
Stars vanished from the sky and scattered across a perfect endless wetland... Catch bugs and chat with many characters while playfully wandering through peaceful scenery. But don't lose sight of the night sky, the constellations need help!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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 2,400 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.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 545reviews | 96% | — | $172.5K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A very charming and cozy indie game with the same vibe as A Short Hike, I had a lovely time with this one and highly recommend it.
Paradise Marsh is an introspective, atmospheric adventure that trades intensity and action for serenity and reflection. Developed and published by LazyEti, this tranquil game unfolds within a soft, ethereal wetland that stretches as far as the eye can see. The premise is deceptively simple: the stars have mysteriously vanished from the sky, and the player must roam the marshlands to find and release them back into the heavens. This act, achieved through catching small, whimsical creatures that embody fallen stars, becomes the heart of the experience. Rather than relying on traditional objectives or combat, the game invites players into a meditative rhythm of observation, collection, and quiet understanding. It offers a sense of peace and melancholy wrapped in a minimalist design that rewards curiosity and stillness rather than conquest. The world of Paradise Marsh feels alive yet subdued, exuding a dreamlike calm that encourages exploration without urgency. Armed only with a net and a journal, the player wanders through a shifting landscape filled with frogs, beetles, fireflies, and birds, each representing fragments of the cosmos. Every creature you catch is documented in your book, and releasing them gradually restores the constellations to the night sky. Between these gentle acts, there are small discoveries that lend depth to the world — picking flowers, skipping stones, reading poetic notes left in bottles, and building snowmen during rare winter transitions. These quiet activities transform what might otherwise be a simple collection task into a contemplative study of nature and solitude. There are no quest markers, timers, or health bars; the game trusts the player to find their own sense of progress through curiosity alone, and this freedom becomes one of its greatest strengths. The emotional tone of the game is both wistful and hopeful. Instead of delivering a linear narrative, it unfolds through subtle encounters and poetic fragments. The creatures sometimes whisper thoughts that sound like pieces of philosophy or small reflections on existence, loneliness, and the passage of time. The marsh itself becomes a metaphor for introspection — a liminal space between heaven and earth, filled with echoes of life and memory. As you continue restoring the stars, the environment grows quieter, as though your actions are gently closing a story that never needed words to begin with. The sense of completion comes not from achieving a goal but from feeling a gradual peace return to the world. This narrative minimalism, paired with a strong emotional undercurrent, allows each player to interpret their own meaning from the journey, making the experience deeply personal. Visually, Paradise Marsh is both simple and elegant. The blocky, stylized art direction, with its smooth color gradients and soft lighting, conveys a natural world that feels handcrafted. The day-night cycle and shifting weather lend the game a rhythmic flow — bright mornings with soft reflections on the water give way to foggy evenings and nights illuminated by the slow return of the stars. The visual simplicity works hand in hand with its meditative purpose, offering beauty without clutter. The sound design completes this atmosphere with a delicate, ambient soundtrack by Disasterpeace, known for his evocative musical minimalism. Each track blends naturally with the hum of crickets, rustle of reeds, and splash of distant frogs, reinforcing the game’s emotional subtlety. It is not a soundtrack that demands attention; it simply breathes with the world. In terms of gameplay, Paradise Marsh is intentionally sparse. Its mechanics revolve around catching creatures and returning them to the sky, but the joy lies not in the act itself, rather in the patient rhythm of exploration. There is no sprint button or elaborate set of tools — your movements are measured, your interactions gentle. This deliberate pacing may challenge players accustomed to faster or more goal-oriented adventures, but it is an essential part of the game’s philosophy. The controls are smooth, the catching mechanics intuitive, and the world reactive enough to feel alive without overwhelming you with complexity. Occasional surprises like mushrooms with temporary effects or weather changes keep exploration interesting, but everything remains in service of maintaining a calm, reflective tone. The game never pushes you forward; it lets you decide when to linger or move on. Yet for all its charm, Paradise Marsh’s simplicity may also be its limitation for some. The experience is short, often completed in just a few hours, and players seeking deep progression systems or complex objectives may find its offerings too modest. The slower movement and minimal mechanics can make it feel repetitive after extended play, and the absence of challenge might not appeal to those craving mechanical depth. Technical quirks, such as occasional sound repetition or environmental glitches, may momentarily distract from the immersion. However, these issues are minor compared to the overall cohesion of its design. The game knows exactly what it wants to be — a tranquil, self-contained moment of introspection