
Nightingale is an open world survival crafting game, where you’ll adventure across the mysterious and dangerous Fae Realms. As a daring Realmwalker, you’ll defeat monstrous enemies, survive hostile environments, and build elaborate estates in a visually stunning Gaslamp Fantasy world.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 2.14/day in the week to Sep 1 → 2.43/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.
About
Nightingale is a PVE open-world survival crafting game played solo or cooperatively with friends. Become a Realmwalker and reignite the ancient Crossway portals, journeying through corrupted forests, gravity-torn deserts, and beyond.
Build, craft, fight, and discover as you venture through mystical portals into the beautiful and dangerous Faewilds. Battle through the depths of perilous dungeons, face formidable bosses, and explore a labyrinth of immersive otherworldly Realms.
In moments of respite, build yourself a vast estate using a variety of tilesets, and furnish it with all manner of decor, workstations, and comforts.
As you master Fae magick, harness the power of Realm Cards and unlock further challenges across procedurally-generated worlds teeming with adventure.

Prepare to make your way through Faewild forests, harrowing swamps, and shimmering deserts as you unlock the portals leading deeper into the lands of Fae. Cook meals, build shelter and muster the spirit to persevere in the face of adversity.

Craft tools to harvest trees, ore, and plants, along with rarer resources found deep in the realms. Discover new schematics and assemble the equipment and weapons you need to survive. Using specialized ingredients and arcane technologies, you can enhance your gear with magical properties.

Design and construct your Realmwalker homestead, and shelter from the dangers of the Faewilds. Unlock new tilesets, workbenches, and decorations, and expand your base into an impressive estate. Recruit an NPC to help harvest resources as you work to grow your property.

Venture freely through vast, open-world realms where breathtaking visuals immerse you in a mystical Gaslamp Fantasy universe. Uncover the abandoned remnants of past Realmwalker expeditions, delve into the enigmatic architecture of the Fae, and explore the perilous depths of Sites of Power dungeons and forsaken ruins. With each portal you cross, you'll find beauty and danger intertwined, waiting to be discovered.

Adventure solo, or play cooperatively with your friends. Combine your strengths, skills, and resources to survive and thrive together. Work together to build communal estates, join up in uncovering the mysteries of the realms, and unite in facing the challenges of the Fae.

Craft and wield an array of melee and ranged weapons to confront the formidable creatures lurking within the portal network, including the twisted Fae imitations of humanity known as the Bound. Prepare for epic boss battles in treacherous dungeons and the ultimate showdown with colossal apex creatures in the Realms' most distant, dangerous reaches.

