
Deep within the realm of sleep, Sybil finds herself pulled to a distorted castle. Grow strong, and unlock new abilities to build up a deep movement system, fight enemies, find secrets, and free the weary soul of Castle Sansa, in this retro-inspired 3D Platformer Metroidvania.
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.
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): 7.71/day in the week to Sep 15 → 7.25/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 577 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played [i]Pseudoregalia[/i] because I was interested in its Nintendo 64 inspired graphics and the the promise of fun exploration and movement mechanics. My time with the game was largely steeped in disappointment and aggravation. While the visuals are nice, consistent and stick to their chosen aesthetic, it cannot be understated how empty the world is. The sometimes nonsensical architecture of the castle and surrounding areas could be attributed to the game taking place in a dream, as well as the obvious need for platforms and obstacles, as it [i]is[/i] a platformer after all, but the lack of detail and decorations across the map is unlike even the visuals of games [i]Pseudoregalia[/i] seeks to emulate. Outside of the few NPCs who don't impart much information and a literal handful of enemies, there really isn't much to interact with apart from the environment itself, which only becomes more damning when considering how sprawling the game world is. I was shocked to find out the game even shipped without a map mechanic early on. I would give my opinion on the game's story here, but... there isn't really one. What [i]is[/i] there is incredibly vague, not explored in enough depth to be engaging or meaningful, or simply tacked on at the end. I was not given any reason to care about Sybil, the princess of the castle, or whoever talks to Sybil at the end of the game. As one progresses through the game, more abilities and movement techniques are unlocked. I struggled with the wall kick ability. Perhaps there was an instruction I missed somewhere, but I could not figure out how to do it correctly. When at the very top of a wall near a ledge, I would frequently fail the final jump up onto the ledge and kick away from the wall instead, which lead to a lot of unnecessary frustration and really tainted my experience for the remainder of the game. Otherwise, the movement was, in my opinion, just fine. Generally, these abilities allow for further exploration, as some areas are unreachable without them. There are a few sections that require tight platforming, which I welcome and which introduced a little challenge outside of navigation. Decent movement tech and an appealing main character design alone cannot fix an overall flawed game, though, and never will. I reckon with another year or two of development time, it could have been a much more polished and complete feeling experience. But as it stands, the game feels more like a tech demo with a barely existent story concept and an inappropriately large map. All of this is not to disregard that, of course, game development is very complex and time intensive, especially when operating as a solo developer, and despite all my gripes, I respect that they were able to release a game. I really wish I could have walked away from it feeling satisfied, but I only felt relief once it was over. I'm happy so many other people enjoyed it, and if the developer decides to make another game, may the exposure help them in their future endeavors and may the act of creation be fulfilling to them. However, I personally cannot recommend [i]Pseudoregalia[/i].
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3M | 3.5K | 89% | $19.99 | |
| $2.3M | 4.4K | 88% | $19.99 | |
| $2.3M | 8.1K | 95% | $7.19 | |
| $2.3M | 3.8K | 86% | $39.99 | |
| $2.3M | 2.8K | 70% | $29.99 | |
| $2.3M | 6.1K | 99% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $5K | 20 | 90% | $12.99 | |
| — | 0 | — | — | |
| $312.3K | 1.8K | 94% | $6.99 | |
| $0 | 0 | — | $19.99 | |
| $0 | 79 | 84% | Free |
Reviews, worldwide (the counter carries no country): 7.29/day in the week to Aug 10 → 9.57/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 578 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Очень хорошая игра
For a metroidvania lover that really likes the old nintendo 64 & ps2 graphics and vibes, this is the perfect game for you, the way that the game makes every single playthrough unique for every player is the charm of the game, you have total liberty to explore and gather the upgrades in the order you prefer, the soundtracks and overall the vibes, its just beautiful, 100% Recomend this metroidvania masterpiece :3 (the only issue i had was that im playing in a intel integrated graphics, and for some reason some VFX kept making the make crash, so i installed a mod called ''potatomod'' on nexusmod and did some ajustments in the task manager (like priority high/realtime) and it worked, even without some vfx the game is still pretty great :3c)
This game will make you feel dumb if you are dumb, but you feel amazing when you find something you need and that makes this game very fun to me, all my dumb homies rise up and play this game its fun.
unos de los juegos mas valorados para mi, aun que tenga poco lore la jugabilidad, la musica y el talento de tras del juego es hermoso, recomiendo este juego para vivir una experiencia increible, lo mas doloroso es pasartelo y saber que quedara en tu bibloteca sin que lo vuelvas abrir ya que no sera lo mismo, pero hey muy buen juego eso es importante, apoyar al creador de este juego asi saca un rework
n
thicc goat means happiness
Really really good. Only complaint for me is its too short and there's not enough combat/bosses.
The shortest way I can describe this game is if a company like Nintendo patented double jumping, normal dashes and simple wall jumps, but they still really really wanted it in the game. A LOT of the difficulty of the platforming would have easily been removed with a traditional double jump. Mainly because a lot of the frustration is because it takes a bunch of buttons to do stuff because the direction you input is way more important than it traditionally would be. You have to do quite a lot to do simple things in this game. if you can't jump high enough, doing a flip by waiting until you hit the ground and inputting the opposite direction seemed to get slightly more height. later, kicking walls and cancelling a pole jump can get you facing the right direction. I am not nor will I ever be a fan of helpful movements being paired with a function that will plummet your character if you miss your timing. Mario Odyssey does this and I hate it, and so does this. The lunge attack you can use to reposition yourself, gain height and cancel the high jump that's also a ground slam, will be a ground slam if you don't cancel it. If you want to play an explorative platformer like this with similar to better combat. Give Recore a try. It is more forgiving, but I'd say it invokes a similar urge to explore. Frantically pushing buttons and directions to maintain wall runs and not waste time is basically something you're going to have to get used to to unlock everything in this game though. Other than the very first major battle, combat isn't that daunting, which is great because it's very bare. I'll have to remember to back up my save though. While the total experience was cool, I'm not sure I'd want to do it again. It definitely is a good idea though. Onwards to proper double jumps!
Я эту игру еще не прошел, но вопросом "♥♥♥, куда мне идти?" я задался больше, чем во всех других метроидваниях что я играл
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