
Go on a voyage of discovery following the traces of a mysterious culture. Discover diverse landscapes, investigate abandoned artifacts, and wake strange machines from their slumber.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 151reviews | 65% | — | $32.9K |
| $19.99 | 31ratings | 54% | — | 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.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Memorrha is one of those rare first-person puzzle adventures that genuinely trusts the player. It drops you into a mysterious, ancient world with almost no hand-holding and gradually teaches you a rich, layered language of symbols, mechanisms, and logic systems. What emerges is a thoughtful, often elegant experience that rewards curiosity and patience in equal measure. At its best, the puzzle design is the clear standout. The game builds its systems slowly and deliberately, introducing mechanics like energy flow, symbolic logic, and environmental machine interactions in a way that feels organic rather than tutorialized. Solutions often require lateral thinking and experimentation, and there’s real satisfaction in deciphering how different elements connect across the world. It’s the kind of design that encourages “aha!” moments rather than brute force solving, and it frequently delivers them. Closely tied to this is the game’s sense of world-building and lore. Memorrha doesn’t tell its story through exposition-heavy cutscenes, but instead through environmental storytelling, ruins, artifacts, and the silent language of its ancient civilization. The result is a world that feels cohesive and intentionally constructed—like you’re slowly decoding the remnants of a lost technological culture. There’s a quiet intrigue to it that works especially well alongside the puzzle progression. One of the most underrated strengths is its educational and cognitive design value. The game effectively trains pattern recognition, symbolic reasoning, and systems thinking without ever feeling like a textbook exercise. It’s structured in a way that encourages learning through exploration and trial, making it almost pedagogical in its approach to puzzle logic—an experience that can feel genuinely enriching rather than purely recreational. It also deserves credit for its creative freedom in solutions. Many puzzles allow for multiple approaches or at least flexible reasoning paths, which keeps the experience from feeling overly rigid. The game often nudges rather than dictates, letting players assemble understanding at their own pace. This openness is part of what makes it compelling for dedicated puzzle fans. In terms of scope and length, Memorrha lands in a sweet spot. It’s substantial enough to feel like a full journey rather than a short conceptual experiment, and its pacing allows ideas to breathe and evolve. By the time you reach the later stages, you’ve built up a real sense of mastery over its systems, which makes progression feel earned. That said, the experience is not without its flaws. The most commonly reported issue—and one that becomes more noticeable toward the end—is technical instability and bugs. These include occasional glitches, interaction issues, and performance drops that can disrupt the otherwise immersive flow. In some cases, late-game sections feel less polished than the opening hours, with occasional softlocks or awkward object interactions breaking momentum. These issues don’t ruin the core experience, but they do undercut what is otherwise a carefully constructed puzzle journey, especially in the final stretch where cohesion matters most. Despite that, Memorrha remains a strong recommendation for fans of thoughtful puzzle design and atmospheric exploration. It’s not the most polished title in the genre, but it is one of the more intellectually engaging ones, and its world lingers long after the final mechanism is solved. Overall: A smart, atmospheric, and creatively structured puzzle adventure with excellent symbolic design and world-building—held back only by increasing technical roughness toward the end.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Simplified Chinese, Russian, Portuguese - Brazil, Japanese, Arabic, Turkish, Traditional Chinese +5 more
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game, graphics and high-level goal breakdowns. Perhaps there is a little lack of additional training in mechanics, but everything is perfect. We are waiting for the continuation or another puzzle!
J'Ai abonné ce jeu pour mauvaise sauvegarde et toujours entrain de recommencer à chaque tableau même si je fais des sauvegardes. C'est vraiment dommage.
⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠛⠛⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡏⠀⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡇⠀⠀⠀⠀⠀⠀⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠀⠀⠀⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠿⠛⠛⠋⠉⠀⠀⠀⠈⠹⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⠛⠛⠛⠛⠛⠛⠉⠉⠉⠉⠉⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣾⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡿⠀⠀⠀⠀⠀⢀⣴⣶⣦⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⣤⣤⣶⣶⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡇⠀⠀⠀⠀⠀⢸⣿⣿⣿⠀⠀⠀⠀⠀⠀⣴⣦⣄⡀⠀⠀⠀⠀⠀⠒⠶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠀⠙⠛⠁⠀⠀⠀⠀⠀⠀⢿⣿⣿⠇⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⠿⢿⣿⡄⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⣀⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣇⠀⠀⠹⣿⡀⠀⠀⠀⠀⠀⠺⠿⠟⠛⠛⠛⠻⢿⣷⣦⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⠀⠀⠀⣿⡇⠀⠀⠀⠀⠀⠀⠀⣀⣀⣤⣤⣤⣀⠈⠻⣿⡆⠀⠀⠀⠀⠀⠀⠀⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⡟⠀⠀⠀⠻⣿⣶⣾⣿⠿⠿⠿⠿⠟⠛⠋⠉⠙⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠺⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣠⣴⡿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠐⣿⣿⠿⠛⠛⠉⠀⠀⠀⠀⠀⠀⢀⣀⣠⣤⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣷⣄⡀⠀⠀⠀⠀⠀⠀⠀⢀⣽⣿⣿⣿⣿DIFÍCIL. MAS É BOM, PÓ COMPRA!⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣶⣶⣶⣶⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀
pros: - 游戏核心机制的展开还算可以,铁匠铺的谜题算是唯一觉得有些设计在里面的部分 - 壁画作为一些谜题提示和故事线暗示,至少有让人收集的欲望 cons: - 优化有点烂:没想到自己的电脑配置在某些场景还会掉帧;谜题完成后的启动动画有点过于慢了,会感觉有大量的时间浪费在了等待上,这部分在中期绿色房感受尤为明显;进新地图的过场演出虽然有些能ESC跳过,无法跳过的缓慢过场亦是存在。我本以为这种过场里的机位转换会提供一些新信息,体验下来并无 - 角色附带小平板开着走的时候会卡视角,比如拿着贴墙了会直接举到头顶上;由于流程过于线性,平板里的地图功能成了鸡肋,而且必须开着地图跑图才能开战争迷雾,意义不明 - 游戏引导较烂,这里指的并不是核心机制,而是一些解谜之外的东西,想太多会徒增烦恼。(这种深度的核心机制也谈不上需要引导 - (重要)我怀疑他们发之前都没好好测,进行到中后期某部分,能通过跳跃卡模型边缘的方式跳过谜题直接按下最后的按钮。不知道是不是因此触发了softlock,之后的流程里地板直接消失,我以为只是地板贴图消失就直接往下跳,然而不幸开始自由落体,遂发现制作方连最基本的防掉出地图都没做。最牛逼的是我甚至不知道这游戏有没有autosave,所以下降的时候手贱存了个档,读档发现依然在下落中,想继续玩只能重开,感觉浪费了5个小时,实在是难受,短期内应该不想再开了 Around the mid-to-late game, by jumping along the edges of certain landscape models, it’s possible to bypass part of a puzzle and press the final button early. I’m not sure whether this breaks a trigger or flag, but in the following section the floor geometry disappeared entirely. At first I assumed it was just a visual glitch and jumped down, only to end up falling indefinitely. There appears to be no out-of-bounds fail-safe or recovery system in place. What made this worse is the save system. I couldn’t tell whether the game had autosave (at least from my entire playthrough I didn't notice any note like 'auto-saved'), and I manually saved out of habit while falling. Reloading the save simply placed me back into the same falling state, effectively softlocking the playthrough. The only option left was restarting from the beginning. Losing roughly five hours of progress to what seems like a preventable edge-case bug is extremely frustrating. I don’t think I’ll be launching the game again anytime soon.
