
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
目前玩过战斗手感最烂的类银,太傻逼了,缺点太多了: 战斗操作方面:不让自定义手柄按键,操作手感极其粘滞,抓取的动画效果和实际判定范围差别太大,怪物有碰撞体积好多时候直接把你卡住,预输入窗口做的特别短,而且还没有打断这点是最弱智的东西,好多动画不能跳过,闪避没有无敌帧玩你妈?喝个药你妈的得等到所有动作完全结束,提前按甚至喝不到。太傻逼了这游戏。 地图设计方面:也是一坨,好多路好多跳跳乐走到最后结果发现缺能力,还得原路返回,这个在水下是最致命的,本来氧气时间限制就不够,游到最后发现路堵死了还得原路返回。不能直接传送到回血处,而且死了之后中间触发的npc什么的也都没了。 气笑了,把格挡和闪避无敌放到最后面才能拿,这关卡设计吃屎去吧。
Curti de mais, para quem curte um metroidvania é maravilhoso, e funcionou perfeitamente no VR uevr !!!!
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
图有些地方做得太简单缺少精妙感,有些地方粪了点,但动作超级棒打击感爽死,还没碰撞伤害,直接战个痛快。相比我在ps5上玩的初版,冲刺已经可以取消攻击后摇,打起来更爽了。 总结下就是类银河类得有点简陋,更像一款披着银河城的动作游戏,不过动作系统玩久了深度上也不够,能爽打的boss就一个二番战的西塞罗。现在要出3D版了,但我还是更期待2D的新作,希望能在1代的基础上深耕完善。世界观、角色、美术这些绝对是顶级的。
[h3]Интересная метроидвания, правда с ложкой дёгтя[/h3] Игра про брутальных антропоморфных животных, которых угнетают роботы всех мастей. В принципе этим можно кратко описать лор и сеттинг. А так авторы оставили задел на расширение и углубление сюжета, если продолжение будет. (Честно говоря я бы приобрёл, если создатели выпустят вторую часть). [hr][/hr] [h1]Достоинства[/h1] - Игра сделана красиво и со множеством деталей и разных эффектов. Благодаря удачной приглушённой цветовой палитре это смотрится гармонично, нет ничего вырвиглазного. - Было комфортно исследовать локации; точки сохранения находятся в нужных местах; интуитивно чувствуешь, где спрятаны секреты или тайники, и чаще всего там их и находишь. - Удобное управление, которое можно легко настроить под себя. - Хороший перевод на русский язык, ошибок не заметил. Играл с китайской озвучкой и русскими субтитрами. - Отличное сочетание цены и качества. - Технических проблем тоже не было, на моей скромной машине она летала. [hr][/hr] [h1]Шероховатости[/h1] - Меня раздражали подводные локации, под водой перемещаться и сражаться не понравилось. - Локация с гигантской платформенной головоломкой тоже не понравилась и раздражала немного. Хотя в данном случае, наверное, это вкусовщина. [hr][/hr] [h1]Недостатки[/h1] - У меня в игре присутствовал баг, когда на мини-карте не отображались телепорты (которых ещё и не хватало). А учитывая, что на карте нельзя ставить свои отметки, это портило впечатление. - Тренировка у мастера У – чрезмерно сложная. Убил на её прохождение часов 6 где-то. В ней даётся возможность выучить сложные комбинации, однако времени на переключение оружия и нажатие других клавиш слишком мало. Ни с одним из боссов не было таких проблем, как с этой тренировкой. А без её прохождения не открыть все приёмы и блокируется получение нескольких достижений.
