
Labyrinths of Atlantis will give you the opportunity to test your intuition.
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 24 → 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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
overall alright for in between.
Labyrinths of Atlantis is an atmospheric first-person adventure that blends exploration, light survival mechanics, and puzzle-solving within the mythical ruins of the lost city of Atlantis. Developed by ARGames and published by Metal Fox, the game embraces a minimalist approach, placing players inside a mysterious underwater maze where discovery and careful observation take priority over fast-paced action. Rather than presenting an elaborate storyline through lengthy dialogue or cinematic sequences, the experience encourages players to uncover the secrets of the labyrinth by piecing together environmental clues and finding their own path to freedom. The game's defining feature is its procedurally generated labyrinth, ensuring that every playthrough offers a different layout. This randomized structure prevents players from relying on memorization, requiring them to adapt their navigation skills each time they enter the maze. Searching every corridor becomes essential, as important clues are hidden throughout the environment and gradually reveal the solution needed to escape. This design adds replay value while reinforcing the feeling of being lost in an ancient and unpredictable underground complex. Players who enjoy exploration-driven gameplay will likely appreciate the constant sense of uncertainty, although those looking for more structured objectives may find the pacing slower than expected. Although exploration remains the primary focus, Labyrinths of Atlantis introduces several mechanics that create additional tension. A flashlight serves as an indispensable tool for navigating the dark corridors, while a shotgun provides limited protection against mysterious anomalies that roam the labyrinth. These hostile encounters are intentionally sparse, preventing combat from overshadowing the game's puzzle-oriented design. Instead, they function as occasional threats that keep players alert while emphasizing the dangerous nature of the forgotten ruins. The combination of darkness, isolation, and unpredictable enemies helps establish an unsettling atmosphere without relying on excessive jump scares or constant action. The presentation succeeds most in creating an immersive mood. Dimly lit passageways, abandoned architecture, and ambient sound effects work together to produce a sense of loneliness and mystery that complements the game's premise. While the visuals are relatively modest compared to larger productions, they effectively support the exploration-focused gameplay. The soundtrack further enhances the experience by maintaining a quiet but suspenseful tone, allowing players to become absorbed in the search for hidden clues while reinforcing the legend-inspired setting of Atlantis. Puzzle-solving is built around observation rather than complicated mechanics. Players are expected to interpret clues, remember important locations, and gradually uncover the method of escaping the maze. The game avoids excessive guidance, rewarding patience and curiosity instead of directing players through objective markers or tutorials. This hands-off philosophy can make successful discoveries feel satisfying, but it also results in moments where progression becomes unclear. Depending on individual preferences, this design choice may either enhance immersion or create unnecessary frustration during extended exploration sessions. Despite its interesting concept, the overall experience is somewhat limited by its small scope. The procedural generation keeps exploration fresh, yet the core gameplay loop changes very little over time. Combat remains simple, environmental variety is modest, and the game's mechanics do not evolve significantly as players progress. Those expecting a deep survival horror experience or an intricate puzzle adventure may find the content lacking, while players seeking a short atmospheric indie title with an emphasis on exploration may appreciate its straightforward design. Labyrinths of Atlantis presents a compelling premise built around the mystery of an ancient civilization, combining randomized exploration, environmental puzzles, and light survival elements into a focused indie experience. Its greatest strengths lie in its atmosphere, procedural replayability, and commitment to allowing players to solve its mysteries independently. However, repetitive gameplay, limited mechanical depth, and occasional lack of direction prevent it from fully realizing its ambitious concept. Even so, it offers an enjoyable journey for players who value exploration and mystery over action-heavy gameplay. Rating: 5/10
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
恐らく自動生成されると思しき桟橋で構成されたダンジョンを探索しつつ、おそらく自動生成されると思しきクリア条件(毎プレイ時に異なる)が書かれたヒントを探すFPS <特徴的な箇所> ・敵は4足歩行するロボットっぽいヤツ一種類 ・銃はリロード不要だがバーによるなんとなくの残弾管理あり ・空腹や渇きを回復するアイテムがあるが空腹や渇きのステータスはない ・フラッシュライトが投光器並みに眩しいが役に立つ場面は恐らくない <問題点> ・たまに湧く光の柱に触れると無作為な場所にワープさせられるが、袋小路の浮島に飛ばされてそのまま光の柱が湧かずに詰むことがある(初回プレイでなった) ・敵のAIはよろしくない ・ゲーム終了時はタスクマネージャー必須 <良い点> ・1回のクリアで実績全解除可能 <総評> 構造やクリア条件が毎回変化する(と思われる)点は周回プレイにやさしいが、周回プレイするほどの魅力があるかといわれるとやや疑問 100円程度のいわゆる駄菓子ゲーの中でも起伏に欠けると言わざるを得ない だが実績の全解除は非常に簡単なのでそういうのが好きな方はぜひやりましょう
Easy Achievements.
遊戲目標是在一個無止盡的碼頭 尋找散落地板總共六張不同的紙條 湊出6位數由WASD組成的密碼 TAB查看紙條上的密碼 可以全部收集完並按出 或者收集一部分就開始猜 地圖的光粒子效果是傳送陣 靠近會有眩暈感 跟LOADING一樣慢要等待才會傳送 有時會有隱形怪 死了道具就全都不見了
Piece of trash.
Trash game, depending on luck. There are bugs: You can be attacked by invisible monsters. You can be transported out of track. For achievement hunters. You need collect 6 different hints to finish the game. But you might grab the same paper many times if you are unlucky. You can guess the right code after you have 4 codes, the you can have 16 possibilities to try. I personally used 74 min to 100%. But if you are lucky, you may 100% in 5 min.
This game relies too much on luck and has some frustrating bugs. You can be attacked by invisible monsters, and sometimes, you're randomly transported off track. For achievement hunters: To complete the game, you need to collect six different hints. However, due to RNG, you might end up grabbing the same paper multiple times, making progress frustrating. That said, once you have four hints, you can brute-force the code with 16 possible combinations. Overall, the experience feels unpolished and frustrating. Wouldn’t recommend.
This is hardly even a game. You walk around a giant mazelike pier with dumb robot-dog things whose A.I seems to be set to "glitch out forever" so they arent even a threat, and colect pages that are literally stolen from Slender that each have a "clue" on how to win, which ends up just being a short input code thats rewards you with big font saying you win. It takes maybe 5 minutes if RNG actually doesn't spawn you doubles of pages. Don't touch this trash.
Game is glitchy and kinda pointless. Why not give us a reason for being in the labyrinth or finding the papers or even just for the asset-flipped creatures?
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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