
A short, minimalist stealth-action game about the importance of art. We painted the sky ashen gray. Burned the heavens to starve each other. Now we walk an endless cemetery of regret.
Modeled estimate, not a reported figure. How we estimate →
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 Sep 10 → 0.43/day in the week after.
About
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.95−63% | 341reviews | 81% | — | $17.6K |
| $12.99 | 65ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Love the visual style. Feels very late era PS1. Controls are a tad on the clunky side but not problematic. The issue that it feels more like a tech demo than a game. You’re just dropped into a level and told to execute a set number of marked targets. No story, dialogue, or meaning behind anything. There’s also not a ton of combat options. You either stealth kill from behind or land a silenced headshot. Unfortunately, most enemies wear bullet proof helmets and kill instantly if they spot you. Not very fun.
Fantastic little stealth game. Very fluid gameplay with nods to classics like Splinter Cell and Metal Gear Solid. For any stealth f a n a t i c? This is a MUST have. Life is nothing without meaning.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.13/day in the week to Aug 3 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $12.99 |
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| 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.
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is essentially a prototype, not a full game, but it shows promise. We can hope that the developer continues to either add content to this game or builds a sequel with more depth. As of right now, I have a wish list of features I would like, such as more enemy variety, traps, and improved AI, but I won't begrudge such a cheap title for not having them. Best of luck to the developer.
You can now make a itch.io level's type demo and sell it for money. Just don't forget to mark it as "art" by adding big words in the beginning and in the end.
This is pretty much a tech demo of a stealth game, with multiple levels and some cool ideas. But in my opinion, you shouldn't charge for a tech demo or a game so barebone and thrown together like this. Don't get me wrong, this game is NOT a scam. But would I recommend this? Not really. Other than cool artstyle and aesthetic, this tiny game doesn't really have much else. There are only 2 types of enemies, regular and armored dudes, 3 if you count security cameras. There are no gadgets like lures or spycams to make the game more dynamic, it feels very outdated. Lack of in-level saving system and the same objectives repeating through the whole game makes it boring very quickly, even though it's barely 1 and a half hour long. The high contrast lighting, destructible light bulbs, and claustrophobic levels remind me of old Splinter Cell games, which is good. The PS1 retro style is actually really cool and I'd love to see more third-person stealth games adopt it. The sneaking boots that let you trade your HP for silent footstep is a cool idea, but not enough to make the whole game interesting. It's a passion project that can improve in a lot of ways. As it stands right now, I can't recommend it.
No sun to worship fue una grata sorpresa, un juego de sigilo muy sólido mecánicamente y divertido, que apela mas al lado arcade del género, si tiene una historia sobre todo al principio y al final, pero la narrativa es casi nula o ambiental, esto no es algo malo tal cual. En cuanto al lado jugable, hay 6 niveles, niveles que te tienes que pasar sin morir o tendrás que repetir completamente, además esta la mecánica de suprimir tus pasos completamente a cambio de vida, el objetivo principal es matar a ciertos individuos y luego salir del mapa, todos estos elementos potencian el lado arcade del juego, y lo hace muy rejugable y muy divertido, ojo, no considero que sea una obra maestra ni mucho menos, es una aventura breve (2 a 3 horas) que disfrutaras mucho si te gusto el genero.
Pese a que me encantaría que el peso de la introducción y conclusión cinematográficas se manifestase en el gameplay, el cual se centra exclusivamente en su condición arcade y no tanto en una narrativa, lo cierto es que está excelentemente hecho; es divertido y satisfactorio, y seguramente rejugable para quienes gusten de superarse a sí mismos. Gran ambientación, mucha inmersión y un reto decente: no hubiese esperado nada menos de Freyre.
No Sun To Worship passa uma sensação estranha de controle e desconforto ao mesmo tempo. Você atravessa prisões, instalações e corredores tomados por soldados armados enquanto tudo ao redor parece rígido, hostil e sem qualquer humanidade. Não existe caos exagerado. O ambiente é organizado demais para ser seguro. Os guardas não parecem inimigos feitos para ação cinematográfica. Eles funcionam mais como parte daquele lugar, quase como extensões da própria arquitetura. E os prisioneiros espalhados pelo cenário ajudam a reforçar essa sensação de opressão constante. O jogo não precisa parar para contar grandes histórias porque os ambientes já deixam claro o tipo de mundo que você está invadindo. A stealth funciona muito por causa disso. Você não sente que está “dominando” as fases; sente que está tentando sobreviver dentro de estruturas que claramente não foram feitas para você atravessar. Cada esquina exige atenção. Cada sala parece apertada o suficiente para um erro virar problema. O visual simples acaba ajudando bastante na identidade do jogo. Os cenários têm uma aparência áspera, fria e industrial que combina perfeitamente com a gameplay. Nada parece confortável ali. Nem os lugares, nem os personagens, nem a movimentação. E talvez o melhor detalhe seja que o jogo nunca tenta parecer maior do que realmente é. Ele entende a própria proposta e mantém o foco nela do começo ao fim: infiltração rápida, tensão constante e ambientes que conseguem dizer muito sem precisar explicar quase nada.