Travel beyond the Storied Realms wielding the power of Realm Cards to explore expansive procedurally-generated worlds brimming with new dangers, discoveries, and rewards. Go further by crafting Minor Realm Cards and alter the world around you—from reducing gravity to boosting resource yields, or even harvesting meat from trees, the possibilities are endless!
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; Epic publishes 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 | 18.1Kreviews | 66% | — | $13.2M |
| $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.
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 881 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
unfinished and abandoned
Nightingale, is truly an open range world. Where build and exploration possibilities are endless.
Great game, love the way they used matterials when it comes to crafting. Loading screens can be annyiong when jumping between worlds but tolarable for the rest of game.
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, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 883 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun to play. The puzzles are fun and not unreasonable in difficulty. The only thing I wish is there was more to do when you have completed the basic storyline.
kolejna super gra ktora nie wiem dlaczego ma mieszane opinie,ludzie są dziwni ( jeszcze nie przeszedlem calej ale podoba mi sie )
Horrible performance and boring game play.
very very nice game!
The inventory clutter is insane in this game. 100 different types of every item and they all have the same image. Go adventuring for 5 seconds and my inventory if full of 20 different types of meat bones and hide, 5 different types of wood, 12 different ores. that all are used for the same thing.
Игру прошли, босы красивые но очень простые, квесты не сложные, сюжетка интересная, мир спасен. В игре очень много лишнего для прохождения всей игры 3-го тира более чем достаточно. Мир красивый, даже с собственными настройками, пресноват и скучноват. Соратники добывают кучу не нужного хлама, который в пору только для базовых потребностей первого тира, даже для любителей глобального строительства с использованием 3го тира, они бесполезны. Строить базу и жить в ней тупо по фану, без каких либо ивентов скучно. Для меня это игра на раз.
To effectively communicate how I think Nightingale plays, I think I'll just step back and extrapolate what I think the design philosophy is, and work backwards from there. The philosophy of the design of Nightingale is to bring all of the elements of survival games to the forefront. These elements are: Exploring, Gathering, Building and Crafting. These elements are presented in an almost equal representation. This has a pendulum effect on the mechanics which I'll go on to explain, starting at the most impacted mechanic. Crafting. (Edit: A preface and point I wanted to make but forgot to is that at no point in this SURVIVAL GAME is actually surviving ever a consideration. This is Minecraft not Green Hell. I like both games but that could impact your decision). Compared to it's contemporaries, the crafting in Nightgale is a extremely complex affair and it's probably what turns a lot of average gamers off. It's just so dang bloated. There are distinctions made between crafting materials that simply do not need to be made. For example the animal hides are seperated into "Prey" and "Predator", which I think is supposed to represent a supple leather and a thick leather, but both prey and predators are attacked by other animals so their skin isnt based off that. This is to accomodate an extremely complex crafting system where if you engage with it fully you'll end up with a 5% bonus and 50 extra hp, at least in the early game. It seems really cool when you start and then when you look at the sum total of your time spent against the possible bonuses you can gain it almost always feels like a total waste of your time. I can't help but admire that I can make a sword out of basically any metal that I want, but seethe every time I open my menu and there are 16 different types of metal I need to catalogue and remember the effects of. Similarly, the hilt can be made out of a variety of woods that all have their own effects. These items might need to be processed multiple times through crafting stations such as creating a metal plate then creating a hand guard for your sword, a hilt, a shaft, a pommel or whatever unique part is required for what you're making. With automatic pulling from inventory containers in the same structure it sounds like it could be neat, but when it interacts with the gathering, a lot of the crafting ends up feeling like an endless chore. There is also a repair system that uses magic balls that drop constantly from every action so I don't really understand the point of having the repair system. It doesn't need to exist. I still use the same wood splitting axe that I bought when I moved out of home over 20 years ago. If you maintain your tools they don't explode every 72 seconds. This is some weird computer programmer only buys budget tools from supermarkets level of shenaningans. Moving on to the building, it has also been brought forward and needs to take up equal time in the gameplay loop as exploration... Which saying that alone should kind of set off some alarm bells for the average player. Unlike crafting, building doesn't pull from local containers. Your character is also extremely weight limited. So the only way to realistically build a structure in this game is to load a companion NPC with all of the materials you'll need and then pull the items from their inventory as you need, little by little. It's a bit annoying. All workstations have attached modulation items that can augment the task at hand, but thankfully these items can link to multiple stations. Having a barrel of water is useful for both your farm and your forge for example. There are still dozens of them in tiers that eventually become redundant so it can be really annoying going through the full list trying to find that melee damage item that you needed for your forge, and then going around to all your chests, getting out the materials, and one by one making these dozens of items, only to find out you don't have enough arse hair from a purple boar that has blue teeth, not one of the purple ones with orange teeth. I'm sure this is good for a player who likes building but if you aren't one of the three people in the discord of a survival game competing with streamers who have 8 people farm their materials for them to make a megastructure and just lie, this system is going to feel very bloated and annoying, especially as it handshakes with your crafting items being actually good. If you dont engage with this, you dont get items and cannot progress. This is juxtaposed against the gathering, where you can make gathering stations at your estate and just have NPCs infinitely spawn selected resources. The bulk of many survival games is in gathering the materials you need to survive because thats the deifnition of what survival is and this game just sorta... collapses all of that. That rush of serotonin, the roll of the dice on some great loot, repurposing the tools of your enemies. None of that is here. The gathering is strictly pick up rocks, sticks and fiber, hit trees with an axe or hit rocks/metal veins with a pick. That's it. Most of the time you make an NPC do that anyway. The klepomaniac power fantasy is nipped right in the bud, which can feel especially bare compared to similar indie titles like Abiotic Factor. And all of this leads to the exploration, which I'll say for clarity's sake includes the combat and hunting. Again, this is a major factor of a lot of survival games and titles like Subnautica would actually have you spend MORE of your time exploring the map than staying at your base. Not the case here at all. You'll spend 4 hours making a base so that you can make crafting stations so you can make a weapon so you have the raw stats to fight the boss who is 10 times the speed of you and had guarenteed damage, so if you DONT have those stats you'll get 1 shot and have to hit him 50 times. The exploration is delegated to an ubisoft look at the (actually really small) map and gets the nodes, then go fight the really epic boss that the combat system doesnt really allow to be interesting. It's kind of a shame because there are some cool ideas like using an umbrella in place of a glider/wing suit, and the general Victorian theme is pretty novel, though having some surrounding Gothic and late medieval styles would be nice as well. There was a time in history when a knight in full plate armour fired a flintlock pistol and developments don't happen in vacuums independent of one another. This has the effect of making your character customization feel extremely limited to a very specific style that was only relevant for a short time in history, and even then you're a caricature of one of those people. Suits are thrown on willy nilly with no consideration for the tailor of the suit, the cut, padding or making the person look like anything other that a hobo that found a suit in the dumpster. Men are not shaped like triangles pointing down and women are not shaped like hourglasses, which was the style at the time. Ultimately, this game suffers from having that post 2010s, first person melee Unreal "Feel". You can throw as many artists and writers at is as you want, you aren't going to make Avowed interesting. I'm not a designer but even I can tell this design direction is a dead end that reached it's peak 6 months after it was created. When this is over I won't be able to differentiate the experience from We Happy Few, Avowed or Dishonoured and in 12 months time I'll be googling the name of that one survival game that did that one thing that was interesting but was otherwise unremarkable. It's not terrible. It's not an asset flip. It's not unreal survival garbage ♥♥♥♥ out to try to make a buck. Someone involved in this project, at some point cared a lot, especially the artists. They were just let down by an incompetent director who doesn't know what he's making and just tried to throw spaghetti at the wall and hope most of it sticks. Most of it does not stick.
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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