
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
像是2D黑魂,或者说超低配哈迪斯,需要卡攻击间隔和距离差去打伤害,格挡时间比较短,要抓时机。冲撞敌人会晕自己这机制很无语。游戏速度很慢,或许是为了照顾反应速度,这移动速度相当考验耐心,但好在,敌人一个大跳过来就不显得慢了。耐力槽决定是否能够攻击、奔跑和闪避,能够感觉到是希望玩家有策略地使用动作,不要乱按键,但也造成爽感很克制、惩罚感很明显,一个格挡时机不对就是挨一刀,而且我也不擅长去抓这时机。攻击跟随鼠标有便利之处,但也让格挡动作限制在鼠标方向,格挡歪了也是挨一刀。升级要回到出生点这设定也很无语,特别是考虑到这蜗牛移动速度和没有小地图的情况。每次阵亡都要从起始点重开,可能是因为存档点实在太远,打了好些时间愣是没找到一个,半小时后还跟开局一样的起点就很让人玩不下去了。
nope
Immortal Planet is a short 2D souls-like game with an intriguing world setup that, unfortunately, falls short in nearly every aspect. While the premise initially promises a challenging and engaging experience, the reality is riddled with frustrating mechanics, lackluster design, and broken promises. Let me tell you more about my experience: 1. The Setting You wake up with no memories of who you are or why you’re here. Through a handful of compendium entries and sparse dialogue, you learn that you are part of a race of immortals stuck which live in cycles which have now been disrupted, and it’s your job now to restore. The premise had potential, but it ultimately goes nowhere. What could have been an interesting story is underdeveloped, leaving the narrative feeling flat and uninspired. 2. Level design The level design is painfully dull. The game’s four main areas all look and feel nearly identical. They’re composed of rectangular platforms connected by narrow pathways, with each area featuring a minor gimmick that barely impacts gameplay. The only noticeable difference between zones is the color scheme, but switching from green to purple, or purple to red, isn’t exactly groundbreaking. The lack of variety or creativity in the environments makes exploration a chore rather than a joy. 3. Combat Combat is the heart of any souls-like, but here it’s a frustrating mess. While the game offers a variety of tools, melee combat is the primary focus, and it’s undermined by poor design choices: • Stamina Management: One starting artifact regenerates your stamina instantly if you dodge through an attack, making it the most useful choice as without it, stamina management is agonizingly slow and tedious. • Dash Mechanic: The dash doubles as a bash that can stun enemies with low stamina, but if you bash an enemy with high stamina, you get stunned instead. This sounds great on paper but is infuriating in practice because the dash direction is locked to where your character is facing rather than your controller input or mouse cursor. If you’re mid-attack when an enemy attacks, the sluggish response time often causes you to dash into the enemy instead of away from it, resulting in getting yourself stunned. This clunky design leads to frequent, unavoidable deaths that feel cheap rather than challenging. 4. Additional Notes: • Repetitive Boss Fights: The game inflates its playtime by making you fight four of its five bosses twice, with minimal differences between the encounters. This doesn’t add variety or depth; it just feels like lazy padding. • Dishonesty from the Developer: At one point, the developer teased the existence of a second ending in the patch notes, only to later admit it was a joke. This kind of dishonesty erodes trust and feels like a blatant attempt to extend the game’s lifespan through false promises. TLDR Immortal Planet is a repetitive and frustrating experience that fails to deliver a fair or fun challenge. With uninspired level design, clunky combat mechanics, and disingenuous behavior from the developer, it’s hard to recommend this game to anyone looking for a satisfying souls-like experience.
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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
老大爷械斗,主角是讲武德的老大爷,敌人是不讲武德的老大爷。 主角的优点: 闪避基本没有延迟,而且完美闪避的判定很宽松 然后,没有了 缺点,下面是最明显的几个: 1. 喝药的释放时间比boss放法术都长,喝药途中boss放法术,结果喝药后摇没完,来不及闪避吃了波扎实的。狭小的空间也基本不用想喝药了,敌人的攻击间隙是不够喝药时间的。 2. 撞精力条充足的敌人会出现大硬直,这设定有点大病,经常会在狭窄走廊遇到敌人,闪的过程中方向撞到敌人然后直接被打残。某些角度撞上敌人的时候已经无了,再闪还是会撞到,然后继续大硬直,直到被打死。 3. 无法跑酷,有仇恨判定门就不开,甚至有的时候敌人根本不在视野范围也不可能攻击到你,还是开不了门。 4. 精力条空了无法攻击(然而敌人不受影响,精力条空了一样打你)。。 [hr][/hr] 坚持把一周目打完了,然后二周目上来第一个大boss就是一周目最终boss,大概是第一形态吧,有光刃,有跳锤,有激光,有追踪光球,有霰弹枪。主角呢,默认带一个血包,甚至有一个法术位还是空的。 [hr][/hr] 二周目也打完了,除开第一张图boss打了好几次,后面流程其实很顺。二周目选的武器是一把能吸血,能消耗少量血量附魔加攻的长戟,试过的所有武器里最好用的一个,二周目直接从开头用到结尾。二周目魂量很多,升级很快,到后面只要精力够,被怪打中了也容易吸回来,容错率比反而比一周目高很多。二周目的法术和物品,除开药,一个是恢复红条和精力值,释放速度比普通血瓶快很多,危及时刻拿来救命;另外两个,一个是抽敌人精力值,一个是消耗一定血量获得额外精力值,打boss实用性很高,抽完精力条近身找机会把boss撞晕,a到精力耗完拿技能补一次精力继续a,这样几乎能打掉一整管血。二周目的最终boss甚至分身都没放出来过战斗就结束了。
Amazing game
Juegazo, muy corto
3/10
It's 2023, but let's take a time travel trip back into the far past of the year 2017. [list] [*]Computer Vision AI is slowly starting to take of, laying the corner stone of what should become the generative AIs of today. [*]The Nintendo Switch releases. [*]Through combined effort, Humanity detects gravitational waves, proving Einstein right once and for all. [*]Boston Dynamics reveals a humanoid robot capable of doing somersaults, something even people struggle with. [*]Computers beat the world champion in Go. [*]The first passenger drone starts flying in Dubai. [*]teedoubleuGAMES releases [i]Immortal Planet[/i], a game created in the Game Maker Studio engine, which doesn't allow for the user to rebind their controls. Due to lack of precedent, the Hague does not recognize it's default control scheme as a crime against humanity. [/list] GMS does allow for rebindable controls easily, by the way, and there are plenty of indie games that actually value their paying customers. If you are [i]reeeeeeeeeally[/i] interested in the game, buy it with intend of refunding and see if you can beat the game's most difficult boss fight: avoiding a wrist sprain.
Decent isometric soulslike. Not my cup of tea personally, but the mechanics are solid.
don't waste your time with this game. another soul-thing you don't need. unpleasant and stiff control, no explanation of the mechanic at all, it felt like it was built to be unlikable.
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Players by region
Where this game's players are, estimated from review languages.
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