
Dash into a stylish and thrilling action-adventure platformer set in a mythological Persian world where the boundaries of time and space are yours to manipulate.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
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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, Xbox, 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 | $8.99−70% | 7.1Kreviews | 84% | — | $1.3M |
| $29.99 | 19.3Kratings | 84% | — | 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 992 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
dom dms, oc ta doido
"Prince of Persia" despite the initial feeling of shock and betrayal that I was not the prince of Persia this is probably one of the best metroidvania platformers I have played in quite a while. They do a good job keeping the harder platforming sections optional so if you are put off by difficult platforming you are always able to give it a go but not forced into it. Basically, play it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 3: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 8.57/day in the week to Jul 26 → 9.14/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 2,419 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*, Italian, German*, Spanish - Spain*, Arabic, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
| $29.99 |
| 309ratings |
| 84% |
| — |
| not modelled |
| $8.99−70% | — | 95% | — | 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 992 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我很不好去客观地评价它,就如同许多其他的UB游戏,可以说出很多做的不错的地方,可是唯独少了打动我心。也就是在我个人角度,它不好玩。游戏的亮点有许多,首先是画面,虽然称不上精致,但是在低成本云集的类银恶游戏里已经算得上人上人了,不过另说一句,我个人审美觉得主角有点丑,但是可能是波斯背景人种就是这样吧;再是手感,十分轻快,无论是打击、射箭还是跳跃,都做的十分干净利落,也没有很多浮夸、粘滞的刀光特效,可以说是顶级;再是音效和配乐,足以见大厂的富足。此外还有贴心的地图标记、难度简化等等便捷的设计。然而剧情高情商来说“复古”,低情商可以说是一坨,没有任何悬念的悬念,让人只想跳过对话。最后说我个人观点的游戏问题,从地图这个角度去讨论本质,游戏看似有地图设计实则没有,其实就是无数小关卡缝合成大地图再通过能力锁进一步组合成全图。说这种设计是类银恶的本质是浅表的理解,其缺陷本质在于其一是探索,地图分支不止是迷惑主线还有鼓励探索的作用,应当包括技能增幅、道具获取等辅助主线又不是主线关键的东西,而不是一点点钱或者石碑一段话;第二是地图分块内部切割,一块线路是埋伏追逐,下一块则是爬墙跳跃,而后又来一段解谜跳跃,没有很好的地图连贯性去说明这段路程的表达内容;第三是地图本身就是一种叙事,在探索过程中环境和敌人就说明了故事内容,并非需要用许多的旁边书卷去注解,而跑图的过程则在感受完几个跳跃关卡后就如释重负。因此发表一个奇怪的见解,其实整个游戏的内容是分割给许多团队再去拼凑的,最后战斗(尤其是boss战)和跳跳乐(更像是解谜形式的)等等组合成这个作品,因此显得松散不连贯,也因此我觉得游戏以横板闯关动作这种形式去构筑可能会更好,既然掩盖不住那就放任一个个跳跃谜题组成的关卡味。
很不错的类银,好玩! 虽然高难跳跳乐很折磨,但是可以不跳。
Prince of Persia: The Lost Crown may not be a typical Prince of Persia title, but it doesn’t really matter because it’s one of the best metroidvanias I’ve ever played. Combat is fast and fluid, with a dual-sword fighting style mixed with a bow, fast combos, parrying, and dodging. It is very satisfying. Platforming has tight controls, and it gradually expands as you unlock new abilities. It even features some puzzle-solving sections from time to time. The map is beautiful and a joy to explore, with plenty of interconnected areas offering decent variety. It’s also bigger than I initially thought, with plenty of optional collectibles. The story is decent, but it isn’t a highlight. The characters, however, are pretty good. The main bosses are also a highlight—they’re a lot of fun to fight and learn. It also features one of the best quality-of-life features in the genre, allowing you to take a screenshot that gets pinned to the map, making it easy to mark places you can’t quite reach yet. However, you’re limited in the number of markers you can have at once, which cripples this feature a bit. There are also plenty of accessibility features. The graphics have a great stylized art style, but they lack some detail. They reminded me of portable titles. I didn’t find the soundtrack particularly memorable either. Updates added permadeath and speedrun modes, boss rush and boss replay, and 22 curated challenges with a mix of platforming, puzzles, and combat that truly test your skills. A story DLC was also released that adds a new area, and it’s mostly separate from the main progression. It doesn’t reinvent the wheel, but that’s fine because it sticks to what works well. This is what Ubisoft is capable of when it gives its developers the freedom to create something original instead of sticking to its usual AAA formula, and I personally prefer titles like this. It kind of reminded me of Immortals Fenyx Rising in that sense. So overall, this is an easy recommendation, especially on sale. It’s simply one of the best metroidvanias available. You’ll have to deal with the Ubisoft Launcher, but it wasn’t that bad for me.
