
Something is wrong with the heart of magic. Play a young archivist venturing out into a dying world, cataloging its mysteries and its wonders to unearth the truth. Nanotale is the new adventure from the Typing Chronicles franchise and the spiritual successor to the acclaimed Epistory.
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 27 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 41/day in the week to Jul 15 → 0.14/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.
About

Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 865reviews | 76% | — | $345.9K |
| $19.99 | 27ratings | 72% | — | 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 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game is unfortunately a buggy unplayable mess. Bugs I have experienced so far: Going through a loading zone while mounting, causing me to die instantly (HOW????) when exiting the loading zone. This then triggered the save point, meaning respawning at my last checkpoint instakilled me, and reviving (respawning at your last checkpoint) also instakilled me. This bricked my save. nice. Multiple out of bounds issues. Quest that refuses to turn in despite all prerequisites being met. Each of the lore markes on the map was replaced with the turn in sidequest icon. Had to replace save a second time. nice. Camera completely breaking between loading zones necessitating a relaunch of the game if you want your POV back. top down is good and all but what if instead we made you look straigh ahead, with the terrain blocking you, so your entire screen is just a wall of 'rock' or whatever the biome dictates. Horrible collision issues when using the ice walk mechanics. Outside of the bugs, the moment to moment gameplay is kinda uninspiring, every """puzzle""" is a chore, no fast travel between zones is infuriating, and the 'send decoy' being bound to the same key as the mount by default is possible the most retarded default bind i've even enouneterd. you clip one pixel of a wall (wish dodgy collision mind you) and you get autodismounted, where continuing to hold the mount key then drops you into the decoy mode wasting even more time from your dismount that you only use beacuse they didnt just allow you to teleport. graphics and story/lore are adequate (nothing amazing but nothing terrible) but not worth suffering through the rest of the game to get to.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Russian, Hungarian*languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great typing learning adventure game for kids
Le genre de jeu qui peut se relancer tous les ans pour se refaire une petite session dactylo dans l'amusement.
(6/10) 한글어로는 엔딩을 못보는게임 마지막에 자신 이라는 스킬을 배우는데 이거 때문에 최종보스랑 대화할때 남작 이라는 대사를 못쳐서 진행이 안됨 영어로 바꿔서 깨는것만이 가능
Letting my kids play this game to improve their typing skills. they love it! Their typing is definitely improving and they're enjoying the adventure.
Nanotale - Typing Chronicles is a bold and imaginative adventure RPG that fully commits to an idea most games only flirt with: making typing the core of every meaningful interaction. Developed by Fishing Cactus and published by Fishing Cactus alongside PID Games and 2PGames, it expands on the studio’s earlier experiments in keyboard-driven gameplay and presents a world where language itself is power. Rather than treating typing as a novelty or optional input method, the game builds its entire identity around words, transforming the keyboard into a tool for combat, exploration, problem-solving, and storytelling. You play as Rosalind, a young Archivist tasked with exploring a vibrant fantasy world that is slowly being overtaken by corruption. The premise is rooted in discovery rather than conquest, framing your journey around cataloging creatures, studying environments, and uncovering forgotten knowledge. This focus fits naturally with the typing mechanic, as nearly every action requires engaging directly with language. Enemies are fought by typing the words attached to them, spells are cast by entering specific terms, conversations unfold through keyword input, and even environmental interactions demand precise textual responses. The result is a game that feels intellectually active, constantly asking the player to think, read, and react through words. Combat is where the typing system becomes most immediately engaging. Encounters unfold in real time, with enemies displaying strings of text that must be typed accurately to deal damage or apply effects. As battles grow more complex, words become longer, modifiers stack, and multiple targets demand attention at once. This creates a unique tension that blends reflexes with literacy, rewarding accuracy and calm focus under pressure. Spellcasting adds another layer, allowing players to combine typed effects in different ways to control crowds, manipulate the environment, or deal direct damage, turning combat into a kind of linguistic puzzle rather than a test of button-mashing speed. Outside of combat, typing remains just as central. Exploration is guided by textual interaction, from activating ancient mechanisms to nurturing plants that open new paths. Dialogue avoids traditional dialogue wheels, instead asking players to type keywords that reflect curiosity, empathy, or investigation. This design choice subtly reinforces the game’s themes, making the act of communication feel more deliberate and meaningful. Rather than passively selecting options, players actively participate in conversations, which helps the world feel more responsive and alive. Visually, the game presents a colorful and stylized fantasy setting that complements its whimsical premise. Environments are varied and expressive, ranging from lush forests and sunlit plains to eerie, corrupted regions that hint at deeper narrative stakes. The art style is clean and vibrant rather than hyper-detailed, ensuring that on-screen text remains readable even during hectic moments. Subtle animations and sound cues help reinforce feedback, making successful typing feel satisfying and mistakes immediately apparent. Progression is handled through traditional RPG systems, with Rosalind gaining experience, unlocking new abilities, and improving her typing-based toolkit as the journey unfolds. This sense of growth is both mechanical and personal, as increased familiarity with the game’s vocabulary and systems naturally improves performance. Over time, players begin to recognize patterns, anticipate word structures, and type more confidently, creating a rare synergy between player skill and character development. That said, the game’s commitment to typing also defines its limitations. Players who struggle with fast or accurate typing may find the experience demanding, especially during intense combat scenarios. The pacing of the narrative can feel uneven at times, with stretches of exploration that lack clear direction, and tutorials occasionally leave mechanics underexplained. These rough edges can make the early hours feel daunting, particularly for those unfamiliar with nonstandard control schemes. Despite these challenges, Nanotale – Typing Chronicles stands out for its willingness to fully embrace its concept. It doesn’t dilute its identity to appeal to broader tastes, instead trusting players to meet it halfway and engage with its systems on their own terms. When everything clicks, the experience feels genuinely fresh, turning language into a tangible force and making mastery of words as rewarding as mastering combat mechanics in more traditional RPGs. Ultimately, Nanotale is a game for players who enjoy experimentation, wordplay, and thoughtful interaction. It offers a distinctive blend of typing challenge and fantasy adventure that rewards patience, curiosity, and practice. While it may not resonate with everyone, it succeeds as a confident and creative exploration of what games can do when they treat the keyboard not as a passive input device, but as the heart of the entire experience. Rating: 7/10
一直打字,会很累_(: 」∠)_
Pour avoir joué à Epistory, je n'ai pas eu l'impression d'avoir eu une amélioration. L'histoire est sympathique, jouer une archiviste donne envie de découvrir le monde et de tout répertorier. Le gameplay proche du précédent (on tape des mots) mais un peu plus riche. Cependant de nombreux bugs m'ont obligés à relancer le jeu plusieurs fois (collisions, scripts qui ne se lancent pas...) et ce n'est pas correcte. Je ne recommande pas en l'état.
I really wanted to love this game because Epistory was great, but something just got lost between then and now. The pacing, difficulty progression, and story were all over the place. New elements and mechanics were introduced in random bunches and then dropped again. I haven't experienced as many bugs as other reviewers mentioned, but the whole thing definitely just felt kind of rushed. I still feel like this studio has a lot of great potential, but this game just wasn't it - all it did was make me want to go back and replay Epistory again instead of continuing this one.
Beautiful artwork, interesting combat dynamics. Part rpg, part puzzle, all typing. All around great game.
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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