[b] 战斗方面: [/b] 不懂一个这样的游戏为什么还要搞拳皇那样的连招,而且不能提前按会衔接不上 动作衔接不好,比如出水上岸的时候反正我都会卡一下 难上手,闪避不能穿过敌人,部分伤害判定很奇怪,小怪甚至可以在屏幕外面拿枪打你,经常一堆小怪围着你小连招一个接一个把你打的抬不起头 此外,你只要不倒地就几乎没有无敌帧,小怪霰弹枪贴脸打你,打出来多少子弹就扣你多少血 boss机制也是神了,比如炮车必须打他的后上方才有伤害,你跑到他后面还得跳着打,打了没两下它就会回头,回头判定特别大,不贴着他也会被肘飞,太变态了 鞭子做的和ori抓钩一样但是少了鼠标加上游戏的神奇判定导致很难做出你所想的操作 [b] 剧情方面:[/b] 说不上不好但是很奇怪 [b] 地图方面:[/b] 地图上有的传送点不标出来你要干啥,刚开始地图一块一块的分开的没打通只能走传送,结果你地图不标出来我还要跑来跑去找传送点,折磨人 去过的死路(需要从另一侧打开的门),离开一会再一看地图又黑了,又不是一下玩完谁能记住啊,同样的死路不知道跑了多少遍了,到地方才想起来这是之前来过的死路 你应该是一步步引导我到新装备处而不是让我在一个地方对着地图发愣思考我应该去哪里,思考路在哪 [b]总结:[/b] 和奥日ori差不多的玩法但是几乎所有地方都不如ori,找不到亮点,玩得我很难受
唯一的亮点是场景,战斗虽然有很多连招但是一点互动感都没有。玩到遗迹那玩不下去了,我可以接受自己跑图失误一次一次重开,不能接受承受你们的恶意保护那个b电池
国产银河城第一梯队作品,柴油朋克意外适配上海市井氛围。铁拳、电鞭、钻头三把武器手感区分清晰,拳拳到肉的打击反馈特别舒服,拆招闪避的博弈感很足,听说战斗手感团队打磨了三年。地图设计十分友好,未开启的门、隐藏通道都会做标注,不用对着攻略无脑跑路。 剧本与人物塑造是最大短板,主线剧情平铺直叙,绝大多数角色都是推动剧情的工具人,女主戏份稀少退场突兀,全程单结局设计,多周目游玩基本没有动力。 传送点排布比较吝啬,中后期解锁新能力回溯地图需要长途跑图,部分区域剧情传送会直接把玩家丢回起点。
战斗很爽,可以说是类银里独一份的,后期技能解锁很麻烦,需要你去打桩连招解锁,动作苦手还是用按键精灵吧。游戏有卡死的BUG,直到通关为止卡死5次,传送点太少,重复跑图太多,还有这游戏没有探索感,作为类银游戏来讲太致命了。
[h1] 太阳不会落下去,只是我们的世界转了过来。 [/h1] 18小时除街机外全收集,简单聊下我对这款游戏的看法。 [h3] 剧情设定 [/h3] 本作是近年来少有的柴油朋克风,具体内容就是兔子主角雷德文代表当地的底层人民的愿望,反抗暴力统治火炬城的武装集权组织“军团”以及背叛理想的昔日战友西塞罗。军团在本作中更多代表一种“血肉苦弱,机械飞升”的派系,而主角正是在战争中看到了所谓的机械飞升对这片土地的生灵造成了不可逆的伤害而反抗。通过剧情的故事,本作也带给人们“进化还是和平”的哲理思考环节。 [spoiler] 什么时候出Lady Q的dlc啊我真的想玩猫娘小姐姐 [/spoiler] [h3] 动作与地图 [/h3] 不得不品的一环:本作传送点相当少,后期追全收集跑图会很麻烦。连招的相关设计确实很惊艳,但问题是boss大多没办法浮空让你打超绝连招,而小怪要么两下砍死连不起来,要么全程霸体,要么从隔壁村里借来了替身和密卷(点名批评臭青蛙)而且作为类银河战士恶魔城,本作在地图探索上正反馈略显匮乏,但是良好的武器之间的联动、跳跳乐的设计也基本弥补了这些缺点。 喜欢美术风格且有一定基础的玩家可以试试,不太推荐原价买,半价他将会是最好的游戏。 综上。
This game is good. i think story is so good too just an advice, this game is not for Entry-level PC / laptop. so if you guys still want to try, proceed at your own risk
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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