
Embark on a grand adventure in Phoenotopia! An action-adventure puzzle platformer inspired by the great classics. Meet charming townsfolk, brave the dungeons, and thwart evil in your quest to save your family.
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): 0.29/day in the week to Aug 26 → 1.86/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 2,400 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; PlayStation, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 2.9Kreviews | 83% | — | $906.5K |
| $19.99 | 119ratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好评差评都在说手感差,那你就要注意了([strike]我要为我之前诋毁过手感差的那些游戏道歉[/strike] 游戏总体设计偏复古类塞,没地图指引弱,跑图支线很多,探索与收集比重很大 每次被构式手感、跳跳乐与怪群气晕时,最终还是靠着有趣的世界观、优秀的美术以及某些眼前一亮的谜题坚持了下去,调低难度其实没那么折磨([strike]真的吗[/strike] [h1]不要用手柄玩会变得不幸[/h1]
接触到这个游戏是因为月光溪谷的bgm(Moonlight Ravine) 现在通关之后再听有种很奇妙的感觉 就好像命中注定般,盖尔从农村走到未来都市,从一无所有到全副武装,一切就跟做梦似的.......
There has never been such an incredible game that I hate to play. As most reviews will touch on, Phoenotopia has SO much going well for it! And yet, it is severely held back by movement/combat limitations that suck all the fun away. Environs are colorful and unique as the music and characters. The story is engaging, unusual, and brilliantly manages to weave complex lore in at a pace that feels neither sluggish nor overwhelming. I want to note this is an extremely rare trait to find in games with heavy lore. The world builds itself naturally, and this in turn lends itself to a stimulating game experience that makes you want to progress and keep learning. The writing is phenomenal. Quests are enjoyable and varied, as well! The visual style blends well with the rest of the game and is (crucially) not cluttered, even in areas meant to look busy. Again, this game has so much going well. ...And then, it doesn't. Movement is slippery and attacks are slow. Aim is very sensitive on ranged weapons, while your melee weapons have a range that's effectively zero. Together, this means you miss a lot and take tons of damage. And! The knockback on hit is immense. Now, all of this is frustrating, but would not be such a bother if the game didn't require you to regularly undergo fast-paced combat against tens of enemies at once, as well as 1,001 precision platforming puzzles (many of which are timed) in order to progress the story. Prime example: [spoiler]Ancient Vault near Adar's house. I was excited to finally be able to explore this place that had been hinted at from the beginning, but ended up leaving it incomplete because it's full of challenges that highlight the very worst of the movement and combat mechanics.[/spoiler] I'm just about done with the game, and I'm sad to say I'm finishing it just because I love the story and want to see it through. I will not be going out of my way to 100% it. Typically, I really enjoy stretching out playtime by finding hidden secrets or completing optional quests; Phoenotopia has plenty of those to offer! But the hassle, the thought of dealing with mechanics that fight you just as much as the enemies on screen, it's so not worth it,
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Russian, Spanish - Latin America, Japanese, Simplified Chinese, Korean
| $4.99−75% |
| 49ratings |
| 84% |
| — |
| not modelled |
| $19.99 | 41ratings | 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 89 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
补票来了 喜欢空洞骑士类作品的一定要试一试 像素也是高水准的
类塞尔达神作无疑! 游戏对世界观的描摹和表现是我特别中意的点,里面的无数NPC、城镇、建筑、收集品……无不展现着完整世界观的方方面面,配合游戏毫不逊色的美术画面和音乐的表现给我留下了深刻的印象。游戏用每个细节描绘出了一个有末日感但是并不绝望的世界,这个世界仍然充满了温情,里面的人们全都待人友善,令人向往。 作为一个游戏而言,《不死鸟传说》的关卡设置也比较优秀,游戏中充满了小支线、收集品,让人在游戏过程中保持新鲜感并满足收集的成就感。同时这些物品的任务与世界观结合紧密,既能满足游戏性又丝毫不会破坏沉浸感。 然而这款游戏也存在许多缺点,最大的问题莫过于其操作与市面上的多数平台游戏相比对玩家更不友好,个人认为主角的性能与敌人的强度并不匹配,难道较高。不过其难度调节的功能部分或完全地解决了这个问题。 另外部分关卡中机关过多,容易使人疲劳,并且缺少捷径,在需要重复进入以取得收集品时过于繁琐也会带来不可忽视的负面体验。 然而总体来说本作依然是不可多得的RPG佳作,喜欢塞尔达的朋友务必一试!
