
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 →
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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, Simplified Chinese, Traditional Chinese, Japanese, Korean, French, German, Russian, Ukrainian, Portuguese - Brazil, Spanish - Latin America, Italian +2 more
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
Hours played at review time, across 750 reviews with recorded playtime.
Reviews
Themes across 747 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
好玩,易公给我弹爽了
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
é legal
Es un juegazo. Excelente historia, excelente OST, muy buen gameplay.
é muito bom mas eu perdi alguns anos de vida depois de certas lutas.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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