
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 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
高于预期 美术细节优秀 折后70可以无脑入 但存在以下问题: 1 剧情过场动画音画不同步 2 设置界面高概率卡死只能强退 3 主角色对话语音时有时无 不知道是压根没做还是出了bug没显示 4 部分关卡的传送点和首领战前的重生点设置不合理 5 部分bug显示错误 如可通行道路上显示了阻挡的铁门 角色穿模通过 不过瑕不掩瑜 算是国产同类型游戏中的上乘之作了
Перепрохожу второй раз. Отличная игра с обалденной физикой, графикой, интересными боями и элементами метроидвании. Радует разнообразие боевых приемов. Хотелось бы продолжение. В это интересно играть и исследовать. Не совсем понял как отрыть оставшиеся приемы которые под замком. Ни единого намека про это в игре. Также в игре скудные настройки графики и сложности, при этом оптимизирована отлично. Боссы порой очень сложные. Бывает очень много раз перепроходишь. Очень бесячая система чекпоинтов и возраждений. Ты можешь возродиться далеко от точки куда тебе нужно идти. Телепортов очень мало и они неудобно разбросаны. В остальном игра супер.
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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 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.
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 885 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
关卡设计感受不到精妙,只感觉到了恶意,名不副实。 是的,画面风格很有特色,是有技术力的,但是在内容设计上属实一坨。 很难想象这个年头的类银河恶魔城还需要安排大量的无意义跑图,截止到我第二次编辑评价四分之一的完成度,有相当一部分时间浪费在了重复跑图上。是的,的确有些部分你们这地图设计的尚算合理,完成任务目标后正好有通道衔接可以快速转移前往下一个地方,倒是贯穿始终啊?这直接影响的就是探索热情。 随之而来的另一个问题是,聊胜于无的传送,你这传送机制是金子做的还是银子做的,不舍得放?还是怕放了之后没有跑图撑时间,玩家就会发现你这稀少的内容很快就没了?退一步吧,你多安排一点存档点呢?每次死亡后或者退出再进入,你那存档点离实际探索进度有多远你看过吗?而且为什么死亡后从存档点复活,会失去地图中的已探索部分?我复活打开地图一看,怎么才跑过的路又黑了,你猜我有多红温。 再引出的就是我最有意见的关卡设计。简而言之就是简单元素堆叠,然后恶心你。相当一部分地图就是这么设计的,你进去就是一锁门,地上放堆怪,空中再放点怪,单个怪不难打,成堆就有你受的。尤其军工厂那个控制机械的小boss,打三分之一血左右就要召唤小怪骚扰你,你还不能打的太快,我用钻头打XYY一下磨了太多血直接召唤两拨小怪,包烦的。 其他像棒读的配音之类的问题都不想提了。要不是因为买的cdkey没法退,我也不会捏着鼻子玩这个玩意,对国产游戏先质疑再质疑是对的,技术可以追赶,但设计不是那么容易学的,自己搞不明白还不如抄 ———————————————— 三编,这个时候已经打完一周目了,虽然还没全收集,但是绝大多数地方都去了,剩下的漏网之鱼实在不想花力气再碰。这游戏有没有好的地方?有的,人物建模、配乐、文案,都是可取的,但是这个游戏玩起来没法让人沉浸进去,而且作为一个单周目来说未免短了点,所以还是差评
手感便秘,搓招吃屎,一顿一顿的手感就打吧一打一个不吱声。地图设计普通,连贯性一般,解密较为无趣冗长,BOSS战设计也没啥亮点,打完一遍基本没有记忆点,小怪基本换皮;类银体验只能给到三星,跟九日、丝之歌完全比不了,哦,对了优化也是一绝,显示模式调全屏会卡顿,你真是这个👍
It's just mid. Also, very bad dodging system.