《波斯王子:失落的王冠》不仅让一个沉寂多年的系列重获新生,它本身就是银河恶魔城品类中一座无法绕过的丰碑。 一次华丽的回归 《波斯王子》这个系列,曾有过太多的辉煌与沉寂。自2008年那款争议性重启之后,整个2010年代对于这个系列而言都贫瘠得像一片沙漠。玩家们等待的,不仅仅是一款新作,而是一次“复活”——一次让那个曾经定义了动作冒险游戏的IP重新站起来的契机。 而《失落的王冠》做到了。它选择了一条出人意料却又无比正确的路——回归2D横版的本源,拥抱银河恶魔城的框架。1989年的初代《波斯王子》正是以2D横版起家,而这一次,开发团队将系列最出色的理念放入了“类银河恶魔城”的容器中。这不仅仅是一次类型转换,这是一次对系列DNA的重新发现。 正如IGN所言:“对于《波斯王子》来说,2D银河恶魔城是完美的回归形态”。当你操控萨尔贡在戛弗山的险峻地形中飞檐走壁时,那种流畅、精准、充满节奏感的体验,会让你恍然大悟——原来波斯王子,天生就该是这个样子。 战斗的盛宴 《波斯王子:失落的王冠》的战斗系统,是它最令人惊艳的部分。 你扮演的是萨尔贡——不死军团中最年轻气盛的战士。他打一开始就是一名强大的战士,行动如风、身怀绝技。游戏强调速度与反应,萨尔贡的速度是他的最大优势,即便是最基础的敌人也不可轻敌。有玩家评价其操作手感“属于银河城类游戏绝对的第一梯队,几乎和银河战士生存恐惧一个水准”。 游戏的战斗深度远超同类型作品。武器虽只有双刀和弓箭,但动作模组相当丰富。配合后续解锁的时之力,足以打出类似《鬼泣》的花哨连招。弹反系统更是酣畅淋漓,精准的格挡不仅能化解敌人的攻势,还能创造反击的绝佳窗口。多位BOSS战被玩家评价为“本作最刺激爽快的部分”——“每一场都难度不低,大型Boss的大范围攻击手段充满压迫感,人形Boss的复杂连招也很考验反应,打败之后很有成就感”。 而真正让战斗系统升华的,是时之力的引入。随着进度推进,你将解锁六种不同的时之力——空中冲刺、设置分身并传送、钩爪等。这些能力既可用于移动,也可用于战斗。有玩家评价道:“在各种时空能力的加持下,为战斗带来了更多的深度”。你可以通过提前布置分身,做到快速追击被打飞的敌人,或实现原本不可能的高伤害连段。战斗不是单纯的按键连打,而是一场时空与刀锋的交响乐。 精妙绝伦的地图与探索 如果说战斗是《失落的王冠》的骨骼,那么地图设计就是它的灵魂。 戛弗山——这座被时间诅咒的波斯神话世界——被分为了13块区域。每一块区域都有独特的主题、陷阱和视觉语言。有玩家形容其地图规模“相当于好几部《恶魔城》地图加起来的规模”。主线通关约15至25小时,全收集则需30小时以上——这个体量对于一款银河恶魔城游戏来说,堪称丰盛。 而《失落的王冠》在地图设计上最令人叹服的,是它对玩家体验的极致关怀。游戏引入了“游荡之眼”功能——你可以截取屏幕截图并将其固定在地图上作为提醒。这意味着你永远不会因为“刚才那个地方好像有个宝箱但我现在过不去”而烦恼——拍张照,标在地图上,等拿到新能力再回来。Rock Paper Shotgun甚至为此专门撰文,称其“消除了无意义的回溯”。