot. Quite a pleasant surprise of a game.
呃呃,这游戏越玩到后面越发觉差评都是对的。我玩这个就是因为不喜欢空洞骑士跳跳乐和疯狗boss,然后这游戏前期爽游,中期奖励密集节奏还行,后期跳跳乐和疯狗boss。。。 这个好评给配得上折后价格的前中期快乐时光
Nice balance of boss difficulty with fairly easy progression. Could have made the mobs more robust and better fast travel system but overall a very enjoyable platformer with great graphics and unique setting.
The personification of mids.
操作不跟手,和空洞比起来还是有差距的。画面开始惊喜,后来慢慢跑图中就单调了。也可能自己不太适合这种游戏吧。
[h2]火炬并不只会带来光明,进化也不代表完美[/h2] 游戏最大的亮点无疑是美术和动作系统。美术方面非常出色,现代画质与上世纪摩登时代风格交融,整体表现在类银河恶魔城游戏中绝对属于第一梯队。动作系统方面,打击感优秀,上手有一定门槛,但只要熟练了,抽敌人陀螺转起来还是非常爽的。再加上类银的探索要素和场景设计,一切听上去是不是很完美?可惜,成也萧何,败也萧何。 本作的敌人设计与配置,并没有与这套精心打磨的搓招系统相匹配。游戏里大部分连招都建立在让敌人浮空的基础上,可Boss居然多数无法被浮空:你只能抓住招式破绽和短暂破防两个窗口输出,结果就是Boss战又回到了精防、闪避、偷刀的老套路(电鞭YYDS)。那我练半天连招是为了什么?那玩家抽不了BOSS陀螺,能不能在杂兵上找补呢?答案还是不行。一周目里,杂兵要么脆得连不起来,要么自带超绝霸体(比如拳哥)或替身(蛤蟆)。同时,游戏手感偏僵硬,闪避无敌帧短,还无法取消招式后摇。如果能顺畅连招,这些问题倒也能接受;可正如前文所说,游戏根本没给你多少连招的机会。于是,在前中期技能不全、性能残废的阶段,这些缺点被放得很大。 另外,还有一堆小问题让我无法理解:处决判定范围为什么那么小,而且动作优先级还比不过武器的特殊攻击?为什么电鞭的重击动作会被轻击取消,而切换武器必须等前一个动作完全结束才能触发,害我老以为没按到[b](这里提醒一下,“不掉高度切换武器攻击”需要切换键+攻击键同时按)[/b],结果我常常连续触发两次;还有,为什么冲刺有时候会朝着摇杆相反的方向飞去?当然,游戏难度不高,跳跳乐基本都有检查点不说,一周目也没有数值太离谱的敌人,整体容错率很高,但这些小问题在实际游玩中真的很别扭。前文所述的种种,导致了游戏最难的地方居然是训练场,错一个键就得把大师连段从头练上十遍属于是。总之,本作最大的问题在于,训练场教你各种华丽连招,实战里却近乎全盘否定,但这何尝不是游戏剧情内涵的体现。 [b]总结:[/b]如果你同时喜欢ACT和类银河恶魔城,又对画面有要求,那火炬城目前就是独一份的存在。因此,尽管它有些不完美,这里还是非常推荐购买。
武器切半天切不出来,妈蛋,我尼玛答街霸和鬼泣打连招都没有这样难受。不是手和脑子的问题,就是你这个连招逻辑有问题,键盘手柄按冒烟了,连招切武器全靠运气出来
19小时全地图百分百收集通关,玩过一次就不想开第二遍的游戏,跑图太累了,传送点少的离谱,各种365里路,后期打的甚至感觉烦躁,只想早点结束,游戏配音不错,美术风格也很好,其实跑图缺点我都能忍,破防的是各种粪怪(说的就是你逆天青蛙和武士),一堆霸体,还有那个答辩一样的连招训练,整整搓了两小时左右,一点用没有不说,纯恶心人来着,从头到尾钻头两段连切用到尾,什么花里胡哨的连招,连不了一点,全是霸体
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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