
Explore the remains of a fallen world from fascinating perspectives! Slip into the role of different animals to uncover the fate of an ancient world. Dive into deep waters, fly at lofty heights, dig underground as a mole or even climb steep cliffs with a mountain goat, there are lots of ways of getting around.
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.
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 Sep 14 → 0.8/day in the week after.
About

Genres
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−60% | 5.2Kreviews | 88% | — | $1.2M |
| $29.99 | 374ratings | 92% | — | 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 805 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First run with commentary off; it's a visually beautifully crafted game. From the level elements, the general stylization, and the audio design, it can be very stunning at time with how things are framed within the cutscenes - when unvoiced. The first hiccup I've had is that the world is suppose to be located in a fictionalized Andes, when the first animal you encounter outside yourself is a Wombat. An animal famously not located on the same continent. And it kept compounding as I worked through the story and finding more things that felt out of place in the setting, such as portions of the scenery and other animals. It was a strange quirk, but I could look past them for the minimal gameplay elements, aside from the water slide and quick time events. Some of the maps felt like they could've benefited from tightening up, or reducing the empty space that functioned mostly to facilitate vast vistas. Especially around the mid section where it was void of things when it wasn't tightly constrained to smaller levels; it has an obsession with every man-made structure being megastructures, to the point it feels comedic that you go from one area with a megastructure to yet another area with a megastructure, constantly. Leaving the aspect of the ending aside - afterwards I played it with commentary on, and while I'm sure the VA did the best with the material, if dragged down the second run to work on the collectables. It made the flaws of the game and world design that much more pronounced as every single obvious detail was pointed out in the 'memories', to the point of hand-holding and farce. And even if it wasn't my second playthrough, it telegraphs the story way too fervently, it drops the story from decent/serviceable to slapdashed together to tie together why the player goes through the second half. Mechanically it works in the most barebone sense, but extremely confusing why some choices were made in how they work. Without commentary on, the soul is functionally useless even when it responds. The birds all act differently - one is a glider, another is a helicopter, and another has constant momentum - making it feel cumbersome to go from one to another. The rmb ability is extremely useless unless the player is a certain animal, and that sadly is a common issue. And makes some animal choices being solutions to problems made up for the player and grabbing the first animal that comes to mind to solve that specific issue. It leads to there being four different buttons for interacting with the world; one of them just being for one achievement. The game lists two other interaction buttons that I never needed to push to get through it twice. I tried to give it the benefit that it had some teething problems in some areas; but there's too compounding flaws to recommend it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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*, German*, French, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese*, Russian, Korean, Traditional Chinese, Turkish*languages with full audio support
| $29.99 |
| — |
| — |
| — |
| 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 805 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Купила эту игру и влюбилась. Игра очень атмосферная, насыщенная. В конце даже плакала над концом настолько с душой сделанная игра. Однозначно рекомендую. Это восторг!
Eine Tier-Walking Sim ohne viel Tiefgang mit einer recht vanilla gestalteten Welt.
Красиво, конечно, но душно выполнять ачивки и пытаться собрать колектоболсы. Пройти бы просто бегом - неплохая игра, пытаться рыскать в каждом углу - увольте. Сюжет вообще не тронул, но поздновато поняла как пропускать катсцены и приходилось страдать. И не советую играть в VR, более 15 мин мой желудок не выдерживал, хотя опыт игры в шлеме немного имеется.
Bring tissues... This game is a masterpiece.
画面,没得说,主角毛茸茸的好评。但整个游戏的前半部分时长都是在高度相似的环境中度过的,所以就算再好看,玩前半部分的时候也该看腻了,还好后面又出现了一点点其他类型的环境。 玩法,如果不找收集品的话非常简单休闲,就纯闲逛。但一部分动物(特指山羊)的操作方式跟其他的都不太一样,而且初次附身山羊时也没有操作提示,导致我在这个动物的每个新操作上都卡关许久。至于如果要集齐收集品,那绝对是很折磨了,收集品都藏在各种边边角角,还有的收集品在那种挺考验操作的关卡里,反正我是懒得收集。 任务引导,很迷,经常迷路。就算用游戏内置的问路,每个检查点也只能问一次,而且是这样的:“我们要去远处那座山。”哪座山?不知道,甚至不会把我的镜头对准我要去的那座山。甚至临近结局响起抒情的片尾曲,一幅主角终于自由的景象时,我也迷路了,而只能从检查点重新开始,就这么硬生生打断了早已酝酿好的感情。 剧情,事实上我感觉这游戏要是不加上幽灵的解说的话,那这故事说不定还挺唯美很感人有哲理的,然而如果幽灵不解说,光靠我看图说话的话我肯定看不懂它讲的什么;但如果让幽灵把每一个画面都解释出来后,只能说这故事相当一般,玩到前期就已经可以把这个故事猜的差不离了。[spoiler] 对不起,我没有那种想让我爹理解我良苦用心,并且为失去我追悔莫及的心理需求。可能有别人需要吧 [/spoiler] [spoiler] 最后爹那句突然悟到的道理:“光之城说不定并不存在,我在这一路上如果说学到了什么道理,就是只有我们两个在一块就足够了(意思差不多吧)”更是把我看乐了,这种又直白又生硬的说教还是不要出现在儿童动画之外的地方了好吗 [/spoiler] 另外我玩的时候这游戏的成就貌似有bug,跳出来的成就一直都是错的,我才玩了一半就给我跳“已完成全部成就”的成就,跳完这个成就之后又跳别的成就。以及官中不是很理想,但这游戏需要看的文本不多,所以就凑合着看了。
Much relax.
