
Explore a ruined open world of caverns and settlements. Hack and slash your way through missions: patrol, repair, scavenge - choose your quests and dialogue. Or go fishing, forage mushrooms, and race the clock! The old world is gone - the future is up to you.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 4 → 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 2,400 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.
About




Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 110reviews | 95% | — | $43.8K |
| $19.99 | 8ratings | 82% | — | 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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Deserves to be played by more people
The game has very enjoyable exploration and I liked the effort spent on making the world make sense, for example by using dialogue to give some extra details about things. The graphics and music are also very good. The game feels like it has a lot of little rough edges and bits that could've been polished more; almost all of these are minor, but compound enough that the game ends up feeling slightly less finished than I would've liked. Overall I did enjoy my time with the game, though.
Great little game. Made from scratch top to bottom with aspects only somewhat similar to other games and so clearly a creation from the heart by the developer. Looking forward to seeing what else they come up with
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kandria is a distinctive 2D action RPG that blends open-world exploration, precision platforming, combat, quests, and quieter side activities within a post-apocalyptic setting. Developed and published by Shirakumo Games, the game places players in control of an android who awakens in the remains of a civilization that has largely disappeared. Instead of presenting the ruined world as little more than a backdrop for constant fighting, Kandria builds its adventure around discovering what remains, interacting with survivors, uncovering forgotten history, and deciding how to become involved in the conflicts of the people who now inhabit the valley. One of the game's strongest design choices is its approach to exploration. Kandria avoids conventional ability-based progression in which certain locations remain inaccessible until a specific movement upgrade is acquired. The protagonist already possesses the necessary mobility to explore the world, so reaching difficult places depends more heavily on the player's ability to use those movement mechanics effectively. This creates an unusually liberating structure. Discovering an intimidating route does not necessarily mean returning several hours later with another upgrade. Instead, the challenge becomes figuring out how to traverse it successfully. The world itself is extensive and interconnected, consisting of hundreds of handcrafted rooms spread across underground settlements, caverns, industrial remnants, abandoned structures, and dangerous passages. These locations are not simply empty spaces separating objectives. Many are constructed around deliberate platforming challenges that demand accurate movement and patience. Kandria can consequently become demanding when environmental hazards and complicated traversal sequences appear. Players who enjoy precision platformers should find considerable satisfaction in mastering these sections, although those approaching the game primarily for its RPG elements may occasionally find the tougher platforming sequences more demanding than expected. Combat introduces another layer to the experience. The android is capable of confronting hostile creatures and other threats with direct hack-and-slash action, making battles a regular part of exploring the wasteland. However, Kandria does not treat violence as the universal solution to every situation. The protagonist's exceptional physical capabilities contrast with her uncertain position among the surviving communities. She may be powerful enough to overcome dangerous enemies, but establishing trust requires communication, completing tasks, and becoming involved in problems that cannot simply be solved with a weapon. This becomes particularly important in the story involving the surviving factions of the valley. The protagonist becomes caught between groups with their own interests and tensions, giving the narrative a social dimension beyond the mystery of the ruined civilization. Around 50 quests provide opportunities to learn about these people while performing jobs such as scavenging, repairing equipment, patrolling dangerous areas, and assisting with other practical concerns. Dialogue choices accompany these interactions and help reinforce the sense that the android is gradually establishing her place within a society that existed before her awakening. The quest system also provides useful structure without completely undermining the freedom of exploration. Players can pursue objectives while continuing to investigate distant areas, search for hidden locations, or uncover information about the old world. Environmental discoveries gradually reveal more about the civilization that preceded the current survivors. This gives exploration narrative value because entering an obscure section of the map can produce more than material rewards. It may also provide another fragment of information about how this devastated world came to exist. Kandria balances its dangerous environments with several more relaxed activities. Fishing is one of the most memorable examples, particularly because the protagonist can turn her sword into an improvised fishing