
Visit the monumental Roman ruins, forgotten by everyone. Make your way through towering cliffs. Solve puzzles based on the technological level of the Roman era in order to understand why you arrived in its enchanting landscapes.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 4 → 0/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







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 | $10.49−30% | 43reviews | 77% | — | $12K |
| $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 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It doesn’t do anything never seen before, but its strength lies in perfectly mixing the ingredients it works with: the gorgeous semi-open world, the simple but effective traversal mechanics, the parkour-guided platforming sitting at the heart of its progression, the Ancient Roman mythology behind its minimalist storytelling (telling a Roman story based on something other than their military might or technological advancements is a breath of fresh air in the world of videogames!), the grandiosity of the world design (they had to compensate with something, of course, and that they totally did, Roman ruins never looked that imposing before!), the highly introspective exploration (you may not be knowledgeable of the Lemuria festival, I wasn’t before I played the game, but it was such an enlightening experience learning about it and seeing it masterfully transposed into game design). It’s also a highly personal experience. You don’t take a single step outside yourself the entire game, it’s just you and your horse (or not even your horse if you want to be all alone) on a solitary journey of soul-searching and self-discovery that may ultimately turn out to be something you, the [spoiler]lonely[/spoiler] man sitting in front of the computer, have in common with the [spoiler]lemure[/spoiler] protagonist on a deeper and more meaningful level than it initially appeared. The game is desubstantialized and hieratic enough that [spoiler]even if you don’t see it as the journey of a lost soul into the realm of the dead[/spoiler] you can also[spoiler]/still[/spoiler] take it as a spiritual experience: a pilgrimage to the statues of long forgotten Roman gods. Nobody does that kind of thing anymore, so we must, at the very least, thank Calepin Studio for the opportunity.
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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, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game started out rough and needed TONS of work. Glad I came back!!! It's taken a 180 and I give the Dev's cuddo's. Much more work to be done, but the game is definately on the right track. Keep up the good work Dev's!!!!! I'm following this game :)
tldr: The Talos Principle and a climbing simulator get married, settle down, and have a game who's not really all that into puzzles, but LOVES climbing all over temples to mythological gods. ★★★★☆ [hr][/hr] The developer has constructed a gorgeous world that's extremely entertaining and sometimes challenging to navigate; climbing all over the surroundings, swinging on ropes... the whole world is a massive jungle gym. [i]Reliefs: The Time of the Lemures[/i] has only a few puzzles, and they're easy to solve for an adventure gamer who often has to refer to guides. This time, no guide, no problem. (THANK YOU, developer!) Definitely recommend -- but don't expect Talos, no matter how much it resembles it visually.
"On insiste sur le fait que le jeu soit au tout début de son Early Acces, et ne reflète en rien ce que proposera la version finale." Relief est un jeu d'exploration / puzzle, qui consiste à se balader dans des ruines, tout en résolvant des énigmes, comme trouver un moyen d'atteindre certaines structures, en craftant des flèches grappin pour monter en haut d'une ruine ou jouer avec le jour et la nuit. Relief a tout de même un bon concept, car il mélange l'exploration, mais aussi le crafting sans jouer sur le côté survie, que l'on voit généralement dans les jeux qui proposant de la création d'objets. Tout ce que vous allez crafter, servira à résoudre des énigmes et avancer dans ces ruines. Divers endroits du jeu, vous proposent un écran, vous montrant ce qu'il faut créer et surtout les matériaux nécessaires. Vous avez aussi quelques petits collectibles en plus, que vous trouverez lors de votre balade. Vous aurez une carte à reconstituer, mais aussi une fresque. Nous n'avons pas réussi à trouver les autres objets à collecter, pourtant ce n'est pas faute d'avoir cherché. Logiquement nous suivons un être bleu turquoise, qui nous montre le chemin à prendre, mais au bout d'un moment celui-ci disparaît, donc on ne sait pas si c'est logique ou pas, mais au cela nous trouble un peu une fois que l'on se retrouve seul. Certains chemins ne sont pas vraiment bloqués, et sans créer l'objet nécessaire, on arrive tout de même à continuer. Est-ce aussi un bug d'Early où juste une manière de dire, qu'on n'est pas obligé de remplir certains de nos objectifs pour parcourir certains lieux ? On pense que des’énigmes ne sont pas terminées, car beaucoup sont très facilement contournables, et ce n'est pas le but recherché. Le jeu est très jolie et propose un monde ouvert très ancien style Romain. De plus l'ambiance est apaisante. On est au calme, mais on aimerait tout de même une petite musique ou quelques bruitages supplémentaires, histoire qu'on ne s'endorme pas après 1 heure de jeu. En bref, on n'a pas énormément de chose à dire sur Reliefs pour l'instant. Même si on a compris le concept que recherche le développeur sur ce jeu, on remarque très vite que l'idée finale n'est pas encore poussée. C'est d'ailleurs pour cela que le jeu est en Early Acces. Reliefs reste un jeu calme, mais peut être un peu trop. On a tout de même hâte, de suivre l'avancée de l'Early, car l'idée est très bonne, mais il va falloir l'exploiter un peu plus pour en faire un jeu original et attirant. Note de la rédaction : 5/10 - Un projet ambitieux, mais il y a encore du travail.
