
Firmament is a new puzzle-adventure game by the legendary game studio behind the best-selling games Myst and Riven. Featuring deep storytelling and world-building, discover the story of this seemingly abandoned world as you explore and unlock the mysteries of 3 unique Realms… and beyond!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Aug 23 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 1.6Kreviews | 72% | — | $649.6K |
| $20.99−40% | 220ratings | 76% | — | 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.
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I had just finished the game, and though I had some positive and negative comments about it; generally amounting to 'far more walking without anything of substance than I'd like' and 'puzzles varying from no rhyme in solvability to cakewalks that feel more like chores than puzzles to point & click because where you're supposed to be 'aiming' is night invisible, However, after the credits were rolling, and I was peeking the things that popped-up as I picked-up my phone, a little thing stood out to me. A credit for: 'A.I. Assisted Content' which listed a large amount of in-game assets, INCLUDING Voice-Acting, Imagery, and Writing. Normally, I'd be able to avoid the game, but... if you're here, you're likely on the store page, and at the time or writing... there is no declaration of this. Disgusting.
6 hours in I honestly can't recommend. I'm playing in normal desktop mode but the game is clearly designed for VR. You only have one way to interact with the world which is such a shame. You will spend a lot of time walking around, backtracking and waiting for lifts and transporters and will feel no tactile connection with the world. You will be tantalised by beautiful scenery and fascinating objects like giant pipes, valves, levers, books, boxes, plants, mechanisms etc but know that none of it is relevant. There is no incentive to pay attention, notice details or to dwell in a spot so that you don't miss something. If it's not another round hole to connect to your "adjunct" (electro-mechanical amulet) to you may as well just travel at run speed everywhere to get from one adjunct hole to another. As you speed around the world your annoying guide's voice will pipe up seemingly at random with some uninteresting waffle that comes across less as guidance and more as self-indulgent story telling to a captive audience who can't turn it off. 30 years on, I still long for the experience of isolation, mystery, tactility and meaningfully integrated puzzles of Riven.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I finished the game with somewhat mixed feelings. On one hand, I was glad to experience Cyan’s signature style again, with environments and atmospheres that strongly reminded me of Myst and Riven. While the graphics aren’t particularly impressive, the overall presentation is still very pleasant and works well visually. However, the core of the game, its puzzles, felt less refined and generally simpler than in those earlier titles. Some sections can become a bit frustrating, especially due to frequent backtracking and occasionally confusing progression. The story is gradually revealed throughout the game but remains quite unclear. Even though the ending provides some explanations, I would have appreciated a clearer narrative from the beginning. The soundtrack is fairly subtle, but it complements the experience well. Despite these issues, I found the gameplay enjoyable overall, with a few moments that felt genuinely original, and I still had a good time with the game.
A Masterclass in Atmospheric Mystery. Cyan Worlds has always been the gold standard for "environmental storytelling," but with Firmament, they’ve traded the dusty books of Myst for a cold, mechanical, and deeply moving steampunk odyssey. If you are looking for a game that respects your intelligence and rewards your curiosity, this is it. The Magic of the Adjunct The standout feature is the Adjunct—a clockwork gauntlet that acts as your only interface with the world. Unlike other adventure games where you hoard a backpack full of random items, Firmament focuses on this singular, evolving tool. It makes the gameplay feel tactile and grounded; you aren't just clicking icons, you are physically tethered to the massive machinery of the Realms. Visuals That Breathe The graphics are nothing short of breathtaking. Whether you’re staring into the frozen, jagged peaks of Curievale or the lush, overgrown structures of St. Andrew, the sense of scale is immense. Cyan has managed to create "impossible" architecture that somehow feels heavy, real, and ancient. It is, without a doubt, one of the most visually stunning puzzle games ever made. A Story That Stays With You Beyond the gears lies a deeply touching narrative. Guided by the spirit of The Mentor, you slowly peel back the layers of what these "Realms" actually are. It starts as a lonely exploration and ends as a profound reflection on legacy, duty, and the cost of maintaining a world. The Verdict Firmament is a rare breed of game. It doesn’t hold your hand, and it doesn’t rush you. It invites you to sit, think, and marvel. For fans of the genre, it’s a beautiful reminder that nobody builds worlds quite like Cyan. Final Rating: A stunning, soulful journey through the clockwork clouds.
I had to wait for so long to play Firmament because my old pc was too crappy... now finally the time came, and.... It was quite a disappointment. I am a huge fan of Cyan, I´ve played them all. I was hoping that it had at least the complexity of Obduction, but maybe because they developed it to be played with VR (so impossible to take notes), it was really too easy, and quite frankly also too small, not enough to explore in my opinion, especially given the price tag. I hope they go back to the old ways: less focus on the graphics, more focus on the story and the puzzles.
It's been three years and still no AI disclosure on the store page. Game wise, it's fine. Weak for cyan, but fine. For a company that prides themselves on immersive worlds it really feels like they dropped the ball. The story and environment don't resolve or explain anything about the world you're in, what the people in it do or why, or what the big puzzle locations are actually for. You can see their *mechanical* function, but unlike their previous games there is no explanation of what these things are *needed* for. There's also more leaning on trial and error than the previous entries.
1/10. No. This is Cyan only in name. Terrible controls, terrible puzzles, terrible plot. Dive puzzle in Curievale was the nail in the coffin. Coming from Myst/Riven/Obduction this was an insane disappointment and a huge departure in what I expect from Cyan.
I backed this on kickstarter and finally got around to playing it (when it first launched I couldn't keep it from crashing every 5 minutes so I put it aside for a few years). The game overall is... fine? The puzzles are all very simple, the storytelling is just a single narrator monologuing to you every time you make some slight progress along with a handful of notebooks in game. The vast majority of the story is dumped on you in the last 10 minutes of the game with a pile of notes bigger than you'll find in the rest of the games realms combined and a 5-10 minute monologue from the narrator character. It also feels like when you get to the end that there were supposed to be a ton of story moments earlier in the game that never happened as the dialog acts like you've grown to know and care about characters that have barely been mentioned more than once. I play these types of games for their complex puzzles and slow reveal of a mysterious story... this one had neither really. It's a good foundation for a game but it feels like its missing another year or so of content development.
This game has beautiful engaging scenery as do all of Cyans games. The puzzles are well thought out and while some people may complain of how much back-and-forth you have to do to solve the puzzles; I am old-school, way back to the original Myst days so I all of that doesn't bother me at all. I think for any Cyan fan, this game should be in your library. My ONLY complaint, which I find is a "trend" in most games today, is that that Cyan decided to go with a depressing, masters/slave story to drive the narrative of the game. Why? We deal with this in real life all the time, and the narrative is much overdone these days. Why do we also have to have that in a game as the driving factor? We play these to ESCAPE real life...
I finished the game, but only because it was so short. There were only a few genuine "puzzles", most of the game was just operating overly complicated elevators to traverse a mostly empty world. I also had a hard crash to desktop and two times having to load a previous save due to getting stuck outside the level geometry.
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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