
From the makers of Heavenly Sword, Enslaved: Odyssey to the West, and DmC: Devil May Cry, comes a warrior’s brutal journey into myth and madness. Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About



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; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 76.6Kreviews | 90% | — | $41.8M |
| $29.99 | — | — | — | 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.
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 1044 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is good for the price,bit hard on the puzzle part if you are casual gamer,Game is only 6 h long or less .
The combat got me on my nerves and senses during climax. I know the story behind is like wtf but the way it is told despite its short duration and easiness of most puzzles just kept me moving forward. You get to feel the pain and inner battle of Senua
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 14: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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, Spanish - Spain, Arabic, Danish, Dutch, Finnish, Japanese, Korean, Norwegian +8 more
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very beautiful environments. Story is really good. Voice acting and the inside voices are amazing. I loved the minimalist design(without a HUD). Simply relying on the voices to guide me. Combat is satisfying and not overly drawn out. The voices giving advices and doubts were done really well. Music was good too, some were better than others. The rot mechanic added good amount of tension. Gameplay was fun, satisfying and creative however, it got repetitive quick. Every enemy is really similar. Puzzles are really similar too. Some puzzles got me stuck for a while. There were 2 bugs at the swamp trial that made me stuck and I had to restart the trial twice. In between puzzles, traversing around is really boring, sometimes there's dialogue but since it is just my own character and no interactions(even with the voices) it made me feel lonesome. This game is not for everyone but it is still a beautiful game that needs polishing.
剧情或者说叙事明显大于玩法,玩完了我都没太理解技能究竟是什么机制,因为根本用不上,简单的弹反就能完成所有战斗。 游戏氛围感是拉的很满,用一个执念为线索,将由人到神再到人的故事讲述完全,用whisper作为推进提示确实是非常巧妙的设计,但也会使玩家产生依赖。叠加上过于简单的战斗就导致我在该被剧情杀的地方和无限刷新的小怪猛猛战斗二十分钟(此处我并未注意到任何提示),最后出去看了别人的全流程视频才知道应该让自己被杀掉才能推进。
I played this game before I had ever suffered true grief. Though I understood its themes intellectually, I could never really resonate with them. A few years later, I would meet the closest friend I had ever made through the circumstance of grief itself. Not mine, but theirs. I recommended this game to her, but through the grim irony of the human condition, I lost her before I ever got to watch her play it. I have since relived Hellblade without ever launching it again. Senua’s psychosis gives physical form to her grief. It creates voices to argue with, monsters to defeat, signs to interpret and, most importantly, a journey she can complete. Somewhere at the end of all that suffering is the hope that if she fights hard enough, understands enough, or reaches far enough into the darkness, she might somehow get Dillion back. Grief has a remarkable ability to do something similar even without psychosis. It bargains with reality. It searches obsessively for the missing piece that will make what happened comprehensible. It tells you that perhaps there was a misunderstanding, a lie someone told, something they never knew. That if only the truth could be revealed, the person you lost would finally understand what happened and come back. For a long time, that was my version of Senua’s journey. I convinced myself that if my friend ever understood the truth about what had happened around us, she would have some terrible revelation about how mistaken she had been. I could preserve the person I loved by making the circumstances the villain. There was still something to discover, something to correct, some final battle after which the world might return to the shape it was supposed to have. But Dillion was taken from Senua. My friend chose to leave. There were only 47 days between the last time she reached for me as though I still mattered to her in that way and her first date with someone else. For years I tried to make those 47 days contain some explanation large enough to absolve the person I remembered. Eventually I had to confront the possibility that there was no hidden truth capable of changing the ending. That, I think, is what I was incapable of understanding when I first played Hellblade. The end of grief is not winning. It is not finding the argument persuasive enough to resurrect the dead, expose the misunderstanding, undo the betrayal, or make someone choose you again. It is the terrible, quiet acceptance that the person you are carrying cannot be brought back by carrying them harder. Senua eventually has to let Dillion go. Years after playing her story, I finally understand why.
헤드셋을 끼면 바로 옆에서 내가 하지 않는 환청들이 들리는 듯한 생상함을 느낄 수 있습니다. 이 게임이 진짜 정신병같다는것은 내가 원하고 생각하지 않은 바를 3인칭으로 통제하지 못하는 목소리로 들리는 바인듯합니다. 많은 환자분들도 그걸로 고통스러워하고.. 이건 이해하는데 왜 회피가 엑박컨트롤로하면 전혀 안되는지 내가 회피누르다가 애가 엉덩이 보이면 칼 휘두르면 겨우 X(약공격)으로 해야하는지 내가 힐링겜을 하는지(7시간 소요면 어렵지 않은 난이도 아닌가요) 다크소울을 하는지 이해가 안되는 거지같은 게임 구조화로 저를 혼란스럽게 합니다. 시간 멈추는건 왜 안알려줘서 리뷰보고 겨우 누르게 하는지. 2번째 신 코스 들어가면 어쩌라고 싶은지.... 다른 게임은 새게임 +나오면 보정 안받고 회피 하거든요..,.. 8년동안 그렇게 게임했으면 내 손이 ㄱㅈ인건 아닌건데 비슷한 배경의 갓오브 워 북유럽 버전은 어렵지 않게 세계관 이해하면서 깻던것같고..이해가
The interactive story is very interesting, graphics are great. I really enjoy the fighting mode.
Beautiful, immersive game. You will love it.
wander simulator with some button mashing.
очень хорошая игра, отличный сюжет, превосходная актерская игра. атмосфера очень гнетущая, даже можно сказать пугающая. локации выглядят красиво даже сейчас. боевая система достаточно простая, но выглядит и чувствуется бодро. игра полностью отбивает свою цену
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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| — | 0 | — | — |
Related
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|---|---|---|---|---|
| $41.8M | 140.8K | 96% | $14.99 | |
| $41.7M | 146.4K | 81% | $14.99 | |
| $41.7M | 56.4K | 90% | $29.99 | |
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| $41.7M | 46.8K | 88% | $39.99 | |
| $42.1M | 39.9K | 89% | $39.99 |