
On the desolate moon of Lorian, a long-dormant Deadsuit awakens from slumber. Journey beneath the surface on an atmospheric 2D adventure of self-discovery, ancient mysteries, and cosmic terror. Explore winding caverns and acquire new abilities to unearth this alien world’s long-buried secrets.
Modeled estimate, not a reported figure. How we estimate →
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.
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.
About
Genres
Sums Steam only; Xbox, PlayStation, 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 | $9.99−50% | 1.5Kreviews | 83% | — | $483.2K |
| $19.99 | 2.6Kratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
手感是不错的,背景题材还挺吸引人。音乐旋律很治愈,契合游戏背景。 但是要说下给差评的原因,手柄不能改建,鼠标光标不能限制在游戏窗口,为了不脱离控制,只能断开所有副屏。
I was quite enjoying this, I don't mind too much the empty rooms and the slow walking (though those are *quite* annoying, run being slightly faster but consuming stamina is an awful design, it's not enough faster *even if it wasn't* consuming stamina - if it's a concern for combat then there should be an extra rule that if you haven't attacked in 30 seconds then stamina is unlimited, or something, so that boring traversal isn't made more boring). But the minimap just being loaded with misplaced rooms and openings (so you're marked as inside a wall below the room you're actually in, or the exit from one room is marked as leading into dead-space and the corresponding exit from the adjacent room looks like it doesn't go all the way through) is infuriating, and I just spent an hour visiting every unexplored exit on the map before finally giving up and asking the internet where I'm supposed to go next, and the pre-existing answer comes in the form of someone drawing a red X on the minimap where I've already been and *there is no exit*, plus there's a shortcut I opened previously that bypasses the whole section, so there appears to be no reason to ever go there again. Bonus negative points for the user-controlled map-markers all just being inscrutable blobs on a spectrum from blue to red, so when I'm marking something I can't choose a coherent icon that I can remember indicates "I should come back here when I can wall-jump" - is that better indicated by a red inscrutable blob, a blue inscrutable blob, or a purple inscrutable blob? Mini-map markers usually have choices that can mean something, like arrows or skulls or treasure chests or even *numbers*, weird galaxians is not it. And! The mini-map is broken up into rooms but the interiors of the rooms frequently don't actually let you get from one edge to another - the map *could* have shape shading inside the room, like it would if I was drawing my own map as I go, but for some reason chose not to, so you basically can't even use the map to find routes between visited rooms, because what looks like a path frequently is not. I can't comprehend how you would release a game with a mini-map in this state.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $19.99 |
| 535ratings |
| 88% |
| — |
| not modelled |
| $19.99 | 285ratings | 88% | — | 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 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Хорошая, но грустная игра.
me encanto lo pase varias veces, juegazo
Це не гра. Оцінка 3/10. Та ж сама болячка, що у багатьох інших: В чілову адвенчуру пхають перекачаних босів. Не варто уваги. Розробники, вчіться у Afterimage або Trine.
美术不错,剧情有意思,战斗太史。 远程范围小,近战范围小且手感烂,无敌多是多,但是怪伤害也是高,而且因为有升级加数值,导致我不知道是因为我菜,还是因为设计就是这样,还是因为没有升级。到现在几个boss不显示血条,但是打我也就是几下我就会死,不知道路线对不对,也懒得刷级,也懒得凹boss,根本玩不下去。 跑图很远,还有强制跑图,跑酷手感也不是很好,折磨。 还有哪个弱智想出来的,打完boss无补给点无存档回复也不能升级,回去存档点的路上增加高伤自爆小怪,死了掉钱,导致我跑图打怪的奖励因为近处无升级点用不出去全丢了,而且血瓶喝完,必须用仅剩的一点血跑回去,非常之折磨,我就没看过打完boss没补给也没存档就硬跑的。 最后抛开有些折磨这种能克服的缺点,我觉得耐心玩还是挺好玩的,本人空洞骑士也能打三门,所以技术上也不是手残,只能说不知道为啥这游戏玩起来这么折磨
Developed by Old Moon and published by Balor Games, Ghost Song is a compelling blend of atmospheric exploration, action, and science fiction storytelling that embraces the classic Metroidvania formula while carving out its own distinct identity. Set on the forgotten moon of Lorian, the game places players in control of a mysterious Deadsuit awakened after an impossibly long slumber. With little understanding of its origins or purpose, the protagonist descends into a haunting underground world where ancient ruins, hostile lifeforms, and scattered survivors gradually reveal the tragic history of the moon. Rather than relying on fast-paced spectacle, Ghost Song builds its appeal through mystery, immersion, and the constant desire to uncover what lies beyond the next dark corridor. Exploration serves as the foundation of the experience. Lorian is designed as an interconnected labyrinth filled with hidden passages, abandoned laboratories, alien caverns, and forgotten settlements. Every new movement ability and equipment upgrade expands the world, allowing players to revisit earlier areas and uncover valuable secrets that were previously unreachable. This gradual opening of the map creates a satisfying rhythm of discovery, encouraging curiosity instead of rushing players toward the finish. Optional rooms, concealed upgrades, and environmental storytelling reward those who pay close attention to their surroundings, making exploration feel meaningful throughout the entire adventure. Combat is deliberate and tactical, emphasizing careful positioning over frantic button-mashing. Players make use of both ranged firearms and powerful melee attacks, switching between them depending on enemy behavior and battlefield conditions. Weapons generate heat as they fire, requiring players to manage cooldowns rather