TLDR: Incredible game, I really enjoyed my time with it. 100% worth playing. Reliefs is a game for explorers. If you enjoy the exploration element of games like Myst, Shadow of the Colossus, and Assassin's Creed, you'll find a lot to love here. I found myself constantly looking around, awed by the scale and beauty of the environments that I was traversing. Gameplay and vibe-wise, Reliefs sits somewhere between Myst and Shadow of the Colossus. Don't expect any combat or Myst-style "I spent 2 weeks solving this" puzzles, instead the gameplay is mostly based around exploration and traversal. You'll search for ways to progress through the environment, jumping across ledges and swinging on ropes along the way. The paths are often cleverly hidden, requiring you to think hard about where the next step could possibly be. There are also some traditional puzzles that'll have you flipping switches and such, some of which are huge and impressive in their own right. The pacing is excellent. I often got stuck just long enough to get a satisfying feeling when I figured out the next step. If I ever felt a mechanic or puzzle was starting to outstay its welcome, it would soon be finished and something fresh would take its place. The music also deserves mention: the game is mostly silent except for ambient noises, but the soundtrack comes in perfectly during special moments, making them feel weighty and tremendous. Reliefs punches way above its weight class, with environments that rival AAA titles. There's certainly some indie jank to it, but it's a very solid game that never broke or crashed. I loved my time with it and I hope many more people get to enjoy it as I have.
When I purchased this game, I wasn't sure what to expect—because of negative reviews—but once I started playing, it far surpassed all my expectations. It's been in Early Access for a couple of years, but always showing good, steady progress, and now—when finally done and released—the wait has very much been worth it. If you ever played this while still in Early Access and felt a bit underwhelmed, I recommend replaying and see the game in its full glory. The game is like a mix of [i]Rhem[/i] (plus acrobatics), [i]INFRA[/i] (with a smaller scope), and what I always wished [i]Tomb Raider[/i] could have been like with only the actual tomb raiding, the environmental puzzles, the climbing, and the exploration (no combat nor any hostile NPCs). This game had everything I'm looking for in a good puzzle exploration game. Almost. A better told story would have been nice, although not required; I think the game is worth playing already with what's in there. I had a great time. The various climbing moves were easy to understand and get into. The keyboard shortcuts can be customized (I rebound "interact" to 'E' and "torch" to 'F' as I found that to be easier). Bonus points for giving me the option to turn off the HUD completely and also hide all the neon paint. For me, that makes the exploration so much more rewarding. I did miss interacting with one important item (because I hid the HUD), but that's (mostly) on me. I could have wished for no invisible walls and more exploration rewards—although I also get why these walls were added; as it is, the game has a reasonable scope for a one-person dev team. Had it been bigger, we might not have seen it released for long and the environments are already pretty big. Another thing I could have wished for is for a clearer end-goal and a more explicitly told story. The game apparently has a story, but it was never clear to me what that was—nor what my character's ultimate goal was. Every time I opened a chest, I expected something to read, maybe something to explain why I was here, but nothing; the chests offered nothing of value. Despite a few shortcomings, I am still fully recommending the game, because I had a lot of fun climbing, jumping, mantling, rope-swinging, riding around exploring, and solving puzzles. This is what the game was all about for me.
It is pretty janky, and it has a 'scenery helpers' feature on by default which kinda ruins the experience (thankfully it can be disabled). But, it has a very pure focus in the gameplay and a clarity in the vibe, which makes it a pretty memorable experience despite those issues. Good antidote if you're bored of conventional stuff, as I am.
this game looked really cool and i was excited to play it, however when i got into it the game constantly crashed and when i did finally get to the point where i could actually start playing the game one of the first platforms i jumped on wasn't solid and i fell through the floor and got stuck under the map. what made this more frustrating is that i was streaming at the time. it seems like the devs have a really interesting idea here i just wish the game was stable and far less glitchy. for what you get with the game in its current state it is very over priced and im just glade i was given a key to stream with rather than paying for it. will revisit it in a few months to see if things get better, best of luck guys.
[h1][b]Reliefs The Time of the Lemures[/b][/h1] [h2]INTRODUCCION[/h2] Reliefs The Time of the Lemures es un juego creado por la desarrolladora Calepin Studio de tan solo una persona. Según he podido hablar con el creador, este juego le ha llevado 10 años de intenso curro y eso se nota en muchas partes del juego. [h2]DETALLES DEL JUEGO[/h2] Estamos ante un Juego de exploración, puzles y aventuras en primera persona en un mundo semiabierto. No deja de ser un Walking simulator, aun que habran partes que podremos ir a caballo, hecho con mucho amor y cariño. Nuestro objetivo será ir descubriendo entornos encantadores y gigantes inspirados en la región de Calanques en Francia. Visitaremos monumentales templos romanos en ruinas olvidados durante siglos. Un paseo que tanto visualmente como a nivel sonoro me parece una maravilla. Recomiendo usar cascos. Durante nuestro trayecto deberemos de resolver puzles llenos de ingenio y basados en el nivel tecnológico de la época romana con momentos de tensión que nos pueden recordar a un juego de supervivencia. Nuestro inventario será simple, una antorcha con la que iluminarnos y un arco con flechas de agarre para ayudarte a subir partes del acantilado. Corre, salta y escala. Aquí es donde más flojea. Los movimientos es algo que debería mejorar. Muchas veces son imprecisos y toscos, pero eso no hace que nos saque de esta fantástica aventura. [h3]Pros[/h3] Gráficos Nivel sonoro Puzles ingeniosos [h3]Contras[/h3] Movimientos toscos e imprecisos [code][url=https://store.steampowered.com/curator/38483740/] Si te ha gustado esta reseña no olvides seguirme en mi página de mentor[/url][/code]
Tutorial is ok now! after tutorial, not much to do... You can go a bit further... then?? There are much to build / fix, but this game look Extremely Promising!! Full Game: Beautiful!!
Selling now
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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| — | 0 | — | — | |
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| $12K | 82 | 98% | $9.99 | |
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