我在游玩谜之冒险(前作,有兴趣也可以玩,也很有意思)后了解到这个游戏,独一份的美术体验,独一份的冒险,我强烈推荐喜欢收集,解密,探索,音乐的玩家游玩,可休闲可硬核,推荐使用键盘哦
I recommend this beautiful pixel-art game
2026.26不死鸟传说:觉醒 Phoenotopia: Awakening 极其出色的2D横版类塞尔达 我玩过许多类银河恶魔城游戏,这类游戏中的佼佼者,大多会有优质的探索体验。但是玩的多了,自然也不只是那些顶级作品了,其中也不乏那些平平无奇,有些公式化甚至是凡庸之作。 但类塞尔达设计相较之下有着很高的设计门槛,玩法交互方面要给玩家流出足够的自由空间。相应的,这类游戏自然是少之又少。不死鸟传说,就是我心目中对类塞尔达设计的完美诠释。 游戏有着极高的玩法自由度,玩法底层是基于常识的联想设计。比方说有个机关需要重物压着,那触发方式除了用箱子压着,角色占着,也自然可以用炸弹按着。在此基础上,自然也就有了炸弹延时控制机关的玩法。 游戏本身的主线设计没有强引导,也没有任务清单。但游戏世界、各个NPC会给玩家海量的信息提示,比方说南边的林子里藏着一个鱼塘,哪里有着怎样的传说等等。在探索地图时,我或多或少总会发现某些短期内无法触及的引力锚点,抑或是可以动脑思考,找寻到其他的解题思路。 游戏同样做了类似时之笛的音乐解谜玩法。除了那些固定的演奏曲目,本作还有各类场景提示的音乐解谜。比如给出音符数字对照关系的二进制解谜,场景提示音符形状/颜色/数独等各类解谜设计。比较印象深刻的是沙漠里的一个机关的解谜,我第一时间并没有找到答案,我的解决方案是用长矛扎台阶到达高点,而官方的设计是笛子根据下方提示演奏正确顺序触发机关伸出台阶。类塞尔达最具魅力的就是这种多角度的解题方式。可能有时候玩家的思路没能与作者的官方设计对上电波,但合理的操作或者各种灵光一现的小巧思又很好的解决了这点,最终殊途同归。 有关本作的评分其实我很犹豫,最终还是给了bangumi标准的10分。 游戏并非完美,原因有二: ①手感拉跨,下劈攻击、加速跑、空中转向的操作手感有些难受,虽说我很快上手习惯也并不认为这是什么严重问题,但总归有些疙疙瘩瘩的; ②没有自动存档设计,游戏是严格的手动存档,死了就从上次存档的地方重新来过。这种设计本不是什么大问题,但游戏后期难度提升时,大段跑图却鲜有存档时,就开始难受了。试想一下玩个半小时结果资源耗尽无法补给突然暴毙,虽说读档时资源会回到先前的状态,但这半小时却只留下记忆与经验,一切都得重头来过,你是否会像我一样选择关闭游戏暂时先别玩了? 但即便如此,不死鸟传说也是大多游戏无法企及的高度。这种细枝末节的小问题,在游戏的整体设计与海量的内容下,其实也是无伤大雅了。
有趣的类银游戏,收集品多的超乎想象,画风可爱。手感比较需要适应,我打开了所有降低难度设置,除了个别boss之外都挺顺的。可惜的是部分支线希望能看到更多的后续,以及隐藏boss打完后没有额外剧情(或者是我没找到?)
通关就行了,远离全收集,支线是又臭又长,一点提示都没有,每个支线都是换着法的来回跑
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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