This game is great! there are many emotions to it and the quality is fantastic, I just wished there were more activities or problem solving in the game other than running around and looking at past memories, but the detail in the story is great anyway and tells the player even the smallest of details
Lost Ember is a deeply atmospheric adventure that invites players into a world long abandoned by humankind, where nature has reclaimed every ruin and memory. Developed and published by Mooneye Studios, the game places you in the role of a wolf whose body becomes the vessel for a lost human spirit. Together, these two wanderers embark on a journey to uncover the truth behind a fallen civilization and the wolf’s own past life. Rather than relying on combat or puzzle-heavy challenges, the experience unfolds as a reflective exploration through sweeping landscapes, ancient structures, and symbolic visions that gradually assemble the story of a world once full of conflict and beauty. One of the defining features of Lost Ember is its animal-transformation mechanic. As the wolf, you have the ability to inhabit various creatures across the world, each offering unique movement and ways of interacting with the environment. You might soar through canyons as a bird, dig tunnels as a mole, glide through water as a fish, or take to the skies on the wings of a hummingbird. This shifting of perspectives brings a refreshing sense of freedom and variety to the exploration, and the transitions between animals are seamless enough that the world feels interconnected in a natural, almost spiritual way. The game uses this mechanic not just as a traversal system, but as a narrative tool—your ability to move through the world like its inhabitants underscores themes of rebirth and rediscovery. Visually, Lost Ember is striking. Its art direction emphasizes wide-open landscapes, thick foliage, and remnants of forgotten architecture, all tied together by soft lighting and vivid color palettes. The environments range from quiet forest clearings to hauntingly beautiful temples reclaimed by vines, with each region evoking a distinct mood. The soundtrack and ambient audio further enhance the contemplative atmosphere, offering a blend of gentle music and environmental sounds that settle into the background rather than dominate it. Moments of flight, in particular, create some of the most memorable scenes, with sweeping vistas and serene momentum that embody the game’s meditative spirit. The narrative is delivered with restraint, relying on environmental storytelling, brief voiceover exchanges between the spirit and the wolf, and memory fragments that appear as glowing echoes of the past. The story focuses on guilt, redemption, and the emotional scars left behind by societal collapse. While the plot is relatively simple, it grows in emotional depth as more memories are uncovered, and by the final chapters it forms a cohesive picture of the characters’ intertwined lives. This approach allows the game to maintain its slow, steady rhythm while still offering narrative payoff. It never overwhelms the player with exposition; instead, it invites them to assemble meaning gradually, much like uncovering pieces of a long-lost mosaic. However, Lost Ember’s strengths are balanced by some noticeable limitations. Mechanically, the game is extremely light. There are no enemies, no complex systems, and very few genuine puzzles. Players looking for challenge or gameplay-driven depth may find the experience too passive, as most interactions boil down to finding memory fragments or using animal abilities to move between zones. Technical issues also appear in some versions of the game, including occasional frame stuttering, odd animation quirks, and moments when controls feel less responsive. These flaws don’t ruin the experience, but they can interrupt the immersion in a game so heavily reliant on atmosphere. Even with these shortcomings, Lost Ember stands out as a heartfelt, artistic creation with a clear purpose. It offers a soothing alternative to traditional adventure games—one that values quiet contemplation over action, and emotional storytelling over mechanical complexity. It’s a journey best approached with patience and curiosity, allowing the world to unfold naturally and the story to resonate at its own pace. Players who appreciate calm, visually rich explorations—titles like Journey, Abzû, or Spirit of the North—will likely find Lost Ember an affecting and memorable experience. For those seeking depth of gameplay above all else, it may feel sparse, but for the right audience, it delivers a unique and touching adventure. Rating: 8/10
The story Line behind this game will blow you away! I am so very glad that I bought this. Please if you have the time and want something relaxing and a wonderful story this is worth everything
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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