Still feels buggy
整體來說非常棒的設計,雖然有些缺點,也不減這款遊戲玩法的魅力。非常推薦益智遊戲喜愛者。 [hr][/hr] [h2]優點[/h2] [list] [*]這款遊戲非常努力在打造一款沒有劇情文本的遊戲體驗,讓這個文明保持很高的神秘,營造很棒的氣氛。 [*]用[spoiler]邏輯閘[/spoiler]出的謎題很吸引我,而且雖然這個邏輯有一直在整個遊戲陸續出現,可是每回出現的謎題型態都有所不同, [*]謎題量我覺得拿捏得不錯,能讓人適應,而不會多到教人有作業感的厭煩。 [*]符號的設計驚為天人,既有幾何(或顯示效能)上的簡單,又有美感,還能讓不同關卡的符號又有明顯區別。 [*]音樂跟場景也是美得讓人很身歷其境,叢林的光影、遺跡的荒蕪、水晶的光亮。 [*]多結局也滿讓人驚豔的,雖然我覺得還是沒有完全搞懂所有的謎團XD。 [/list] [h2]缺點[/h2] [list] [*]因為玩法的提示完全仰賴圖版的圖解,雖然大部分好懂,但還是會覺得整體稍嫌不夠友善。 像是有比較不需要的圖版就很好找,也有指引關鍵的圖版不怎麼好找。 [*][spoiler]礦車[/spoiler]的操作機制,有圖解但希望能更完整一點。 [*]有遇到一些令人哭笑不得的狀況,如果是胡搞瞎搞導致的道具卡住倒無妨。 在使用[spoiler]傳送機[/spoiler]完東西會因為機制,從手上掉落,如果是掉到[spoiler]傳送機[/spoiler]後面的話, 雖然撿得回來。但是沒發現到的人就會因為以為不見了而崩潰。 [*]有部份地方的燈光過於昏暗,[spoiler]而且還故意藏東西在這XD[/spoiler]。 [*]存檔機制是完全自動存檔,可是只有在固定的 checkpoint 會觸發存檔。 這點造成的不便已有玩家表示,而我則是遇到網路不穩而存檔失敗而產生的錯誤,最後只能從頭二刷一遍。 [*][spoiler]不同關卡間可以合作[/spoiler]的部份,我覺得好需要提示,否則真的好難想到XD。 [/list]
The game is set in a beautiful world, filled with secrets and fairly interesting ways to find them. I was even disappointed that some of the things I've attempted, such as climbing a tree in the fountain area, that got me somewhere did not lead to anything, not even an Easter egg, but that is hardly a complaint. The puzzles were mostly good, a fun take on simple logic circuit based puzzles. The game, however, is far from polished. There were many bad things that sometimes made me close the game out of frustration. The biggest ones are plates not successfully going into their slots, and there aren't any apparent fixes to this issue other than standing there, moving forward and backward, hoping the plate will finally slide in. Scanning anything is an unnecessarily tedious process. Sometimes projecting symbols didn't work well even though they intentionally left a large margin for success. What I love about this game is its approach to explaining the rules. Everyone knows The Witness is a classic with its stunning ability to stay silent while everything makes sense. I'm sure Memorrha took inspiration from them, and it worked out. Rules and ways to progress are all there, explained to you without words, waiting for you to realize that. I am disappointed in their approach to achievements. Replaying the game in its entirety only to get a speedrunning achievement, when it is puzzle-oriented, is not fun. There is no reason for me to do all that again just so I can finish it faster, so it's one of the rare cases I won't even attempt to complete them all. UI/UX could use work, especially since (at least to me) it isn't intuitive that deleting a savegame would be the option listed in the bottom middle of the screen, whereas loading the save would be listed in the bottom right, seems easy to mess up. I am not sure, but I also think it's easy to get softlocked, especially towards the end. I got away by leaving and reentering the save, but I am not sure what would have happened if the game did auto-save, as I didn't see a clear way out. In conclusion, get this game for a nice set of puzzles, approach it as just that, and try not to get too annoyed. If you are looking for a polished game, don't buy it as it will be a good source of frustration.
O jogo é super interessante, mas tem tanto bug e tanto problema pra salvar que perde a graça quando o jogo trava, fecha e volta horrores do progresso.
Game was great until near the end, ended in a softlock 2 puzzles from the end due to a game breaking bug, development has seemed to stop but critical bugs like items phasing through the floor and the carts not working is a straight no for me.
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Where this game's players are, estimated from review languages.
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