
Uncover secrets of past lives in this story-rich, tactical roleplaying game set in Sigil, a dark fantasy city at the heart of the Dungeons & Dragons multiverse. Explore the planes, survive combat alongside a party of bizarre companions, and solve puzzles unlike any ever seen in the genre.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.57/day in the week to Aug 14 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
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; Epic publishes 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 | 5.7Kreviews | 95% | — | $2.2M |
| $19.99 | — | 96% | — | 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.
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 183 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Преступление и Наказание от мира D&D
Best RPG game I've ever played.
买了好几年终于等到官方汉化,还没打完,但是文本的丰富和优秀已经让我沉浸其中,目前才玩了10H,看看能不能慢慢打完吧
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Korean, Polish*, Czech*languages with full audio support
Hours played at review time, across 183 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
저장했는데 왜 불러오기가 안됨? 커뮤니티에도 해결 방법 안나오고 구글에 검색해도 안나오네
[h1] 西西弗斯与他的球 [/h1] [strike] 这款游戏最初是看到一场史诗级对话评论(可惜被ban了,我截存了一点点会贴在末尾)才玩的,最近终于把他通关了。[/strike] 这无疑是一款伟大的游戏,我们存在的本质是什么,我们存在的意义是什么,还是说我们本就无意义,我们只是是重复推石头的西西弗斯。不过对于存在主义来说意义是自己寻找的,就像无名氏(The Nameless One)一样,一次又一次的重复寻找自己的凡人性,一次次的被凡人性杀死。但是他没有放弃不断重复着死去—>醒来—>寻找—>死去这样的循环 [h2] 这款游戏就像是一本简略的西方哲学史 [/h2] 从开始的[b]万亡会 [/b]—万物终将走向真正的死亡。一切的存在都是无意义的,最终都会湮灭走向虚无,我们要如何对这种虚无主义进行对抗,静待死亡放下执念主动追求死亡。 接着是[b]感觉会 [/b]—一切以体验为主。存在先于本质。对抗生命的无意义要自己去创造意义,生命的本质要自己去感受,如果可以体会到他人的感觉那就相当于又活了一遍。我思故我在。 最后进入到了[b]登神者[/b]—劳动可以造神。劳动是为了创造出有用东西,最终可以超越神。每一位登神者都有自己的目标都有着自己想创造的东西。既是自我实现(满足自己的需求和发展),又是社会贡献(造福他人。但是登神者内部也存在着一些不知道为什么而劳动的人,只是为了领取薪水(如同现在的我们一样)对劳动的异化,每天苟且偷生。一句多余的废话都不想同主角说 当然也可以加入[b]无政府主义联盟[/b]—>无政府主义。他们致力于破坏各个派系,破坏城市,让城市进入到无政府状态。但是如果你问他们这么做之后怎么办,他们也不知道,他们相信后面的人会建立新的秩序新的政府,但是他们认为这个政府已经烂透了。 主角最终找到了自己的凡人性,但同时他也要为自己凡人性做造成的罪孽去赎罪,去参加无休止的血战。西西弗斯最终又获得了新的球…… [h3] 史诗评论部分 [/h3] [spoiler] 梗概。楼主悲观的说这款游戏估计已经没有人会来品鉴了在这个商品游戏盛行的年代这样的游戏注定要被淹没同时给了一个不推荐。