rather than a sprawling adventure — and in that, it succeeds gracefully. Ultimately, Paradise Marsh is less a game to be beaten and more a space to inhabit for a time. It encourages you to breathe, listen, and exist in a world where every sound and shimmer of light feels meaningful. It is a love letter to quiet exploration, to the unnoticed beauty of fleeting moments, and to the idea that sometimes, restoration is found not in grand victories but in the patient act of simply paying attention. LazyEti’s creation stands as a reminder that art in games does not always need to be complex or grandiose to leave a lasting impression. Its calmness lingers long after you close it, like the faint glow of stars slowly returning to a once-forgotten sky — a gentle, soothing reminder that even the smallest acts can restore light to the world. Rating: 9/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Italian, Spanish - Spain, Spanish - Latin America
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fantastic game, I love the art, writing, and the way the story is presented. I'd love to gush about the ending sequence, but I won't get into spoilers. Personally this game is relaxing and adorable, the gameplay loop is engaging but not stressful, and the theological perspective of the story, [spoiler]returning to the universe/stars in death[/spoiler], is also pretty comforting to me. I appreciate what the dev wanted to share and had a great time with the game
Why are you even reading this just play the demo and then buy it if you want a few hours more as its not a long game (begone dollar per hour bargain hunters). Disasterpeace is as great as always setting a very atmospheric yet melodic melancholy. The impressionistic vibes are immaculate but his sound choice is so distinctly his own yet also a perfectly tailored soundscape to the environment. The game is nice and the gameplay is delightful, best immediate comparison would be a short hike as its similarly got lots of different little things to enjoy or choose to ignore with a light story with some philosophy and poetry. Very cozy and a nice reflection on the little and slow things in life.
this was such a sweet game, perfect for a cozy afternoon with a cup of tea
You know thoses games that you can finish in two evenings (cause I didn't rush), but leave their marks for life once you're done ? Yea that's one of them. These are why I want to tell stories with video games If you can afford it, play it :]
Really a great, relaxing game until you get to the last critter. It was fun though For like 90% of the time. Like one of the most purely enjoyable experiences I've had gaming in the last couple years. Then it was like all joy and whimsy left as I spent ages looking for one guy who rarely spawned... I desperately wish that the Devs would just change one thing so even when you get all the needed critters for each constellation they still spawn in, having nothing spawn in by the end except the rarely spawning ♥♥♥♥ ass tadpoles made this once vibrant world feel quite lifeless.
Admittedly, my first impression of Paradise Marsh wasn't great. I did come around to it, though, about halfway through. The negatives, for me: → The perspective/FOV - it can be quite jarring when coupled with the movement. The first time I played, it made me feel nauseous. (I was able to get used to it though.) → I'm also not a fan of the speech bubbles. The text pops in large and then shrinks to size. I found myself mashing the button to get through it; again, it just felt a bit nauseating to look at. → The exposition could be better, it does feel a bit disjointed when you begin. I think the worst part of this is the disconnect with the celestial beings. You catch bugs to bring their stars back to the sky, which then forms constellations and these celestial beings then talk to you. I think it would have been better if there was a chance to meet these characters in the marsh, and learn that you have to help them by returning their stars. The objective felt random to me, you sort of stumble upon it. I wasn't interested in these characters. Plus, the speech bubble thing I mentioned earlier didn't help. But there [i]are[/i] an additional four souls who can be found in the marsh, and they each give you a small task to do. I liked this idea much better. They give you items which you can use to interact with the environment. The most enjoyment I had was through achievement hunting. I guess I just like having a list of things to do, which [i]might[/i] defeat the purpose of this game, but it did encourage me to explore further. I was able to see the cool things that the developer added and, paradoxically, it also made me appreciate that this was an area for wandering around and observing, whether aimlessly or not. I wanted to interact with the world more even if it achieved nothing. I liked the ending too. I like the concept of this celestial world and its relation to the afterlife. It was a satisfying ending. All in all, I think some tweaks could make this a stronger game. But the main reason for my negativity was the visual settings, and that is an individual preference. While it didn't quite hit the mark personally, I think I understand where the developer was coming from and what experience they wanted to create.
This is a pretty good and relaxing game. It has a grim theme, but it still manages to be enlightening despite that. It's a good 2 hours worth of content and all the characters and little quests are fun.
game had me GLUED to the screen and I beat it in one sitting, so many fun little trinkets and secrets to find, super satisfying trying to find every animal and help all the spirits plus a really solid ending
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| $172.5K | 1.5K | 86% | $4.99 | |
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