
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 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's beautiful. It's fun. It's mysterious. It's not worth £25, it's definitely worth £3.74 (RRP and current price at time of review respectively). What I'd say it's worth probably falls somewhere in between, maybe £12? Get it at 50%. Keep your expectations reasonable. It's a game that sells itself on its style. Play on Easy Mode. I get the symbolic point behind the healing system but it's a huge PITA that in practice I think makes the game too difficult for the kind of player who would enjoy the simplified form-over-function XCOM combat. 10/10 visuals, 6/10 gameplay, 8/10 total. Recommended at 50% or lower of RRP. Notably all above average. I'll probably beat the game, or watch one of my girlfriends beat it. Edit: Spelling.
Okay, so there's actually a good game in here. A lot of the negatives bashing it for core design decisions aren't really legitimate criticisms. But there's enough individual little flaws that add up that make it hard to recommend. I'm no stranger to "masochistic" games as I tend to enjoy games like Fear and Hunger or Iron Man X-COM. In broad strokes the game is a combination of rogue-like and X-COM. You are expected to fail runs and start over with stronger buffs you can purchase for each run (i.e. Remembrances). These benefits include free resurrection tokens to bring back your strongest and favorite Daughters (basically your heroes) or starting at a later chapter in the game or being able to recruit new Daughters at a higher base level. So there's a progression system in place to make later runs easier. There's lots of complaints about spending health or sacrificing your Daughters as health potions to your other Daughters and this is really over-stated. Games like Hades expect you to try and manage your health to get through a run. Some skills do cost hp, which sounds scary at first, until you recognize that using those skills prevent more damage than you'd lose on activating on the skill. Many of this skills tank damage, interrupt attacks or let you dps race bosses. So they'll outright prevent more hp loss or death than if you didn't use those skills. I've had Shieldbearers just tank killer move after killer move from bosses and because hp-based skills only drain a % of current health, your Daughters can hold out for a long time. And this is all worthwhile if you beat a chapter since this unlocks a lot of the major milestone upgrades I mentioned above. That's a good time to reset the run since you can get a fresh start with all your new upgrades to play with. There's also nifty management tricks like saccing a damaged higher level daughter to heal a lower level one and give them a substantial buff -- then rezzing your sacrificed daughter to bring her back to full hp. If you liked Darkest Dungeon, then there's a similar cutthroat HR management system in place here. As you encounter enemies, codex entries open up explaining their behavior. One enemy will focus your backline and ignore your other daughters entirely. Others will target the closest daughter with the highest hp and so on. So as you learn the game you can somewhat reliably plan around the enemy AI. You learn to prioritize which targets you can focus or ignore. Where the game gets really frustrating is that unless you save scum a lot, The UI doesn't always communicate how boss moves work or some weird edge-case AI behaviors. Sometimes melee enemies will move their full distance to touch a Daughter and not attack, and other times they will. Newly spawned enemies won't attack you right away. *Usually.* Unless they're specific types of ranged enemy. Or you're camping their spawn. You don't learn without experiencing this. There's a bug which curses some runs. This bug causes melee enemies to randomly hit you in from across the map. Which wasn't quite enough to ruin my runs and progress to another chapter. But man, it's frustrating that devs haven't fixed this one yet. The UI in generally contributes to the game being unreadable. Bosses and other enemies have reaction moves or special states they enter on trigger conditions. The Deacon boss is a notorious example of this and I had to save scum the mission repeatedly to learn his pattern. I'd really like it if there were better tooltips, some aggro indicators highlighting enemy intent and the ability to read the enemy codex in combat, especially as this game tends to lean more toward being a more pure "chess-like" strategy game. You really want to take your time planning out your moves. And man, it's not fun restarting the same mission a dozen times to try and figure all this out. In addition, scrolling the map and trying to examine enemies for their move range and turn order is a pain in the ass because most of the game just uses red highlights and greyscale for everything and the scroll speed is so dang slow. Enemies also don't highlight in red on the turn order timeline when you pan over them. And the UI can get "sticky" making it hard to cancel out of examining enemies, input commands or pan back to your active daughter without accidentally inputting a move you don't want her to make. There's just generally this clunky feel about everything. All-in-all all the friction from these minor issues just add up to get in the way a game which I'd otherwise enjoy for its challenge. It's legitimately addicting once you really get into it. There's not enough straws on the camel's back to break the entire experience, but it's damn near close. That said, I got the game on sale for $3, so I can't complain. I'd really recommend the devs to work on the polish and improving readability and signalling.