优点:画面很不错,动物朋克风格较为新颖 缺点:跑图慢,地图大而空,传送点少,跑图给我跑红温了😡(修理点和传送点分开的意义在哪?)然后是重复的机关、重复的绕路、重复的遭遇战、重复的跳跳乐,游玩中期就感到无聊了;还有连招方面,看得出制作组设计了许多套连招,但实战中意义不大,精英怪和boss普遍有霸体,连招按到一半就会被反击打断,从头到尾就用轻+轻+重或是下+重,然后趁boss后摇时偷两下😀
I played this game to prepare for the upcoming Zoopunk, since I saw that game's trailer and was very intrigued. The Chinese saw the bad press furries got ever since RainFurrest, and made a competent Metroidvania to boost their image. I had a lot of fun and it started off very strong, and while the cracks were starting to show around the midpoint, it did its best to finish strong. [h3]Gameplay[/h3] Alright. You navigate through dashing, wall-jumping, double jumping. You also get 3 weapons to use in combat: The Fist, then you unlock The Drill and the Whip, all of which help you unlock shortcut doors in the world. Additionally, each weapon has a unique feature: the Drill lets you swim through water faster; the Fist moves batteries to activate doors/elevators; the Whip lets you slingshot across grapple points. Each weapon has their own light/medium-heavy combo system and a grapple mixed in there to make fighting supposed to feel unique and complex, and is supposed to make the combat feel super weighty and fun. Enemies can also be executed, including most bosses: you get them at low health and they start glowing red, then you get close and press Circle to finish them off in a stylishly and cinematicly. The weapons also have special moves that rely on Special Points (SP) and can be upgraded using collectibles called Data Disks and money from breaking things and defeating enemies. You also have 4 tools that use Energy Points (EP), each EP can be used to either heal, parry attacks to charge your SP, fire heat-seeking missiles, or lay down an AoE landmine. These can also be upgraded by specific NPCs and w/ key items. You also find power-ups like an omnidirectional dash, which can also upgrade to evade damage, and a parry done by perfectly timing a movement input into an attack. All of these are supposed to make fighting and exploring fun and challenging. Even if you're missing some weapons/upgrades, good platforming fundamentals and some special moves from the Fist or Drill's roster can be used to cross chasms or scale walls w/o the needed upgrades. But you'll notice I said "supposed to" a few times. The combat can be clunky and disconnected: some enemies are small enough to where your aerials won't connect, or they fall faster than you expected, leaving you vulnerable in the air. Some enemies are too heavy to launch and get creative w/ combos to juggle them, so you have to break their posture w/ attack/grab spam, leaving them stunned until they recover. Not every enemy can be stunned, so the clunky combat is literally hit-or-miss. It's less like Yakuza 0, where you can have several viable options for combat, and more like Yakuza 3, where you are better off just grabbing the guy for 80% of the fights and breaking the combat over your knee. Master Wu's combo tutorials do show the potential for the combo system, but they assume that switching weapons mid-combo works flawlessly; they don't lol. To give you an example that frequently happened to me, I would try to launch an enemy w/ the Whip, then jump, switch to Drill, and do an aerial combo that hits twice then ground slams and finishes w/ a lunging dive. You can try and buffer the switch to the Drill, but this is a mixed bag; sometimes it goes off, but more often the input is eaten and you are still just tickling them w/ the Whip. Because some enemies make juggling and aerial combos useless, you can go for posture breaks and grapples instead, but this is assuming they don't recover and YOU'RE not getting interrupted and juggled for 15 seconds due to all of the enemies' attacks somehow being chained together perfectly. As for the Metroidvania aspect, it work well on paper but the execution is hit-or-miss too, mainly w/ the lack of consistency in rewards when you return to a previously-inaccessible area: > Sometimes, it's something meaningful, like an upgrade to your HP, SP, or EP > Sometimes, it's a chest w/ money and/or aforementioned upgrades, which need a Skeleton Key that you can only get from an NPC. > Sometimes, it's a Plant Seed you trade in for money and/or upgrade/key item. > Sometimes, it's a poster you trade in for different weapon paint jobs; each poster is a fun pop culture reference too. > Sometimes, it's just a shortcut. > Other times it's a piggy-bank w/ money; and some of those are actually enemy robots in disguise waiting to shank you. Mind you, money is useless by endgame, when you have all the upgrades you wanted/needed. [h3]Graphics/Art[/h3]Great. The dieselpunk aesthetics mesh really well w/ the East Asian architecture. The whirring gears and mechanisms of your weapons are stunning. The settings of each location fit w/ what TiGames was going for: Places like Old City and Joffre Street have billboards in different languages advertising in-game products, the neon lights all reflect off the wet concrete/asphalt; The Arsenal and Sewers are these concrete/iron mazes, w/ the former's Legion automaton hangar being the centerpiece, and the latter's ambiance being the sound of rushing water; the Western Range is a wide snowy village in the mountains w/ mortars and cannons decorating the streets, soldiers sparring/training in the courtyards while civilians tend to wounds and ration meals; The Prison and Torch Tower are oppressive hybrids of metal and rock, lit only by fluorescent bulbs, electric grids, and computer terminals. All of this boasts the game's impressive and sometimes interactive lighting and reflections, jigglebones and fabric physics, and detailed fur and hair textures. But there are some graphical issues like characters' fur stretching whenever they blink. The game advertises having an interconnected and seamless world design, but the textures and objects are prone to pop-in and not being rendered once you move into a chamber/tunnel, and sometimes the level doesn't even load right away. [h3]Sound/Music[/h3]Good. Attacks sound impressive and carry some impact, enemies getting hit have this sound of metal scraping and crunching. The Whip has this electric crackle to it that I liked but its hit sound were lackluster. The English voice acting leaves something to be desired, w/ some emotional lines being delivered incorrectly or goofy lines missing the mark. The Chinese voice acting is much better though, w/ more passion delivered. The music is good too: electronica, rock, metal, and some atmospheric sound for the platforming sections. The tracks are good but they're short loops, so your brain drowns it out or gets annoyed by it after a while. A fun PS5 controller gimmick is that the sound ofcoins being picked up play through the controller's speakers, which was a neat touch. [h3]Story[/h3]The animal-inhabited Torch City has been under siege by the robot Machine Legion, AKA The Iron Dogs, for the last 6 years. Rayton, a rabbit ex-soldier in the resistance war, hears his friend Urso was arrested, and takes up the mechanical Fist that was fashioned from his Rebellion mech suit and sets out to free him and break the Iron Dog siege, unaware of the rabbit hole he was walking into. This story is great, even several hours in. There are some predictable plot twists that led to good fights, but some story beats felt like asspulls. A few characters pop in, and never go anywhere/do anything else, which is a shame. [h3]Conclusion:[/h3] I ALMOST loved FIST. I griped about the clunky combat, the game having a slog of a 2nd act, and the challah bread story twists, but the aesthetics, exploration, movement, some boss fights, and the 1st + 3rd acts kept me hooked. Reviews online suggest there weren’t enough playtesters, but even so, there was a lot of passion in this. I finished this around 18 hours after exploring and collecting as much as I could, so even at full price you'll get your money's worth.