A short but cool stealth game.
No Sun To Worship is a compact stealth-action experience developed by Antonio Freyre and published by Merlino Games and Hyperstrange. Despite its relatively short length and minimalist presentation, the game delivers a surprisingly rich blend of stealth mechanics, atmospheric storytelling, and symbolic narrative design. Drawing inspiration from classic tactical espionage titles while maintaining its own identity, it focuses on precision, observation, and player-driven problem-solving rather than spectacle or excessive complexity. Set in a bleak world seemingly approaching its final days, the game places players in the role of a mysterious operative carrying out covert missions across hostile environments. Very little information is provided directly, and the narrative unfolds through environmental details, visual symbolism, and carefully placed clues. This approach encourages players to interpret events for themselves rather than relying on lengthy exposition. Questions about the protagonist's identity, the state of the world, and the purpose behind each mission gradually emerge as the adventure progresses, creating an intriguing sense of mystery that remains present throughout the experience. Stealth forms the foundation of the gameplay. Success depends on understanding enemy behavior, managing visibility, and moving carefully through environments without drawing attention. Light and darkness play a critical role, forcing players to pay close attention to their surroundings. Remaining hidden often feels more satisfying than direct confrontation because every successful infiltration requires planning, patience, and situational awareness. The game rewards careful observation and punishes reckless behavior, making each completed objective feel earned. One of the strongest aspects of No Sun To Worship is the freedom it grants players when approaching missions. Objectives can often be completed through multiple strategies, allowing players to determine their own preferred style of play. Some may choose to avoid enemies entirely and move through levels like a ghost, while others may selectively eliminate threats to create safer routes. This flexibility adds replay value and encourages experimentation, as missions can be approached differently on subsequent playthroughs. The level design is particularly effective despite the game's relatively modest scope. Each environment is carefully constructed to support a variety of infiltration methods. Alternative pathways, hidden routes, strategic cover positions, and environmental interactions provide opportunities for creative problem-solving. The levels avoid feeling overly linear, giving players enough freedom to develop personal tactics while still maintaining a focused structure that supports the overall pacing. Combat exists as an option but never overshadows the stealth mechanics. Resources are limited, and direct engagements can quickly become dangerous if handled carelessly. Weapons feel powerful but are best used selectively rather than as primary tools. This design choice reinforces the game's emphasis on stealth and ensures that players remain thoughtful about every action they take. Even when violence becomes necessary, efficiency and precision are usually more effective than brute force. The atmosphere is arguably the game's greatest achievement. Through its restrained visual style, muted color palette, and haunting environments, No Sun To Worship creates a world that feels abandoned, oppressive, and emotionally distant. The minimalist aesthetic works in the game's favor because it focuses attention on mood and tension rather than graphical detail. Every location contributes to a feeling of decline and uncertainty, helping establish a unique identity that lingers long after the game ends. Audio design further strengthens this atmosphere. Environmental sounds, enemy footsteps, and subtle ambient effects provide both practical gameplay information and emotional weight. Players quickly learn to rely on sound as much as sight, especially during tense stealth sequences where a single mistake can expose their position. The restrained soundtrack complements the overall tone, allowing silence and environmental noise to carry much of the emotional impact. Another noteworthy strength is the game's pacing. The campaign avoids unnecessary filler and focuses on delivering a concentrated series of meaningful missions. New situations and challenges are introduced at a steady rate, ensuring that the experience remains engaging from beginning to end. Although the overall runtime is relatively short compared to larger stealth games, the focused design helps maintain quality throughout the entire adventure. The game does have some limitations. Players seeking extensive story exposition, large open environments, or long campaigns may find the experience too concise. Its minimalist storytelling style also requires active engagement from the player, which may not appeal to those who prefer direct narrative explanations. However, these elements are deliberate design choices rather than shortcomings, and they contribute significantly to the game's distinctive identity. What ultimately makes No Sun To Worship memorable is its confidence in simplicity. Rather than overwhelming players with countless mechanics or excessive content, it concentrates on delivering a polished stealth experience supported by strong atmosphere and thoughtful design. Every mission feels purposeful, every environment serves the narrative, and every mechanic reinforces the game's themes of isolation, secrecy, and decay. For fans of stealth-focused gameplay and atmospheric storytelling, No Sun To Worship is an impressive achievement that demonstrates how effective a focused design philosophy can be. Its rewarding stealth mechanics, intelligent level design, haunting world, and subtle narrative combine to create an experience that feels far larger and more meaningful than its runtime might suggest. While it may not offer the scale of major stealth franchises, it succeeds by delivering a concentrated and memorable adventure that leaves a lasting impression. Rating: 8/10
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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