
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.
Most likely between $51.3M and $145.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $59.99 | 92% | approximately $85.6M |
| PlayStation | $89.99 | 91% | — |
| Xbox | $59.99 | 84% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $20.42 on Xbox · Türkiye (−66%). Compare 17 prices in 15 markets →
Reviews
Themes across 3139 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
You can pet the cat game of the year (also there is a female mc mod in nexus btw ;3c)
mid
Fast-paced but accessible Souls-Like, and arguably the highest-quality entry in the genre to-date outside of FromSoftware's catalog (with only maybe the in-development 'Mortal Shell II' as the closest point of comparison, based off its demo), which cements an identity of its own beyond its immediate, blatant, influences via highly-tuned combat mechanics beyond a stamina-bar and dodge-roll, in addition the unique, visually distinct, setting replete with the accoutrements of late 1800's Europe, great voice acting, and immaculate soundtrack. There's a lot the game does well, and exceptionally so, in its gameplay and presentation, very much deserving its 'Very Positive' steam review score; but while superbly-polished, and nailing a very specific aesthetic for its world, has very apparent, pronounced, flaws that keep me from adoring it to the same extent as most other Steam reviews gushing over it. Aside from the concessions of the Unreal Engine the game is built in, level-design is exceedingly linear, and without branching, to an extent I have not seen in other Souls-likes, or the Souls series itself ('Dark Souls III', the most linear in the series, feeling immensely more broad and open in comparison), much of the game feeling like following streets or hallways (that are very well decorated, and rarely look identical to one another) between the different zones, with the meager amount of exploration available almost always rewarding you with only a small variety of consumables or upgrade materials you can, eventually, buy from merchants anyway. Likewise, while a considerably more narratively-driven experience, with excellent voice work, the English translation/localization in dialogue and item descriptions is commonly phrased awkwardly, making parsing the exact function of more niche upgrades or abilities less-than intuitive. One such consumable item reads to 'temporarily restore HP', and instead restores HP over time; the status conditions 'Shock' and 'Electric Shock' are bespoke, unrelated, afflictions; loading screens are riddled with sentences such as 'Telephone is a new culture in Kraut'; weapon names often feel like uninspired descriptions than titles (ala 'Acidic Crystal Spear', 'Big Pipe Wrench', 'Circular Electric Chainsaw'); and this non-native syntax continued to be a grating point to my playthrough, though probably just ultimately a reflection of the limited resources of tiny team of Korean developers, that have burnished the rest of the experience to such a caliber that it's easy to forget the limited scope of the project and its means. Regardless, a majority of what the game sets out to do is done better than not, by a massive margin. Difficulty felt lacking - perhaps because the game encourages at least a NG+ playthrough to see different permutations of its story, prompting you immediately once you hit credits, or perhaps because the previously mentioned 'Acidic Crystal Spear' I personally leaned on shreds through the base NG content when built for - falling short of a lot of my specific preferences for particular genre of Action-RPG, but what's here remains a worthwhile, if more beginner-friendly, experience that has eased FromSoftware's stranglehold on polished Souls-likes, if an introduction to the genre or variety within its specific niche is what's desired; albeit one that begrudges going on sale, even years post-release.
Really enjoying this so far. Feels like a blend of Bloodborne and Sekiro, right up my alley. And I'm happy about the performance. Runs incredibly on my older PC.
This is really hard to recommend to new players and the problems i have with Lies of P are not unique to the game but it focuses on them in a way that other souls-likes don't. That said, i still think the genre as a whole (or really the dark fantasy genre) is dying and From Software kinda initiated its death by pushing all of its bad aspects in their later games to the limit. The whole genre devolved from cool 3D metroidvanias/action-RPGs to bossrush-games with extra steps. And the fanbase just doesn't make it any better because they don't seem to care about anything but the bosses and if you don't die atleast ten times per fight it's "too easy and really disappointing"... Lies of P is doubling down on this very hard: You basically get a super atmospheric eight hour game stretched to 40 because reaction windows are incredible tight and everthing just deals massive amounts of damage. And if you struggle through a boss and finally get them down to their last bit of HP they potentially pull out a new and extra long attack-combo that just annihilates you. Or you get attacks that have super long wind-ups with weird crackling and shivering animations to feint a hit and then they release the attack near instantaneous - have fun reacting to that in an intuitive manner. Every enemy is designed to be as irritating as possible and the game constantly wants you to figure out what attacks look like and where the sweetspots to deflect and dogde are, but if you make a mistake (and figuring out sweetspots is where those mistakes will happen) you get beaten to a pulp and need to repeat whole sections again to reach the part where you died, just to die again to a different attack. Every encounter feels like an exam and the payoff is another exam down the next corridor! They could have made this alot less exhausting by making the timings more lenient and corpse runs a bit shorter but they didn't. The trial and error design philosophy these games adopted is just not doing it for me anymore and i remember that it used to be called out by reviewers and players alike for being a cheap way to lenghten playtime. Not every dark fantasy game needs to be as punishing as possible to be enganging. But hey, if everyone just compliments the devs because "this fight or that part of the game was super duper awesome because it was nearly impossible and took 30 attempts to finally get through" or tell other devs their games are going to die quickly if they don't crank up the difficulty (even if the game isn't supposed to be a souls-like but has similar aesthetics), then future games will only get more and more absurd in their difficulty. Maybe some game down the line will introduce a fight that is truly impossible to win and put an achievement behind it to really let that part of the community lose their mind over it. I am playing the game on switch 2 and suffer my way through the dlc right now. The only things that keep me playing are some fun combat mechanics, the art design, story and music which is really nice.
玩过最蠢最傻逼的游戏 集魂游的所有糟粕之大成者 处决做的蠢的一匹 不仅要求蓄力重攻击才能处决 奖励直接变惩罚,而且处决位置极其苛刻,老是平A就是不处决。 总体游戏动作做得垃圾的不行,比魂还要僵硬还要笨拙,弹反手感差到爆炸,翻滚基本等于没滚 打boss完全没有交互感,你玩其他的游戏打boss打得好点像是高手博弈,这游戏tm就像两个痴呆儿再菜逼互啄,哪怕是魂游都没有僵硬笨拙到这个地方。对于喜欢手感好的灵活的动作类的玩家 极度不推荐
Geppetto fumador de porros, tenia un almacén lleno con marionetas travas, creyó que no lo íbamos a descubrir.
Очень комфортный и уютный souls-like. Имеет не слишком высокий порог вхождения в отличие от серии Dark Souls. История невероятно трогательная, и еще лучше ее можно прочувствовать, поиграв в dlc (покупается отдельно, но оно однозначно стоит того, поскольку дополняет историю и делает ее по-настоящему цельной). Может, не слишком мудрено и оригинально, зато душевно и со своей шикарной атмосферой. В игре имеется огромное количество разнообразного оружия, которое еще и можно комбинировать и пересобирать между собой, меняя рукоятку и лезвие, также есть всевозможные метательные предметы. Большой выбор оружия и вариативность использования всех ресурсов делают игру максимально интересной для исследования. Однозначно рекомендую пройти любителям этого жанра, а также мрачных ретеллингов)
One of the most successful Soulslike games not made by FromSoftware. Insanely good game! i love it.
Te amo Pinocho ❤