rod. Different species can be discovered and recorded, while valuable catches can be sold to merchants. Mushroom gathering, scavenging, time-based challenges, and other optional diversions further broaden the experience. These systems are not as mechanically substantial as exploration or platforming, but they provide welcome changes of pace and encourage players to interact with the environment instead of constantly rushing toward the next major objective. Customization adds another small but enjoyable incentive for exploration and progression. Numerous outfits allow the android's appearance to be changed, providing cosmetic variety throughout the adventure. The visual presentation itself uses expressive pixel art that suits both the mechanical precision of the platforming and the melancholy atmosphere of the setting. Ruined machinery, underground environments, surviving communities, and abandoned areas create a world that feels damaged without becoming visually monotonous. The extensive soundtrack, containing more than two hours of music, further helps establish different moods as players travel between dangerous, mysterious, and peaceful locations. Another notable feature is Kandria's level editor. Allowing players to create and share their own stages is particularly appropriate for a game whose movement mechanics and handcrafted platforming rooms form such an important part of its identity. Players who become comfortable with the traversal system can experiment with constructing challenges of their own, potentially extending the game's longevity beyond the main adventure. It is an ambitious addition for an independent RPG and demonstrates how much emphasis Shirakumo Games placed on the underlying platforming mechanics. The game's broad combination of genres is both one of its greatest strengths and a potential weakness. Kandria is not purely an action RPG, precision platformer, narrative adventure, or exploration game. It attempts to incorporate significant portions of all of them. Consequently, individual systems may not possess the depth expected from games dedicated exclusively to one genre. The pacing can also fluctuate considerably when the player transitions from difficult traversal to conversations, scavenging, combat, fishing, or lengthy exploration. Yet that unpredictability contributes significantly to Kandria's personality and prevents the adventure from becoming overly repetitive. Ultimately, Kandria succeeds most when its different ideas reinforce the freedom at the center of the experience. Having movement abilities available from the beginning changes the relationship between the player and the world, making skill and curiosity more important than waiting for predetermined upgrades. The combination of challenging traversal, straightforward combat, faction-driven storytelling, numerous quests, secrets, fishing, customization, lore hunting, and player-created levels gives the game an impressive amount of personality. Not every component is equally deep, and its precision-platforming demands may narrow its appeal, but Kandria offers an unusually creative interpretation of the post-apocalyptic action RPG. Shirakumo Games deserves credit for developing and publishing an adventure willing to combine demanding mechanics with exploration and character-focused storytelling rather than simply following established genre conventions. Rating: 8/10
I'm really enjoying the setting, populated with interesting characters it feels alive. The graphics are stylish, the platforming is tight and challenging. The exploration is all open from the start, no impassible blocked passages. If you're in the mood for exploring and maybe finding a new and graphically distinct setting, great go do that. If you're in the mood to talk to the characters and advance the plot, do that. If you're in the mood to conquer some very challenging platforming, you've come to the right place. If that sounds too hard, have you considered cheating, just a little bit in service of your enjoyment?
Приятная и явно недооцененная игра. Игра написана на Common LISP кстати :)
it's very pretty and i had fun playing it
As a Kickstarter backer, Kandria has not disappointed. It's a good mix of platforming, exploration and combat with a great story to help motivate you along your journey. The world is free for you to travel however you see fit, and I often find myself just getting lost in exploration rather than following the quest path. There's an array of interesting characters to meet and a beautiful soundtrack accompanying you along the way. The game also has a number of accessibility options that should allow anyone to jump in and tailor the experience to their needs. God mode, infinite dash, infinite climb and re-spawn on death mean it can be as easy or as hard as you want it to be.
Ambitious game, putting precision platforming sections into a big map making the rooms traversable both ways with different routes. Solid physics, detailed settings, bunch of secret paths, low stress upgrades, fun collectibles. Combat could be better, the combos are there on paper, but spamming light attack is all you need. I liked the vibes with the minimalistic character portraits and the limited story. Reminded me of Knytt Underground with the lack of ability gating.
Fun metroidvania. Some difficult platforming sections. Not always clear how to get places. Weird combat. Still fun.
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.
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| $43.8K | 109 | 60% | $19.99 | |
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