
Nine Sols is a lore rich, hand-drawn 2D action-platformer featuring Sekiro-inspired deflection focused combat. Embark on a journey of eastern fantasy, explore the land once home to an ancient alien race, and follow a vengeful hero’s quest to slay the 9 Sols, formidable rulers of this forsaken realm.
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): 36.29/day in the week to Jul 24 → 46.14/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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



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 | $29.99 | 45.7Kreviews | 94% | — | $27.6M |
| $29.99 | 10.5Kratings | 88% | — | 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 2569 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
打击感很弱,操作感很迟钝,基本上只有一个格挡能玩,可玩性及少,boss站严重雷同,没有意思,空洞骑士和丝织歌能连玩30小时,这个游戏,1个月了玩了5小时还很不好玩
中文圈类魂类银无法超越之作,玩法设定和道家思想融合得很好,属于越品越有的一作,可以玩
好玩,易公给我弹爽了
Media

Related
Related
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, Simplified Chinese, Traditional Chinese, Japanese, Korean, French, German, Russian, Ukrainian, Portuguese - Brazil, Spanish - Latin America, Italian +2 more
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very cool game and works on Mac
神作!类魂、只狼、类银河 完美结合!所有的BOSS设计都很棒!太喜欢这部作品了!
peak
É um jogo espetacular. A sua história é muito bem construída e suas armas e habilidades são sempre úteis (não acabam esquecendo conforme o jogo avança). E, claro, sua melhor mecânica é o parry e ele não falha em nada.
This is a beautiful game with a good story/soundtrack and tight controls, perfect length. Recommended easily if you're prepared for a sekiro-esque parryfest going in. On the other hand... Zero recovery iframes on taking damage is basically inexcusable design, getting hit can knock you down and make it so you can't parry followups without first doing a recovery input, enemies output high damage while being very spongy (especially bosses)... Levels have frequent cheap feeling 'jumpscare' enemy attacks, enemies can instantly 180 on you mid-attack or zoom across the entire screen in a single animation or have huge hurtboxes that persist or include areas behind the mob so you get hit if you tried to dodge instead of parrying an attack in the exact intended way. Completely unnecessary dark-souls death penalty (including losing XP!) that punishes exploration. Combat feels very 1v1 focused and the experience suffers against multiple enemies. I've seen much worse MV maps, but this one really isn't great. No custom markers, almost no indicators even for things like the teleport doors (to say nothing of obstacles or treasures). The screen itself is clunky to navigate and leaves you constantly shifting between the badly-snapping overworld map and the non-contiguous individual zone maps. Zones are frequently disconnected and use a lot of fake/cutscene transitions... did we really need like 5 dead ends where you use a terminal to hide in a box and slowly teleport to the next zone? Did we need so, so many elevators that teleport you to the next zone? Why isn't anything naturally connected or even just positioned on the map without weird angled connections everywhere? Individual map layouts always seemed to lead me towards the wrong path, so I'd frequently have to do a major backtrack only to find a single nook with one small chest or get locked in a miniboss room when a savepoint was just offscreen 10 feet in the other direction. Really feels like this could have still been a plenty difficult and engaging experience but been a better 'overall' game for most players with some recovery/downed iframes, slightly longer parry window or removal of partial parries, removal of the XP dark souls death penalty or a few similar minor changes. I wish the included difficulty options weren't a complete joke, defaulting to 75% damage resistance and +50% damage and including no toggles for the things you would want to change like the above. Still liked it plenty and 100%'d it on standard, but it's not a perfect masterpiece.
흑흑 절전쨩
GOTY material
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $258.7K | 527 | 91% | $24.99 | |
| $36.6K | 95 | 51% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $27.7M | 53.8K | 69% | $11.99 | |
| $27.6M | 31.1K | 86% | $39.99 | |
| $27.8M | 61.1K | 93% | $19.99 | |
| $27.8M | 65.6K | 90% | $19.99 | |
| $27.5M | 29.5K | 72% | $29.99 | |
| $27.3M | 138.1K | 97% | $9.99 |