
Explore a beautiful, vast and ruined world riddled with dangers and lost technologies.
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.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, 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 | $4.99−75% | 19.2Kreviews | 93% | — | $1.9M |
| $19.99 | 4.3Kratings | 94% | — | 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 911 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I learned about the game from Indie Cross episode 2. Drifter there looked sick as hell, and were introduced as something on par with Shovel Knight, Undertale, Cuphead, Dead Cells, Hollow Knight and Celeste. I expected a hardcore gem with deep gameplay and an awesome story.. And I was disappointed. This game is easy, there are very few challenges, few gameplay tools, and there's no story to tell - just an overall background with few indications that don't really go anywhere interesting. The level design takes getting used to - at first it's very unintuitive, and difficult to tell the walls apart from the walkable ground. Majority of the enemies can be killed by button mashing, weapons and special attacks are poorly balanced, with few of them having little to no use, and others - being able to kill everything in one hit. When you die, you immediately start from the previous room with no penalties, so basically you're immortal. Closer to the end of the game, searching for all the hidden keys is getting tedious and tiresome, all the puzzles are generally pixel-hunting tasks, where you need to find a mark comprised of 9 pixels that's hinting that the wall can be walked through or the chasm can be stepped over. It's not a bad game, but I don't see anything that would put it above the average in my eyes.
Media

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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): 4.43/day in the week to Jul 30 → 3.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
| $19.99 |
| 1.7Kratings |
| 90% |
| — |
| not modelled |
| $19.99 | 487ratings | 88% | — | not modelled |
| $19.99 | — | 94% | — | 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 915 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The exploration and world-building are compelling, the combat is challenging, the pixel graphics and the soundtrack are gorgeous. If you like those things, you'll love this game.
Heart Machine RIP
Nice
Easily in my top 5 favorite games ever made. If there's one thing that makes me want to swim in hot oil, its pointless, cheesy and predicable dialogue. Blatant exposition is a close second. Gives me the ol self-harm twinge every time. Most AAA games lean heavy on this nonsense, beat you over the head with it and assume youre too stupid to put the pieces of their stories together yourself. HLD does not do this. There is no dialogue, just little 8-bit blips, text [alien language, has been decoded since the game came out if you really want to know the story] and imagery. HLD tells the story of you, the drifter, discovering a city and its surrounding area that has been devastated by a war and a strange series of illnesses. You take it upon yourself to explore these places and fight your way to the heart of the corruption, discovering more about the society that once was. Gloomy solitude and a strange sense of peace follow you wherever you go. You learn that factions had vied for power, some militaristic, some religious, other scientific, and so on. As you go, you too start to fall ill and your exploration quickly becomes an ominous race against creeping death to just make sense of it all. The combat is incredibly satisfying and your weaponry and abilities compliment progression and gameplay almost perfectly. The music is fantastic and had a lot of time and effort put into it by Disasterpeace. The world building, despite being a pixel/8-bit looking game, is elite. The more time you spend exploring and studying and re-reading or re-watching, the more will jump out at you and the more you'll realize in that squishy little brain of yours that, yes, John was right. This was, in fact, worth playing. Remember the movie The Revenant? For me, The Revenants combination of solitude, loss, the wide open and quiet spaces, the almost solemn and longing music, left me with such a unique feeling that I still don't know how to describe it. HLD does the same thing. Grasping at life at the end of the world, just trying to keep going one more step to do the right thing with everything falling apart around you. Forlorn hope. For being as simple as it is, and as cheap as it is, it it phenomenal. I wish I could go back and play it again for the first time. Another fun fact is that, if I recall correctly, the creator and owner of Heart Machine actually has a heart condition that may end up being fatal. The games core themes revolve around living with something that might kill you, yet persevering anyway. There's all kind of lore analysis videos on YT about it and the story and how those ideas interact, and for me it has always magnified the games value. 10/10, highly recommended.
tremenda obra de arte 100/10. 1000/10 tremenda obra maestra y good
I really wanted to love this game. The first thing that grabbed me was the atmosphere. Hyper Light Drifter has a stunning world, beautiful pixel art, and a mysterious setting that immediately pulled me in. I also appreciate that the game respects the player. It doesn't bombard you with dialogue or tutorials, and instead lets you piece together the world on your own. That sense of freedom and trust is something I wish more games embraced. Unfortunately, that's where the magic started to fade for me. For context, I played the game for about four hours. It's entirely possible that there are deeper secrets and more rewarding discoveries later on, but the game simply didn't hook me enough during those first four hours to keep going. While the world encourages exploration, I rarely felt rewarded for exploring it. Most discoveries eventually boiled down to the same types of collectibles or upgrades, so after a while the excitement of finding something hidden started to disappear. I kept hoping to stumble upon something that would completely change my understanding of the world or its mechanics, but those moments were few and far between. The puzzles also didn't quite click with me. Rather than encouraging experimentation or making me rethink my perspective, most of them felt straightforward and mechanical. Once you've solved one, you've essentially seen that same idea repeated several more times. Combat was probably my biggest disappointment. The controls are responsive, but many encounters felt like they relied on overwhelming the player with larger waves of enemies rather than introducing interesting enemy interactions or creative scenarios. Instead of feeling thoughtfully designed, many fights felt rushed and repetitive. The boss fights were a mixed bag. I really enjoyed the Crow boss, which felt engaging and required me to learn and adapt. On the other hand, the Frog boss was incredibly underwhelming. I defeated it on my first attempt without much resistance, making it feel more like a regular encounter than a memorable boss fight. Hyper Light Drifter is undeniably a beautiful game with incredible atmosphere and a fascinating world. I completely understand why it has such a dedicated following. But for me, beautiful art alone wasn't enough. I was looking for a stronger sense of discovery, more imaginative encounters, and mechanics that continued to surprise me throughout the journey. I respect what Hyper Light Drifter is trying to do, and I can absolutely see why so many people love it. It just wasn't the experience I was looking for.
Подняла настроение, кат сцены стильные, саунддизайн тоже. Разные мобы хорошо комбинируют между собой и получается сложность. Лайк за геймдизайн
Игра замечательная, выломала себе пальцы от экстаза во время игры. Рекомендую.
Графика хоть и яркая и вцелом красивая, но интуитивно непонятная и в платформинге, и в исследовании, и в интерфейсе В игре не говорится ровно НИ ОДНОГО НАXУЙ слова, у челов нет имён, вместо них "мега необычные" "THE MAGICIAN". По крайней мере, так говорится в стиме. Исключением является лишь джаджмент/хэл Из-за отсутствия слов впринципе, элементы интерфейса в магазинах или в мире перестают иметь какой либо смысл. ну а ты догадайся что этот ромбик внутри квадратика на карте означает (НИ ЕДИНОГО CУКА СМЫСЛОВОГО ОРИЕНТИРА) Меня оттрахали в уши мега искажённой музыкой в первый (и последний) час игры. На это можно было бы закрыть глаза если бы не всё выше перечисленное Вердикт: игра кал
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.9M | 10K | 84% | $9.99 | |
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| $1.9M | 5.7K | 81% | $14.99 | |
| $1.9M | 4.6K | 93% | $14.99 | |
| $1.9M | 1.2K | 59% | $49.99 | |
| $1.9M | 4.3K | 86% | $17.99 |