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]Hope was the first to die...[/h2] Literally my first Daughter that died was Hope. >,< This is a tactics game with a weird overarching strategy tied to gaining power long term via short term losses; aka. sacrifices. It is isometric turn/initiative based, almost like XCOM in presentation, but it DEFINITELY goes in a different direction combat wise. Briefly pushing aside the big thing people immediately talk about, here is how the game is structured. You start a run (recollection) with 3 Daughters and you fight through levels (eras) by accessing stages (synapses) each "day" to get resources, gear (memories) and XP. Once you get through roughly half of the level/era's "days," a boss shows up. Defeating the boss ends the level/era. Each level/era is a large step up in difficulty from the last. If you lose all you daughters (you can get more), die to the boss, or decide to "give up," the run ends BUT you get to unlock bonuses for the next "run" depending on how many stages/synapses you completed (for the most part). The bonuses boost power, boost the base level of new daughters, give a few rez/ other bonuses, and even let you "skip" levels/eras. But here is a major sticking point: when the run ends, you lose all of your Daughters, all your resources, and all your equipped gear. You can rez daughters, even from previous runs, but this still means momentum will be slowed down significantly . Now this, paired with the "original" way to play were you can only heal via sacrificing daughters means it will become somewhat grindy. Even with the newer "dream" mode that heals 50% every day, this will take a bit, though if you play smart, will definitely be quicker. Another key mechanic, tied into the sacrifice theme is that some key disruptive abilities in combat use HP, which is a tactical choice to attempt to mitigate larger damage... ideally. Anyways, I found it interesting, and I recommend trying it only if you interested as well. The art is great, and the soundtrack is generally good. The story is odd and kinda vague; this is mainly a combat/tactic/strategy affair. Though I decided to put it down after the 2nd boss, it was an engaging and challenging experience that I am sure would take a number of runs to complete.
Long-ass time ago I saw a dude reviewing-playing this thing on youtube and the art style caught me eye. This is not my kind of game as I generally avoid turn-based games because I suck and cba to git gud. Needless to say, on a more limited set-up and plenty of time to kill at work, thought it wouldn't hurt. I now have countless deadlines, messages and missed calls I blame on this thing.. and for under 5 euro's on sale, you will too.
Awesome and unique art style and atmosphere. Hard at first, but gets easier as your daughters level up. But the most important thing ... the soundtrack of the very first boss is A BLAST!! Why such epic music just for the first boss, I don't get it but ehh doesn't matter, I'm still listening to it! I WILL NEVER FAAALLL ~ !!
> accidentally press shift 5 times, window asks me if i want to activate sticky keys > after clicking no , realize my keys are already sticky 🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤🤤
The tutorial is a slog because the timeline mechanic of battle is absolute trash. It adds a layer of "complexity" to the game that is absolutely pointless, turning it into more of a puzzle game than a tactical game. The atmosphere and characters look great but my god the timeline nonsense ruins what would otherwise be a surefit hit of a game. Bad game direction.
я ужасная мать.
Great XCOM-like tactics with amazing presentation - everything from the music and art design to the missions and bosses is top-notch. But there is a big BUT. The game presents itself as a grim, hardcore experience where you'll fail and die a lot. It even includes an easy mode, which implies the base difficulty is already brutal. But the game is lying. In reality, it's a very easy roguelite. You grow stronger passively, and failures have no downsides or lost progress. In fact, you'll become stronger simply by restarting your run a few times. The game warns you that your units will die very often. That's true, because there is a cool design choice: it's impossible to heal your characters, so you're expected to avoid all damage. But guess what? It’s so easy to revive them with all their stats and abilities intact that you'll often kill them on purpose just to restore health or sacrifice them to grow your other characters. I'm looking forward for Ex Sanguis (the next game from the same developers) but I hope these guys know how to learn from their mistakes.
SB游戏升级不能回血献祭一个同等级的角色才能回血 你妈的SB游戏把献祭的小怪打了 boss你妈无限刀 是你妈人玩的啊我草泥马
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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