而后有一个人上来就互联网问候,但是原楼主并没有同样的进行回击,依旧在正常语言对话。但是我这里只剩下最后和解以后的对话了[/spoiler] [i]bigbo0m 2022年5月19日上午6:21[/i] @cpumask更生僻的那一个的概念也许不像常用的那些那样被滥用而变得模糊,一个作者可能是在这些生僻词这里获取了他的思想,因而也可能带着善意想把这份清晰和僻静分享给读者一-往好的方向去解读这种行为的话。我们生活中最宝贵的一些价值和体验是属于人类共同的价值和经验,前人对它们的歌颂到我们这却成了复读机大白话,我们听腻了!这些词作为通向真理的阶梯已经腐朽而不堪用了!可我们还是珍视这些价值,出于私心甚至想把它们据为己有,所以我们不惜借道新词、生词、难词,只为了显示我们有一双健壮的腿哪怕在崎岖的地形上仍向着理想进发。另外语文还是要考察技法的,不只是评价思想价值,耍杂技当然应该比大白话的分高啦。跟诗词的自缚手脚有点像但又不同。 [i]iDaWn 2022年7月1日上午10:34[/i] 个人认为,游戏对可能慕名而来的各流派玩家有多少缺点可以文字提出,但是否推荐主要还是应该着眼于游戏吸引自己的部分是否超过难以接受的阻碍。不推荐还是留给的确感受到阻碍超过吸引的玩家来写,否则几乎每个游戏(尤其是强类型的游戏)都可以在对应上具备某个特征的主流群体的喜好上找到缺点、甚至致命缺点,这样考虑哪个游戏配得上推荐呢。世界上应该还没有一个游戏可以面面俱到。从各种小众、不太小众的类型游戏,到受众广泛的“大作”、"3A”,恐怕没有哪个个体甚至类型各方面都完美。毕竟做游戏,专攻能表达内核的几个方面才是好选择一一技术和资金有限、玩家的注意力也有限。且目前的情况而言不少游戏类型互相之间甚至可以说是互斥、冲突的(当然也有类型之间可以相辅相成),想方方面面都做很容易割裂。 [i]iDaWn 2022年7月1日上午10:41[/i] 游戏性而言,可能是概念上有争议,但我觉得作为文字冒险游戏构建的流程、场景、交互会带领玩家探索剧情和世界,虽然操作空间不怎么能影响流程也可算游戏性。即使是文字类游戏中完全没有分支的那部分视觉小说,如果把文本和插图单独剖离、润色,整合变成小说,即使整合得十分完美表现力在某种程度上不打折扣(毕竟文字的想象空间的确大于具体音像),但表现形式仍然还是会有差别吧。这表现形式中的差别,我想就代表着它的游戏性。 [i]慈爱の怪盗 2022年7月24日上午1:11[/i] 用古典音乐举个例子,就创作上而言,现代流行音乐其实仍旧没有脱离古典作品的逻辑构思、灵感和结构的发展变化。古典音乐(广义的,高雅音乐)的音乐技术已发展到无调、泛调、新调性等等,而流行反倒是古典不断简化、演变而变得更加大众向的结果。如果说古典音乐作为独立、自洽的一套形式系统(或者说语言),使得它可以更多地独立于社会文化的发展潮流而存在,那么而流行音乐由于深度依赖各种具体的社会风潮和社会现实,听众更多是为了寻求情感和思想的共鸣、获取多维度的新鲜感、放松身心等等,是为了进一步融入当下的现实世界。它们仅意味着两种选择,并不代表"吃得下单人快餐的人就-定吃不进奇珍异味与满汉全席”。 [i]慈爱の怪盗 2022年7月24日上午1:11[/i] 所谓"消极地接受商业所给予的风格和价值”,其实也可以延展为人们总是更容易接受当下时代所提供的文化产品及普世价值,而经典或晦涩的,不同于时代的则需要一定的契机或是求知的欲望才能够了解。反时代与特立独行的人终究是少数,而从小接受新环境熏陶的人则更难接触到深巷内的作品。但也正因如此,我仍旧会将这款作品推荐给他人。不因其中深邃奥妙的哲思或是引人入胜的故事剧情,也不因其独立于时代的反商业性气质,仅仅是因为我喜欢它罢了。 [i]bigbo0m [/i] 更可能是链接了汉化补丁吧?这下是真的只剩不推荐了(悲)。原本是悲观使然写下的不推荐评论,因为善意附了个汉化补丁。说不定就是因为这一点点有心连接和帮助他人的冲动反被打了手。真是一个有趣的现代萬言。
old school
good classic rpg from the 90s
Joguei há muito tempo. Ainda que o visual não tenha envelhecido tão bem, os diálogos e história são maravilhosos
神作,无需多言
I'm glad I finally got the mood to play this cause it's one hell of a story
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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