
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 30.71/day in the week to Sep 14 → 54.67/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99−50% | 82.8Kreviews | 92% | #91 | $77.5M |
| $59.99 | 50.1Kratings | 91% | — | not modelled | |
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
Reviews
Themes across 2985 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8.5/10
有点上头,挺好玩的
Masterpiece.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best KR #51, worst JP #97 · 14 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 30.43/day in the week to Aug 6 → 37.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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*, French, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Polish, Korean, Italian*languages with full audio support
| $59.99 |
| 29.4Kratings |
| 84% |
| — |
| 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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一部矛盾的产物(75/100) 不要在玩家没有犯错的时候惩罚玩家! 战斗系统的广度很大,义手,战技,弹反精防,武器拆分build,可以滚着玩也可以弹着玩。 在一个多选择的游戏内,玩家的战斗应该是自己选择自己想要的方式去战斗,或者选择对于这个敌对单位优秀的机制去战斗(这一信息应该是可以被识别或者观察到的) 但显然,这一部作品并没有做到。在前期怪物难度曲线十分低,Boss战很多都是看滚走位就可以打赢的Boss。Boss几乎没有什么很复杂的派生,大部分基本都是固定的Set,没什么RNG。 但是到后期,愈发多的Boss出现攻击欲望极强,大量的位移攻击和拉开,导致两个很严重的情况: 1. 突然颠覆你需要习得的战斗技巧: 前面习惯了看滚或者以翻滚为玩法的玩家,非常难以适应这些Boss的攻击节奏。这一类前期选择以翻滚拉扯走位绕背等战斗方式学习的玩家,到这些Boss面前,弹反或者精防的战斗记忆是很弱的,因为没有练习。此时这个Boss又是不得不精防过的,玩家的学习曲线被颠覆,打起来挫败感极强,已经会的东西用不出来,不会的东西成了过关的技术要求,而明明之前没有这个要求。举个例子:魅影行者。 这一种设计逻辑就好像,你参加赛车比赛,你开的也足够快足够准,一路连胜到了四强,结果四强要开的车是挖掘机,还要边开边挖土。 2. 推至版边的情况及其常见: 因为大量的位移和突进攻击,导致玩家很容易被推至版边。这个游戏可没有所谓的在版边滚无视碰撞体这一回事,你进了版边,Boss:跟我的大碰撞体说去吧。卡着你永远出不去,只要倒地在版边,配合那个稀烂的镜头,不被连死你是这个(大拇指)。 这两个点是我觉得最大的问题。 其他之余怪物换皮,大量怪物素材复用,后期堆怪极其严重,窄道放精英怪不杀过不去没办法直接跑图,捡东西强制散步,这些问题也都是设计上的瑕疵。有一个非常蛋疼的点就是,有奖励我就得清图,甚至有的时候过路我都得清图,不清图窄道过不去。 这里有大量的地图设计问题无法简单总结,地图引导确实是不太理想,后期大量的迷路,以及视觉注意点和正确道路的错位,使得整体的体验很差,打开一个捷径很多时候只是一种负反馈消失的释然,一种解脱。 这部作品是有自己的风味的,整体玩起来有自己有意思的地方,也有一定的驱动力让人不断去探索,但是一周目实在是有点瑜不掩瑕,探索本身带来的新奇和恶意的设计相冲之后,剩下的可能就是疲惫居多。 以及我觉得涉及游戏最重要的一点=_=: 不要在玩家没有犯错的时候惩罚玩家!不要在玩家没有犯错的时候惩罚玩家!不要在玩家没有犯错的时候惩罚玩家!
❤🦋心脏砰砰作响🌹❤
ZAEBIS
bao pra caralho
你的连段很夸张,但是伤害又很幽默。
Incroyable
simplemente hermoso por donde lo mires y te gusta los juegos tipos souls este no se queda atrás y ahora que lo platine simplemente puedo decir esto fue LIES OF PEAK. y aun asi lo sigo jugando pq es hermoso
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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