
As Humanity’s last hope, lead your army to combat in an intricate dance of spectacular actions and counters, using an original Dynamic Timeline System, and face fearsome bosses in epic battles.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 3 → 1.71/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish 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 | 5.3Kreviews | 82% | — | $3.4M |
| $5.99−80% | 960ratings | 91% | — | not modelled | |
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 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
During the rescue mission, the game somehow glitched after killing the monsters and froze just one step away from victory. As a result, I had to restart the mission and go through it all over again (4th boss mission).
It would be great if I could actually play it. Game keeps freezing on me. This is stupid.
Othercide, developed by Lightbulb Crew and published by Focus Entertainment, is a tactical role-playing game that immerses players in a grim and gothic universe where strategy and sacrifice define the experience. Set in the nightmarish Dark Corner, the game tasks players with commanding the Red Mother, a mysterious entity that leads an army of warriors known as the Daughters. These Daughters are echoes of fallen heroes, summoned to fight against monstrous creatures called the Others and the pervasive force known as Suffering. The game’s narrative is deliberately cryptic, unfolding through brief cutscenes, codices, and environmental storytelling, which deepens the atmosphere while leaving much of the story open to interpretation. The core gameplay revolves around tactical, turn-based combat in a party of up to three Daughters at a time. Each Daughter belongs to a distinct class, such as the Blademaster, Shieldbearer, or Soulslinger, and players must carefully manage their abilities and action points to succeed. The game introduces a dynamic timeline system, allowing players to manipulate the order of actions to chain attacks, interrupt enemies, or set up devastating combos. Combat is punishingly precise—every move carries weight, and overextending a Daughter can lead to exhaustion, adding a layer of strategic resource management. Players are constantly encouraged to think several steps ahead, with the game rewarding foresight and careful planning. A defining feature of Othercide is its sacrifice mechanic, which ties directly into both gameplay and narrative themes. When a Daughter falls in battle, she can be resurrected by sacrificing another, granting the surviving Daughter enhanced traits and abilities. This creates emotionally charged decisions, as players must weigh immediate survival against long-term growth. The mechanic reinforces the game’s dark, tragic tone while adding complexity to tactical planning. Losing a key Daughter can significantly alter strategies and force players to adapt on the fly, ensuring that each encounter feels tense and consequential. Visually, Othercide is striking and memorable. The game’s black-and-white art style, punctuated with vivid splashes of red, creates a haunting, high-contrast aesthetic that emphasizes both elegance and horror. Character silhouettes are distinct, allowing players to quickly differentiate between allies and enemies, while the design of environments and foes evokes a world of constant dread. Combat animations, particularly critical strikes and special abilities, are fluid and cinematic, giving the gameplay a sense of weight and drama that complements the tactical depth. The sound design further enhances the experience. The soundtrack, composed by Pierre le Pape, Max Lilja, and Solitaris, delivers a brooding, atmospheric score that amplifies tension and underscores the game’s gothic tone. Sparse but impactful voice acting provides emotional weight to key moments, and ambient sounds during combat and exploration maintain a constant sense of unease. These elements together reinforce the feeling of operating in a world teetering on the edge of annihilation, making every decision feel significant. Othercide has been praised for its innovative mechanics and immersive atmosphere. Critics have highlighted its challenging yet rewarding combat system, the originality of its sacrifice mechanic, and its distinctive visual presentation. The game has received acclaim for delivering a tactical experience that is both strategic and emotionally resonant, though its steep difficulty curve and complex systems may be intimidating to newcomers. The roguelike elements, while adding replayability, can also make progression feel punishingly repetitive for some players. Overall, Othercide is a standout title in the tactical RPG genre, combining thoughtful strategy, dark narrative themes, and a visually arresting style. Its emphasis on sacrifice, planning, and emotional consequence sets it apart from other games in the genre, offering a challenging and memorable experience. While it may not appeal to players seeking a more casual or story-driven adventure, those willing to engage with its demanding combat and bleak world will find a richly rewarding and unique game that tests both their tactical acumen and emotional resilience. Rating: 8/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 129.67/day in the week to Jul 17 → 1.29/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Simplified Chinese, Traditional Chinese, German, Korean, Russian, Italian, Spanish - Spain, Japanese, Polish, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 463ratings |