than relying on unlimited firepower. The melee system provides an effective alternative during overheating, creating a balanced combat loop that encourages adaptability. Enemy encounters remain engaging thanks to varied creature designs and attack patterns, while boss battles challenge players to study movements, exploit weaknesses, and master the abilities they have acquired. Although the pacing is slower than many modern action games, it complements the oppressive atmosphere and reinforces the feeling of surviving in a hostile alien environment. Character progression introduces welcome role-playing elements that add flexibility without becoming overwhelming. Throughout the journey, players discover modules, enhancements, and equipment that improve offensive capabilities, defensive strength, or mobility. These upgrades allow different playstyles to emerge while maintaining a straightforward progression system that remains accessible. Resource gathering and equipment management further strengthen the sense of advancement, ensuring that exploration consistently rewards players with meaningful improvements rather than cosmetic collectibles alone. The narrative unfolds through subtle environmental details, conversations with the moon's remaining inhabitants, and fragments of forgotten history scattered across the landscape. Ghost Song avoids excessive exposition, trusting players to assemble its story piece by piece. This restrained approach gives greater emotional weight to the themes of isolation, memory, sacrifice, and identity. The supporting cast may be small, but each survivor contributes personal perspectives that enrich the world's tragic past and reinforce the sense that Lorian was once home to a thriving civilization brought to ruin. The mystery surrounding the Deadsuit itself remains one of the game's strongest narrative hooks, encouraging players to continue exploring until the final revelations. Artistically, Ghost Song excels through its beautifully illustrated environments and oppressive visual design. The hand-drawn aesthetic combines detailed backgrounds with atmospheric lighting that constantly reinforces feelings of solitude and danger. Each biome possesses its own visual personality while maintaining a cohesive sense of decay and abandonment. Creature designs successfully balance science fiction with horror, making every encounter visually memorable. The restrained soundtrack supports the experience with ambient compositions that emphasize tension and loneliness, while stronger musical arrangements emerge during key story moments and boss encounters to heighten their emotional impact. Sound design also deserves praise, with mechanical effects, environmental ambience, and unsettling creature noises adding depth to every area explored. The game is not entirely without flaws. Navigation occasionally becomes confusing despite the interconnected world, particularly when objectives require returning to distant locations. Movement can initially feel somewhat heavy, and players accustomed to faster-paced Metroidvanias may need time to adjust to the measured tempo. Certain boss encounters also introduce noticeable spikes in difficulty that may require repeated attempts before success. However, these issues are relatively minor compared to the quality of the overall experience and rarely diminish the satisfaction of exploration or discovery. Ghost Song succeeds because it fully commits to its vision of a melancholic science fiction adventure built around atmosphere, exploration, and thoughtful storytelling. It respects the traditions of the Metroidvania genre while introducing mechanics and narrative elements that give it a unique personality. Players willing to embrace its slower pace will discover an unforgettable journey filled with mystery, rewarding progression, memorable world-building, and emotionally resonant themes. It stands as an excellent example of how independent developers can deliver a deeply immersive experience that remains captivating long after the final credits roll. Rating: 8/10
Damals auf Gamepass, nun auf Steam im zweiten Durchgang und immer noch ist Ghost Song ein hervorragendes Metroidvania, das vor allem durch seine melancholische Atmosphäre begeistert. Die geheimnisvolle Welt lädt zum Erkunden ein und erzählt ihre Geschichte auf subtile Weise durch ihre Umgebung. Mit stimmungsvoller Musik, einsamen Landschaften und einer bedrückend-schönen Stimmung schafft das Spiel ein einzigartiges Erlebnis. Fans von atmosphärischen Metroidvanias kommen hier voll auf ihre Kosten.
This game was great!! Kudos to the team for making one of the best games I played recently. Although my steam account didn't record it, I played for almost 45 hours to completion. This is one of the best pure Metroid-style games period! Each character had so much personality and the atomosphere was excellent. Great voice acting and a good amount of challenge-- one of the bosses took so many tries to beat. I definitely and highly recommend this to those who remember playing the original Metroid for the atomosphere and great exploration gameplay.... I need a sequel now- hehe
面白くないわけではない ただ地味にストレスポイントが多い 隠しが多いが遠距離は速攻オーバーヒートするんで探しにくい 雑魚は無駄に硬いから遠距離は速攻オーバーヒートからの近距離を強制されるが その近距離の範囲外から雑魚敵が攻撃してくるやつがちらほら セーブポイントは普通程度だがワープポイントは少しだけ しかもレベルアップはそこでしかできない 死亡したらソウル系みたいに落とすがそのついでに最大HPが削れる なお回復するにはワープポイントにいかないといけない ボスとセーブポイントの位置も地味に離れてるから再戦がめんどくさい 一番致命的なのが雑魚もつまらないけどボスが致命的に戦っててつまらない 一度なんてあたった感じがしない範囲で近距離やってたらなんか死んだわ 一応遊べなくはないからおすすめにはするけど知り合いに勧められるかというとないかなぁ
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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