
The jailer is the key, kill him and you’ll be free. Fight your way free in this ultra-responsive, fast-paced sword-fighting and dual-stick shooting game.
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): 1.14/day in the week to Sep 1 → 3.29/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, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 11.2Kreviews | 90% | — | $5.3M |
| $19.99 | 22.5Kratings | 82% | — | 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 898 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Better executed Sekiro that came out before Sekiro
It's called "Furi" because that's how you're going to feel while playing it. The fights are frustrating but that's kind of the point; but the fights are all unique and fun. Again, there's a lot of ♥♥♥♥♥♥♥♥ in the fights, but they are satisfying. Other than that, the walking scenes between fights are ♥♥♥♥♥♥' BORING and unnecessary If you're comfortable with the frustration of the fights and the boredom of the intermissions, you'll enjoy Furi. 5/10
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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): 1.38/day in the week to Jul 21 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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*, French*, Italian, German, Spanish - Spain, Japanese*, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Korean*languages with full audio support
| $19.99 |
| 540ratings |
| 90% |
| — |
| not modelled |
| $7.99−60% | 213ratings | 84% | — | not modelled |
| $19.99 | — | — | — | 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 901 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Le jeu est beau, dynamique, et les musiques sont cool... mais il est plus frustant que difficile ! Déjà, le dash est une horreur. Ce n'est pas une distance fixe : il faut maintenir la touche pour doser. Résultat ? L'atterrissage est totalement imprévisible, on saute au pif en priant pour avoir dosé le bouton au millimètre. Il aurait été mieux d'inverser les choses en rendant le saut à longue portée mais dont presser à nouveau le bouton permet d'arrêter le saut et donc de contrôler vraiment l'atterrissage ( bouton A -> saut -> bouton A -> atterrissage) En plus, les boss ont 5 à 6 phases. C'est ridicule, c'est beaucoup trop long ! Surtout que si vous perdez une vie, le boss récupère toute sa santé. Les combats n'en finissent plus. En vrai, les boss ne sont même pas durs techniquement. C'est juste que le terrain est blindé de micro-obstacles qui polluent l'écran. Comme les sauts manquent de précision, on se prend des dégâts bêtement. Le jeu teste votre mémoire, pas vos réflexes. Enlevez tout ce surplus visuel, et le jeu devient instantanément plus juste et moins frustrant. Autre point important, le jeu ne donne aucune liberté d'attaques. Les boss ont des failles bien précises, vous n'avez le droit de les attaques qu'à ces moment là autrement ils éviteront votre coup d'épée ou alors auront un bouclier. Tout cela ralentit les combats. Il est fort probable que je continue le jeu au moins pour battre le dernier boss (en mode normal de difficulté) mais je ne le recommande pas. Dernièrement, je trouve ça assez étrange, la plupart des avis positifs n'ont que quelques heures de temps de jeu. Ce qui est bien trop court pour avoir pu terminé. A l'heure où j'écris ce commentaire, j'ai vaincu le 6e boss, j'affronte le 7e.
So cool.
I'm posting this on behalf of my friend, who played this for about an hour via my copy in our Steam Family. If I had to describe this game in one word, it would be unpolished. If I had to describe this game in 5 words, I would say "what the hell is happening?" [h1] Story [/h1] In terms of plot, there was basically nothing from what I played. The main character is set free from prison and has to fight the warden to escape, and then goes through a doorway to some vaguely techy planetoid area, where "the prisoner" resides. We learn next to nothing about her other than her pronouns, with which she's referred to exclusively after her title is mentioned. The deuteragonist just talks about how "they" locked her up and how she hates being in prison (no ♥♥♥♥). That's where I stopped playing. This game clearly tries to have a story for the player to be attached to, and yet in the first hour of gameplay there wasn't a single character name, backstory, or motivation. Hell, there was hardly any characterization at all for any character. The most I saw was that the jailer kept acting super edgy, constantly dropping one-liners that I can only describe as cringeworthy. Near the end of the first fight the boss says "I'm gonna smash you to pieces. No regen from this." All the dialogue is vague and doesn't explain the actual plot. [h1] Gameplay [/h1] Gameplay wise, it's a mess. You start by walking into a generic circular arena, extremely slowly, while being repeatedly prompted to "press space to auto walk," taking away what little gameplay was there. The camera angle constantly changes in weird ways, disrupting movement. Slowly walking from place to place while the camera cuts to different angles took up about half of my playtime. After entering the arena, the jailer (who you know nothing about) initiates a boss battle, which also acts as the game's tutorial. [h2] Moveset [/h2] The main aspects of combat are a melee slash, a rapid fire ranged weapon, and a charged shot of said weapon. The melee slash is next to useless, and can only be used when the game wants you to use it. Throughout the first fight I kept trying to slash the boss with my weapon, only for him to teleport away. I never landed a melee hit outside of an obviously scripted moment where