
Immortal Planet is an action RPG with challenging combat that rewards patience and punishes recklessness. Explore the crumbling remains of a society of immortals trapped in endless cycles of rebirth. Fight your way to discover the planet's mystery and escape its curse.
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.
About


Genres
Sums Steam only; PlayStation, 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 | $2.99−80% | 174reviews | 82% | — | $9.9K |
| $14.99 | 42ratings | 75% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
too grindy, too hard, too repetitive. after a few hours youve seen it all. art style is unfinished trash. its meh.
After few hours of game play I can't recommend this game I feel like I am fighting the keyboard or game to move and play. I fount it boring. Even though it has a similar concept like "Hades" where you die and upgrade your character' this has less story line. also currently its priced at 15$+.. a bit steep for the product.
Yes.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $4.49−70% |
| — |
| — |
| — |
| 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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Alright, so in the end cool hack & slash with souls elements, i recommand for those who likes that. For my taste too much sneaky secret that lock you out of content... And PLEASE !!! MAKE REBINDABLE KEYS FFS
와... 진짜 튜토리얼을 못깨겠음. 설마 보스를 한대씩만치고 빠지고 하는건가 하고 유튜브봤는데, 진짜 그렇게 해야되네... 공격유도하고 달리기로 피했다가 다가가서 한대치고 빠지고 반복... 공격중에 대쉬누르면 무조건 앞으로만 나감. 보스는 대쉬로 스턴주는거 다른 규칙이 있는거같음. 스페이스를 막기버튼으로 고정시켜놔서 인지부조화가 생김. 보통은 스페이스가 대쉬아닌가... 아무튼 키설정만 바꿀수 있었어도 도전했을텐데, 너무 답답해서 못하겠음
整体评价,不好玩。 1. 角色成长速度很慢,20级和1级差别不大,估计也就多抗敌人一刀,少砍敌人一刀,几个技能都没什么存在感,喝血的硬直贼长,可能不喝还死不了,一喝就被殴打致死,并且每次死亡掉落全部经验值,跑尸才能捡回来,连着死全无; 2. 敌人设定很恶心,敌我双方攻击都需要蓄力条,但是敌人恢复的非常快,因为里面有一个撞击的机制,撞上去和敌人拼蓄力条,低的眩晕,只要给敌人缓一口气,晕的必定是自己。这也导致唯一好用的技能完美闪避,闪避判定很轻松,闪避后恢复所有蓄力条,但是一旦被围攻,闪避撞上了敌人,马上就无了; 3. 无地图,存档点少,其实存档点就一个,就是初始位置,需要到后面找到近道,打开近道才能返回初始点升级什么的,很麻烦。游戏也没有提示,全靠自己悟,要是不知道开近路,新手根本玩不了。
Attack movement/speed feels clunky and slow for both player and enemies. Would be better to have combat faster flowing. Despite defining healing items as items, relevant use boost from leveling does not affect it, and it would be nice to have that clarified before investing. The grind does not feel good, the ability to reallocate for the point cost of a level or two (without increasing the cost of leveling/subsequent respecs) might've been a good idea. Probably should just give the player access to the starting weapons (and maybe boon-items) from the get-go instead of requiring a reset to choose differently. Despite taking leveling cues from Dark Souls, this feels a bit like more like a regression into Rogue, though that might just be the perspective.
个人评分:⭐⭐,7.2/10。 时隔不久,又吃到一坨大的。 这游戏最最创新的点也就是最离谱的点是敌我碰撞以后,精力条低的那方会陷入大硬直。 而且这令人蛋疼的大硬直不止一个触发点,敌人某些攻击也会触发,而且我没有任何可以反制的点,这是其一。 如果我快速削减敌方的精力条到达一定值想要靠碰撞来使对方陷入大硬直的时候,他喵的敌人的精力恢复的极快无比,几乎就在我攻击的后摇时间内恢复过来了,这是其二。 我想要恢复精力,就只能靠蛋疼的长按重攻击控制自己长达1.5秒左右,这是其三。 综合下来就是靠蹭刀和闪避来对敌,那我请问你设计以上对战体系的意义在哪?而且游戏本身还没有中文,不推荐。
i vaguely remember playing this a long time ago for about 5 minutes and that was quite enough
It's an isotropic Soulslike with geometric 2D art. The gameplay is decently enjoyable and mechanics are added/updated throughout the campaign to keep things interesting. The campaign is fairly short, with a 100% playthrough (discounting the achievement for completing the game on "Nightmare" mode) taking around 7 hours of playtime. Within that 7 hours, there's about 30 lines of text dialogue, so story and lore are practically nonexistent. If you love Soulslikes and find it on a good sale, it's worth a playthrough. Otherwise, it's just not worth the money.
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 |
|---|---|---|---|---|
| $0 | 37 | 78% | Free | |
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| $16.6K | 48 | 65% | $14.99 | |
| $38M | 18.7K | 79% | $49.99 | |
| $17.7M | 29.4K | 50% | $19.99 | |
| $8.8M | 21.9K | 89% | $17.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.9K | 158 | 89% | $3.99 | |
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| $9.9K | 79 | 85% | $4.99 | |
| $9.9K | 53 | 89% | $9.99 | |
| $9.9K | 56 | 73% | $6.99 | |
| $9.9K | 52 | 87% | $9.99 |