游戏还提供了探索模式与引导模式的选择,并支持在跳跳乐关卡中直接跳过。 地图中充满了大量“意想不到的死亡陷阱”,让探索过程充满了紧张与刺激。而那些需要利用“西摩格之影”技能完成的、带有解谜成分的复杂路段,则被一位豆瓣玩家评价为“对记忆、反应和手眼脑协调乃至心理素质都是很不错的挑战”。 视听盛宴与贴心设计 育碧在视觉艺术上的功底,在《失落的王冠》中得到了淋漓尽致的展现。 游戏采用真人动作捕捉技术,从最普通的跑动到喝药这种细节动作都如同真人一般栩栩如生。人物行动和战斗的动作“行云流水帅气非凡”。各个场景“风景绝美,赏心悦目”。背景音乐与波斯神话的氛围完美契合,一位豆瓣玩家评价道:“美术方面仍然是接近满分”。 而本作最令人感动的设计,是对所有类型玩家的包容。游戏内置了四个难度选项,外加一个可自行调整敌方生命、伤害和招架窗口时间的自定义难度。“无论是手残还是大神都能玩的很欢乐”。不喜欢战斗的玩家可以把难度调到最低,“小怪统统一击毙命”;喜欢挑战的玩家则可以在更高难度中检验自己的极限。这款游戏不会因为你的技术水平而将你拒之门外——它为你准备了恰好适合你的那扇门。 结语 《波斯王子:失落的王冠》是一款奇特的游戏。它获得了媒体的一致赞誉——Metacritic86分,媒体好评率超过98%。它在Metacritic上的用户评分一度高达9.3/10,成为育碧有史以来用户评分最高的游戏。有媒体给出了满分评价,称其“为这个已没落的系列奠定了未来成功的基础”。VentureBeat称其为“有史以来最棒的银河恶魔城游戏之一,足以媲美同类型创始作品和当代杰作的传承”。 然而,它也是一款被市场辜负的作品。首发几周仅售出约30万份,首年销量约130万份。开发团队在2024年10月被解散,续作计划被取消。它叫好,却不叫座——这或许是对《失落的王冠》最令人心痛的注脚。 但正如一位Metacritic用户所写:“不要因为育碧的通常表现而忽视这款游戏,这是一颗粗糙的钻石”。另一位玩家则写道:“这无疑是有史以来最伟大的《波斯王子》游戏之一!动作、战斗、流畅度——这款游戏必买! ”。还有玩家称其为“一次凯旋的回归”。 《波斯王子:失落的王冠》不仅仅是一款游戏。它是开发团队用热爱与才华写给波斯王子的一封情书,是银河恶魔城品类中一颗不该被遗忘的明珠,更是对“好游戏不一定有好销量”这一残酷现实最沉重的叹息。 如果你还没有去过戛弗山——现在就是最好的时机。萨尔贡在等着你,时之力在等着你,而这座被时间诅咒的波斯神话世界,值得每一个热爱动作冒险的玩家亲身踏入。
Good game
топ, лучшее в жанре после холлоу найта
50块钱入手 还要啥自行车?
作为一个类银手感,美术,演出都相当不错,剧情及格,地图标记贴心,个别跳跳乐难度上限偏高,优点远大于不足,地图体量和设计都非常不错,整体在同类型里是绝对是上乘!好评推荐!
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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