Медленно и скучно. Враги откисают доооолго, на атаки почти не реагируют. Как будто есть всякие комбо, а как будто особого смысла в них нет. Нельзя залутать сразу всю локу, ведь ты не можешь сломать эту стену, подожди до конца игры когда тебе там абилку откроют а потом бэктрэч по всей мапе ведь мы офигеть как уважаем твоё время. Подводный сегмент это отдельное веселье: меееедлеенно плавать в киселе мммм кааефффф... Эксплорить офигеть как весело, идёшь несколько минут длинный коридор из лазеров и прочего мусора, а в конце получаешь только сундуки с монетками (который ещё парой серией ударов подолбить надо чтобы залутать их). Потом нужно ещё обратно этот путь сделать так как шоткаты не всегда предусмотрены, и так процентов 90 всех развилок. В целом не могу сказать что игра прям плохая. Подкупает своим визуалом, зверюшками на персонажах и даже какой-никакой постановкой. Но даже так она скорее никакая (как и большинство этих подражателей холлоу найта), в начале интересно а позже просто не вызывает никаких эмоций. Потому в итоге жопа всё равно от неё заболела, потому палец вниз. UPDATE: На уровне с погрузкой батарей пришлось дропнуть игру в помойку. Пускай разраб сам этим занимается.
F.I.S.T.: Forged In Shadow Torch стала для меня настоящим сюрпризом. Честно — я вообще не ожидал, что эта игра настолько сильно зайдёт. Но в итоге получилось так, что после Ori и Prince of Persia это пожалуй одна из лучших метроидваний, в которые я играл за последнее время. Игра удерживала интерес от начала и до самого финала. Первое, что сразу цепляет — графика. Она реально крутая: стильный, яркий киберпанк с дизельпанковыми нотками, огромные индустриальные локации, неон, механизмы, город, который хочется исследовать. При этом мир населяют животные, и это сделано очень классно: смешно, необычно и запоминающеся. Главный герой — заяц с огромной механической перчаткой — выглядит одновременно брутально и харизматично. Роботы, механические враги, живой город — всё это отлично работает на атмосферу. Что особенно порадовало — тон игры. Я недавно пробовал Hollow Knight и сожалению, он мне не очень зашла именно из-за слишком мрачной и давящей атмосферы. В F.I.S.T. всё ощущается гораздо веселее, бодрее и живее. Игра не угнетает, а наоборот — постоянно подталкивает идти дальше и исследовать мир. Геймплей — отдельный кайф. Здесь есть несколько видов оружия: мощная перчатка, быстрый и дальнобойный хлыст, тяжелая и разрушительная дрель. И самое крутое — всё это можно комбинировать, прокачивать, улучшать, подстраивая стиль боя под себя. Сражения динамичные, комбо ощущаются приятно, а бои не успевают надоесть. Локации сделаны просто отлично: тут и городские районы, и заводы, и канализации, и подводные секции. Можно плавать, прыгать, исследовать, постоянно открывая что-то новое. Метроидвания в чистом виде — с возвратами, секретами и ощущением прогресса. Отдельно хочу отметить платформинг и управление. Прыгать — одно удовольствие, всё ощущается чётко и отзывчиво. На Steam Deck играется просто великолепно: управление удобное, производительность отличная, никаких проблем. Прямо идеальный вариант для портатива. И вот что самое удивительное: игра выглядит довольно простенькой, а на скидке вообще стоит копейки. Но при этом она подарила мне 15 часов чистого, искреннего удовольствия. Без вымучивания, без раздражения — просто кайф от процесса. 👉 Итог: F.I.S.T.: Forged In Shadow Torch — это яркое, стильное, динамичное метроидвания, котороя приятно удивляет и оставляет очень тёплые впечатления. Моя оценка: 8 из 10. Игра однозначно стоит внимания, особенно если вы любите метроидвании, но хотите чего-то менее мрачного и более драйвового. 💥🐰
战斗系统玩起来还不错,但格挡感觉太难用了,除了做了个成就没怎么用过。 地图除了传送点太少,整个流程除了水下玩下来还是可以的。 期待新作!
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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