I was meant to do so, such as after dodging an attack or parrying. The ranged weapon rapidly shoots blue orbs that move in a straight line and do little damage. This attack feels the worst to use, as the feedback (audio and especially visual) is lacking. The charged shot locks onto the target and shoots a slightly larger blue orb that moves faster. This attack misses extremely frequently due to bosses moving out of the way of your aim, with no way to predict their movement due to the lock on. Certain melee attacks from enemies can be parried, which provides miniscule healing and allows you to perform very scripted-feeling counterattacks, including one that's a literal cutscene. The parry itself doesn't feel very good to pull off due to a lack of feedback. There's also a dodge, which teleports you in the direction of your cursor. This changes to be a dodge in the direction you're moving during close quarters phases. On controller you're able to dodge in the direction you're moving at all times, but not keyboard. The game recommends controller when first opened because the developers put little effort into making sure keyboard has parity with controller, making it a worse experience. [h2] Fights [/h2] When it comes to enemy design, the ones I fought were lacking. Fights generally drag on for too long, having phase after phase with minor changes between them. The tutorial fight was 7 phases long, and the one after was 6. After depleting the health bar, you have to perform a melee slash to initiate a close quarters phase that plays so different to the rest of the combat that it's jarring. If you fail to initiate this phase in time, the health bar fully replenishes. At the start of the final phase of a battle, the boss initiates a long phase in which they sit at the top of the arena and do an attack while invincible. This is the most "bullet hell"-y part of battles, and exists just to lower your health before you get to actually damage the boss again. In combat, you are given three lives, before you have to redo the entire fight. Dying restarts the current phase of the fight. These lives are restored at the start of each phase. This system of lives creates an issue where combat is simultaneously too forgiving and too punishing. It doesn't matter if you die 12 times in a fight, as long as you don't die three times in a single phase. Conversely, if you die three times in a single phase, you must redo the entire fight, regardless of how well the rest of the phases went. Nearly every projectile in the game can be destroyed with the ranged weapon, trivializing most dodging and making melee attacks disproportionally difficult to avoid in comparison. Both bosses I fought have seemingly unavoidable attacks that initiate a quick time event, completely halting the "fast paced" flow of combat. These quick time events are inconsistent and usually result in damage taken, regardless of the player's inputs. Furthermore, they come suddenly with no tutorial and it's hard to react to them. You're fighting when suddenly left and right arrow keys appear on the screen, despite the default control scheme being WASD with the mouse. On controller it just shows two joysticks wiggling. The quick time events in general detract from the experience and the game would be better off without them. On the topic of interrupting the game's flow, the second boss randomly runs away midway through the fight and you're expected to wander around and find her. [h1] Aesthetics [/h1] The aesthetics are the best thing about this game, but that's not a high bar. It'd be fair to call them the "least bad" part. The soundtrack is decent, if a little generic. Not much to say there. The graphics are pretty bare bones in a way that feels less like stylization and more like there wasn't too much put into them. The two areas I've been to were vastly different in a jarring way. The sound design is mediocre and the voice acting is bad. The character designs are confusing. The main character reminds me of the prisoner from dead cells, but less cool. I have no idea what the deal with their haircut is. There's no animation when you change movement directions, they just snap into place. The best design in my opinion is the bunny (which I wasn't told the name of), but even with it I'm confused as to the design elements. Why are they a bunny?? This character just teleports around instead of walking. The first boss has a thing with masks on their face going on, and there's not much else that sticks out to me as notable. I don't typically mind things like this, but the second boss feels very overly sexualized. She has a hyperfeminine body with what seems to be a skin-tight pink suit, and her feet are the focus of a shot in a phase transition. She has moves where she tries to jump on top of you. I like the design of her head and the wires coming from it, and I wish her overall design leaned more into her robotic side. I expected something unique to reside in this super high tech prison, but it's just some lady with a weird head. Overall, do not recommend. No idea how it got so much praise in the indie sphere.
Très bon Boss en série. Un des boss a été vraiment difficile pour moi, mais si vous aimez le bullet hell on est servi
duro
Please describe what you liked or disliked about this game and whether you recommend it to others. Please remember to be polite and follow the Rules and Guidelines. (good game i dont know what to say about it)
This game will make you feel like the boss queen you are. Buy it. Go be a boss queen ♥ 🙏BLESS🙏 -KAngel ˚ʚ♡ɞ˚
genial ! juste y'a certain boss qui sont abusé genre vraiment
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