
Lies of P is a thrilling soulslike that takes the story of Pinocchio, turns it on its head, and sets it against the darkly elegant backdrop of the Belle Epoque era.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Polish, Korean, Italian*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 745 reviews with recorded playtime.
Reviews
Themes across 743 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
this is my first souls game and until now its top 5 game of all time for me
Peak
感觉疯驴子是对的
!
спасибо разрабам, с задержкой в развитии, за атаки с задержкой на каждом враге
su ana kadar oynadıgım en sıkıcı soulslıke olabılır 5/10
ist gut aber elden ring ist besser
I wanted to like this game, I really did. It starts very strong, an interesting narrative with a very engaging initial trek through Kratz. Unfortunately at some point it seems the development team adopted the idea that they must out BS DS no matter the cost, and it ends up ruining this otherwise compelling offering. Lies of P spends the first 5 or so 'chapters' setting itself up very well, then quickly turns the tight narrative and engaging scenery into a literal torture chamber that leaves you longing for the days of running along tight ropes back in Anor Londo while knight archers shoot great bows at you. I don't know why, but the difficulty ramps up and it ramps up in the worst possible way. Platforming and deliberately targeting weak points in the players toolkit. Whereas the magic of DS is the designers ability to make their shenanigans feel like it's your fault, (practically originating the 'get good' meme) this game very blatantly leaves it obvious that the designers are just F'ing with you on purpose. The primary source of such occurrences is the ridiculous amount of platforming for platforming's sake. At some point it no longer feels like the game you started playing and feels more like a Mario game with all the jumping and tight rope walking. Even DS left most of it's platforming perils to Blight Town and Anor Londo. But the more stand out example of the game grating on nerves is the decision to eliminate the very idea of poise. Any enemy, anytime will 100% interrupt your attacks, there's almost no trading of blows in this game. Which wouldn't normally be a problem on it's own, but they had to give even legless puppets crawling along the ground range that's far greater than even your longest range melee weapons. Unarmed foes can literally hit you with their bare fists from almost half a screen away. And these are the ORDINARY foes. The bosses are an entirely different level of BS and all boil down to having the ability to both attack and retreat entire screen lengths at a time. All this is topped off with the decision to give every enemy (even basic 'trash' enemies) the ability to suddenly turn red and bypass your guard/ability to block. And most can do this with seemingly no limit, especially large 'sub boss' type enemies. There's much more, like every weapon feeling like slapping the enemy with a wet noodle even when fully upgraded, to Stamina being hard capped much lower than in similar games to deliberately amplify the issue mentioned above with the lack of poise. I was hoping this game would turn around, but it never does. It starts off very strong in my opinion but then just jumps off a cliff into one of it's own many fall hazards. In short: Pros: Very unique/beautiful environments. Great tone and setting. Conveys the sense of emotion it's trying to very effectively. Bright welcoming areas like Hotel Kratz work at making you feel at home, while dark, spooky areas like Kratz train station work at creating a dark/tense/scary atmosphere. Tight animations and control feel. Cons: Too much needless platforming, like, wtf? Why are there so many falling hazards in this game? Lack of Poise, makes for a unique combat feel, that unfortunately doesn't feel particularly good. Lack of poise compounded by the fact that pretty much every enemy in the game can bare knuckle outrange you even while you're equipped with a 10 foot long axe made of puppet corpses. Bosses are on a whole nother level of BS. Each one can generally attack from a screen away and retreat an entire screen, often in the same motion. The one stat that can somewhat offset these failings (stamina) is deliberately limited. (+1 stamina after 30 points? REALLY?) So much so that you often find yourself running out of stamina just blocking a boss attack then running across the screen to just get in range of the stupid thing to slap it with your wet noodle weapon that's rapidly running out of durability. This ended up being one of the only games I spent this much time with that actually makes me feel like it was wasted time as my problems with it only get worse the longer the game goes on, not better and by the end I just wanted to be over with it already.
didn't finish this game yet but that far it's great I love it
A genuinely beautiful work of art. Amazing in almost every aspect. If they do go the AI route for the sequel, I'm killing myself
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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