
Experience a different take on the roguelike genre. Explore a world created on the fly by your actions. Wonder about your purpose.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 28 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0/day in the week after.
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 2,402 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
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
С первых минут она покоряет своим минималистичным стилем и успокаивающей музыкой.
baya kötü kart kasmak için aldım almaz olaydım çok kötü
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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, Korean, Ukrainian
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
illumine, developed and published by Dejima, is an experimental roguelike adventure that places transformation, interpretation, and player agency at the center of its design. Rather than guiding players through a clearly defined structure or traditional progression path, the game presents itself as a living system—one that reacts, reshapes itself, and evolves in response to how it is explored. From the very beginning, illumine makes it clear that it is less concerned with immediate gratification or mechanical spectacle and more interested in cultivating curiosity, patience, and reflection. At the heart of the experience is a world that is not merely procedurally generated but procedurally responsive. Environments shift based on player actions, interactions with objects, and encounters with AI-driven entities. Walls can change, paths can open or close, and the same area can feel entirely different depending on how it is approached. This design transforms exploration into an ongoing experiment, where movement, observation, and restraint are just as important as confrontation. Combat exists, but it is only one of many tools at the player’s disposal, often sitting alongside stealth, avoidance, or indirect manipulation of the environment as equally valid strategies. Gameplay in illumine resists rigid definitions. There are goals and systems to uncover, but they are rarely spelled out explicitly, encouraging players to learn through repetition and intuition. Each run functions as a self-contained journey, yet also as part of a larger cycle of understanding. Failure is not framed as punishment so much as reset and reinterpretation, reinforcing the idea that progress comes from familiarity and insight rather than accumulation of power. Over time, players begin to recognize patterns in how the world reacts, gradually forming their own mental map of the game’s logic and possibilities. One of the most distinctive aspects of illumine is its relationship with sound. The game’s audio design is deeply integrated into its systems, with music and ambient noise generated dynamically based on nearby activity and world state. Rather than serving as background accompaniment, sound becomes an information layer, subtly signaling danger, opportunity, or change. This encourages players to listen as attentively as they look, creating a more holistic sense of awareness that ties directly into survival and exploration. The result is an atmosphere that feels alive and reactive, even when the screen itself remains visually sparse. Visually, illumine adopts a minimalist and abstract style that favors clarity and symbolism over detail. Characters, enemies, and environmental features are rendered in simple forms and stark contrasts, allowing interactions to remain readable even as the world transforms. This abstraction reinforces the game’s thematic focus, inviting players to project meaning onto what they see rather than having it dictated through explicit narrative cues. Over multiple runs, the shifting layouts and evolving spaces create a sense of familiarity layered with unpredictability, making the world feel both intimate and unknowable. Narrative in illumine is subtle and fragmented, emerging organically rather than unfolding through traditional storytelling devices. Themes of rebirth, consequence, and purpose are implied through repetition and symbolic elements encountered during play. Certain objects and discoveries hint at deeper layers of meaning, but interpretation is left largely in the player’s hands. This ambiguity can be deeply rewarding for those who enjoy piecing together meaning through experience, though it can also feel elusive or directionless to players who prefer clearer narrative anchors. Naturally, the game’s experimental nature limits its accessibility. The lack of explicit objectives, combined with a deliberate pace and abstract presentation, can make early sessions feel disorienting. Some players may struggle to find motivation without clear milestones or rewards, and the systems require time and patience to fully appreciate. However, for those willing to engage on the game’s terms, these same qualities become strengths, allowing illumine to stand apart from more conventional roguelikes. In the end, illumine is less about winning or mastering a set of mechanics and more about participating in a cycle of discovery and transformation. It offers a meditative, thought-provoking experience that rewards attentiveness and experimentation over reflexes or optimization. While it may not appeal to players seeking fast-paced action or structured progression, it succeeds as a distinctive and introspective work—one that invites players to slow down, observe, and gradually uncover meaning within its shifting, luminous world. Rating: 6/10
Kart düşürmek için aldım 1 kere girdim oynadım çoksarmıyo ama kartlar para sarıyo
なんだかよく分からない奇妙な体験 妙な満足感がある
이게 그 텍스트 게임인가 뭔가하는 그거냐? 게임이 어떻게 돌아가는지는 명확하게 알 수 있는데 '그래서?' 그 다음이 없다. 사실상 무한 반복에 코딱지만한 변화가 있는듯 없는듯 스토리가 진행되는듯 마는듯 알려주는게 하나도 없다. 게임 자체 룰은 굉장히 단순한데 그때문에 명확한 부조리도 존재한다. 벽을 부술 때마다 근처가 무작위로 생성되는데 덕분에 분명 아무 소리도 안들리던 벽뒤에서 A나 0이 갑툭튀해서 끔살당하는 경우가 많다. 아니 많은게 아니라 나중가면 죽을 이유가 그것밖에 없다. 그렇다고 벽을 안깨면 책도 안나오니 기도하면서 벽깨는 수 밖에 없다. 리듬감도 중독성있고 그럭저럭 할만한 게임이긴 한데 돈내고 해야한다면 하기 싫은 그정도 게임. 나는 돈 냈으니까 비추박음
we need chinese, we need chinese, we need chinese. 我们需要中文。没有中文先差评,什么时候更新中文改。202210本平台充值折扣,支付宝红包(?),humble,杉果(?),fanatical,本平台,本平台掉卡零钱,淘宝,它处自定义包入的本体4元。目前就这,看以后追评。
Ilumine es un roguelike que lleva el minimalismo y la abstracción al extremo. A primera vista, es obtuso, repetitivo, y ofrece poco. Pero, a medida que obtienes libro y más conocimiento del mundo, el juego se va expandiendo; más enemigos, más elementos, más formas de interaccionar con el escenario, descubres el sistema de estaciones, las rejas... Ilumine presenta una serie de ideas muy interesantes, que se van construyendo a medida que iluminas las secciones negras. A pesar de todo, tiene un par de fallas gordas. Lo obtuso del sistema hace que el juego sea difícil de acceder, y lo procedural tiende a generar situaciones inesquivables, especialmente con el enemigo Ø, que causa daño instantáneo horizontalmente. Así mismo, el requerir que cada vez consigas más libros sólo para llegar al mismo estadio de juego en el que estabas, es también muy cansino, y creo que darte la opción de comenzar ya e un estado más avanzado de la partida (más allá de la selección de estación) ayudaría mucho a que el juego cogiera carrerilla más rápido. No creo que Ilumine sea mal juego, tiene ideas chulas y no las ejecuta mal del todo, pero no lo recomendaría a la mayoría.
я не знаю что это
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $3.3M | 4.6K | 65% | $29.99 | |
| $2.6M | 7.3K | 76% | $14.99 |
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