| 88% |
| — |
| not modelled |
| $29.99 | 121ratings | 76% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $29.99 | — | 90% | — | 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 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
In short: A bit of a form over function, but nonetheless good turn-based tactics game marred by a lack of content and obtuse presentation. I feel like the recommendation on this could go either way, but I'm saying yes mainly because of the interesting turn-based tactical system. This is basically the system as found in Final Fantasy Tactics or Final Fantasy X, for example. An initiative based fluid turn structure with delayed actions and "casting times". Personally I've always felt this kind of a system is way superior to the usual player-goes-then-enemy-goes system found in most western games. Also just putting this out there: The game is nothing like XCOM, don't be fooled by other reviews. The feel of the game is a bit like a dungeon crawling or boss battler board game. You get a codex outlining the basic AI of the enemies and your main job in a combat is taking advantage of the enemy AI to minimize damage to your units, because healing your units is very difficult and damage is permanent (unless you play on the "dream" mode which gives you autohealing after missions, basically invalidating the point of even playing). So it's kind of like perfect information, and you will learn quite quickly what each enemy does in which situation. I like this a lot. Usually in computer games the enemy AI is just some random opaque ruleset. The only way to heal friendly units is to kill a friendly unit of same or higher level. The unit is not lost forever, however, as you can resurrect them with special tokens. I think the mechanic is okay in itself, but starts feeling a bit dumb when the game also gives you other resources that you basically just hoard because there's no use for them. It does however at least prevent you from leveling one killer squad, because not taking damage is extremely difficult later on, and so the only way to heal them would be with resurrection tokens, which are limited in a run. Without going into too much detail, overall the system can result in quite a grind. Honestly though, if you just play a bit and then restart from the beginning hoarding resurrection tokens, you should be fine. However, if you fail on a boss, it's just game over so... The game's kind of anti-player. But also... You do get to start units on higher levels and after beating enough missions in a chapter, you can simply go straight for the boss after restart. You can even get enough resurrection tokens to bring back most of your best team, so really it's not THAT bad. Where the game kind of falls apart is in content. The game has five "chapters". In each chapter you basically meet enemies from the current and the previous chapter. But already in chapter 3 the chapter 1 enemies will be replaced by simple reskins with better stats. In chapter 3 you already see the enemies from the final chapter. So... Assuming you have to be able to handle them in chapter 3, guess what happens in chapters 4 and 5? Yep, nothing new, you walk over everyone. And that is unfortunately all there is to the game. It's kind of like taking Persona and removing all the plot and social aspects leaving only the dungeons. There's a lot more to say, but... If you want a good tactics game then this is one of those. But be warned, it's intentionally obtuse, you get the bare minimum of information and it feels more like a mobile game than a PC one. Get it perhaps with the intention of playing one or two of the 5-20 minute missions a day, and it should work. As the main game, perhaps not. Bonus points for good boss musics. Oh and also, is it not possible to have grimdark without someone spouting sexual innuendo at me every 30 seconds? At least you can put voice volume to 0.
This game is very visually stunning and engaging, both in gameplay and storyline.
Similar to Darkest Dungeon but in 3D, nice art style, I would only make the game a bit longer and with more classes
好玩,美术风格喜欢,灵女好看
Fun turn based game with good art style.
Full of bold uncompromising ideas - in the both artistic and gameplay's fields.
Любители Xкомов не пропускайте. Бодро играется на Геймпаде на телеке под пузырчатое. Почему-то не возникло желания продолжать после 2-го боса и 4-й реинкорнации.
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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