
“Ori and the Blind Forest” tells the tale of a young orphan destined for heroics, through a visually stunning Action-Platformer crafted by Moon Studios.
Modeled estimate, not a reported figure. How we estimate →
About
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, Russian, Portuguese - Brazil
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 625 reviews with recorded playtime.
Reviews
Themes across 621 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
Un hermoso juego para viciar por unas horas, muy recomendado.
Amo este juego, es de los mejores que jugué
Beni sarmadı. Sanat tasarımı ve müzikleri müthiş ama hikayesi yüzeysel ve oynarken çekilen ameleliklerden insan yoruluyor. Oynanışından da keyif almayınca sonuna kadar gidemedim. Yine de şans verilmesi gereken bir oyun. Bi deneyin
it good
.
This game feels like babies first metroidvania. I think the game falls on the very simple side but what it does do is general just very good. The map and most of the environment was well designed do that it was easy to move around without getting lost. The move sets changes the gameplay in notice ways. The bad things would be the combat is general very boring with only having to jump or stand to the side and slow chip down health. Also most of the escape scenarios all had one part where I got stuck not know where to go which lead to a lot of frustration.
I want to like the story. I want to love the visuals. The sound design and music are awesome. The gameplay is sadistic. It so badly wants to be a precision platformer. It WANTS to be, but there is SO LITTLE precision in how it controls. Interactions will not do the same thing every time you do them, and because of the blurry and artistic visual design, determining consistent ways to interact with the environment are virtually impossible. Some buttons even do different things contextually, and you have to both know what each button COULD do in any given circumstance AND ALSO never mix them up during stressful timed sections, of which there are several. It wears its desire to be a metroidvania on its sleeve, in that it expects you to backtrack and explore everywhere you can go with the powers and resources you have in order to find more powers and resources. This is not helped by there being almost no hints, beit environmental or even just the game telling you what interacts with what. This, superficially, would not be much of a problem, since player exploration is generally encouraged by any good level design. Unfortunately, under the surface, the design choice to allow you to save checkpoints almost (that almost is important) anywhere you want means the level designers were free to design as many mechanics that Just Kill You until you figure it out, which they do. Liberally. And then they present unto you without warning another timed platforming section, where you CANNOT save a checkpoint, and expect you to do the entire thing flawlessly from beginning to end or die until you do. There are several player-unlockable 'powers' in the game's menus, which you may unlock as long as you have enough of the required resource, but may not be able to use if you don't have the base power unlocked via gameplay yet, and have no gameplay explanation for their use other than what is in the menu. I wound up grinding points to unlock powers that I COULD NOT USE no fewer than three times. By the end I was ignoring these resources because I had more of it than I could spend because I did not know the game did not expect me to unlock more powers to make the game easier. You know, the thing that is fundamental to game design. The combat in general is, I would describe, tolerable. At least for the first half of the game. It exists. It is functional. It is clearly designed to de-emphasize combat, in the sense that you can't really aim much, and the two powers you can aim are really more meant to exist for other mechanics and only do combat-related functions seemingly as an afterthought. It wants to be a story and explanation game. It isn't Hollow Knight over here. But I kind of wish it WAS. By the last dungeon section, I was having to perform multiple frame-perfect reactions in minutes-long platforming sections due to the existence of all the combat BECAUSE of the abilities that held combat sections. One part in particular had me leaping through a serpentine section with orb-enemies that shoot fire at you, which you have to dodge-redirect back at them to kill them. Eight times. With no safe surface to land on. I found myself able to understand what the designer wanted by looking at the level in front of me and thinking, 'No WAY that's what they want me to do', because that's USUALLY what they wanted me to do. But by far the thing that frustrated me the most about the game is how it expects you to play correctly but does not consistently allow you to. What I mean by this is that it gives you several movement and combat abilities for use in various situations, and expects you to figure out, without any sort of visual hint or cue, which one is appropriate. Usually this requires a few deaths (you remembered to make a checkpoint, right?) before you figure out which tool in your kit is the one they wanted you to use. If you use the wrong one, or use the right one incorrectly, you die. If your timing is off, you die. If you can't see the object of the current challenge in time, you die. There is ONE correct way to play the game and if you do not do that, you die. But frequently I found the way they WANTED me to do things was actually stupid and found a workaround with some other power. This did not feel good or make me feel smart. It made me feel like the developer was an irritating cousin over my shoulder going "What? You can't even do THAT? Gee, you SUCK. There's a shortcut here for NOOBS, I GUESS". I never felt Like I was solving any given puzzle. I felt like I was throwing darts at an unlabeled board until the person who created it told me I won. At a certain point I had unlocked every power, every energy and health upgrade and was taking half damage from every source. Mechanically I was in very little danger, and yet I still died frequently due to the numerous instant-kill mechanics (which were not always obviously different from background elements). Right to the very end I was battling the expectations of the level designer and just as I was about to get very angry that my jump button wasn't working, the final game cutscene began. I recommend playing this game, especially if you ever intend to make your own game, to understand the vital importance of having your visual design clearly mesh with the kind of game you want it to be.
Jogo maravilhoso! História muito bonita, gráficos excelentes e jogabilidade sensacional!
es simplemente hermoso, una gran banda sonora, unos visuales impresionantes, pero la verdad lo mejor del juego es la movilidad, moverse con ori es un lujo y esto hace que la exploración sea muy intuitiva, puede llegar a tener uno que otro bug pero en general la experiencia esta muy pulida, si estas pensado comprar este juego, hacelo, es un excelente juego
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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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