
SANABI is an exhilarating stylish dystopian action-platformer. Play as a legendary retired veteran and use your signature prosthetic arm to jump over cliffs and skyscrapers, zip through bullets and traps and defeat powerful enemies.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
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; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.74−35% | 45.1Kreviews | 97% | — | $13M |
| $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.
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 1208 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not gonna lie I bought this game with intention of writing something like >mom can we have katana zero dlc >we have katana zero dlc at home >katana zero dlc at home And look at me now - after I swallowed the whole game in one go, and now sitting here crying like a little girl. What a pleasant surprise. TL;DR Game is good, despite everything would still recommend. Visuals, Narrative - 10/10, Gameplay 6-7/10 If you set emotions aside, the gameplay is probably the game’s weakest aspect. Not much to say about the stunning visuals and amazing story - it's peak, so I'll focus on the gameplay. I beat the game on “Veteran” without any major issues, but even toward the end, I still had trouble controlling my character the way I wanted to. The concept of building the entire game around the hook is a cool idea, but unfortunately, in this case, the execution was kinda clunky. First of all, I think it was a big mistake to limit the maximum speed. Usually, in movement-based games that feature a hook, you really want to play as fast as possible. You’re supposed to be eager to testing just how fast you can go, and when you, as a player, improve your skills and figure out how to do chain dashes and the like, that fast, fluid gameplay becomes your reward. But here, it’s all a bit of a letdown—there are supposedly large rooms you can fly through, but the game basically takes you by the hand and says, “No, no, that’s not how we do things here, bro.” Second, the aiming. As I understand it, this was done to make the game playable on a gamepad, but man, it’s such a nuisance. Your hooks constantly fly off to the wrong place, which makes everything less consistent, decision making degrades in favor of spamming. Third, the additional movement skills are meh. Throughout the whole game, I had the feeling as if a lot of the jump puzzles weren’t designed with these skills in mind. Very often you get stuck somewhere, accidentally launch yourself into traps in places where you thought you’d be able to slip past them using one of the skills because you were off by 1mm, and so on. To sum it up, the movement lacks a certain fluidity, I guess. The enemies in the game aren’t particularly impressive either; in the first half of the game, they feel completely out of place because they pose no threat at all - they die in a single hit and hardly ever play a role in the jump puzzles. The latter issue was more or less fixed only toward the very end of the game, where you rush through the screens quickly and the enemies are more like an extra jump. The bosses are better on one hand, but then there's [spoiler]Major Song. This is probably one of their worst boss battles I've seen in recent memory, in terms of dev-to-player communication. The boss's moveset is okay; some attacks are annoying, but overall, nothing too extreme. But how does the game communicate to the player what to do with the boss? At first, you just jump, dodge, and try to learn her attacks, but then you realize you can't attack; you simply cannot target her like the previous enemies. You jump around more and suddenly notice a second of opportunity to press an attack, and the boss is highlighted during this time (like some bosses' weak spots from before). What's the first thing that comes to the player's mind? Well, they probably want me to hit this tight attack window; she's probably the last boss, after all. So, you hit the timing aaaand... get slammed into the ground. Because of the animation, it's not even clear who hit whom at first. You don't expect a catch there because this has never happened before, but then you start hitting the right timing again and again, and the boss slams you into the ground again and again. It might seem like nothing special, but the thing is, these counterattacks can't kill the player, unlike other attacks. So, the next thing that comes to mind is: since I'm not dying from this attack, that must be the dev's intention, and maybe I just need to hit the right timing more? What a cool concept: the game leaves you at 1hp and you have to hit very difficult timings multiple times without taking a single hit from the boss's random attacks. Wow! Except it turns out that's not true at all, and the boss can be killed with one hand, eyes closed, using a dash in the air, which I'd already forgotten about. I probably spent 40 minutes on this boss trying to brute-force her like that, it's was not a very fun time I'd tell you that. This is a perfect example of how not to communicate with a player within a game.[/spoiler]. Another complaint I have is the rather tedious platforming sections near the end, [spoiler]between the flashbacks sections that seemed unnecessary long and just took me out of the mood[/spoiler]. I couldn’t find a better place to mention this, so I’ll put it here lol. After reading all of the above, you might think I didn’t like the game, but no—quite the opposite, in fact. Even with all its flaws, I still thoroughly enjoyed playing through it, I even wrote a review, like first in years wtf? I focused on the cons just because I think this kind of feedback will be more useful to the developer, and I also don’t want to spoil the good parts for other people.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 7.22/day in the week to Aug 4 → 18.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Korean, Simplified Chinese, Russian, Portuguese - Brazil, Japanese, Traditional Chinese, French, German, Spanish - Spain, Spanish - Latin America
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
도트로 표현된 가장 차가운 세계를 신나게 질주하다 보면 발견하게 되는 가장 따뜻한 것.
被名字耽误的游戏,不如用原名SANABI,或者叫山娜菲。
하 진짜 사람들이 하도 슬프다슬프다 해서 반발심으로 안울려고 이 악물고 플레이 했는데 마지막에 진짜 못참고 펑펑 울었다 이제껏 본 영화, 게임, 애니, 드라마 다 합쳐서 엔딩이 가장 여운 남는 듯 유일한 단점은 게임 난이도가 생각보다 높아서 스토리만 볼려고 하는 사람들은 봉변을 당할 수 있음 어려운것도 어려운건데 불쾌한 부분도 꽤 존재해서 감안을 해야할듯
끝까지 가는것이 중요하지 않다는것을 알려주는 명작 1. 스토리 게임 산나비는 감동적이고 짜임새있는 스토리로 매우 큰 호평을 받은 게임입니다 사펑 장르 특유의 디스토피아 같은 분위기 속에서 강인한 해커소녀 마리와 무뚝뚝하지만 속은 따뜻한 준장님의 이야기를 보다보면 저절로게임의 몰입이 돼는 식이죠 스토리가 호평 받는 이유는 아까도 말했듯 '짜임새 있는' 스토리이기도 하기 때문입니다 처음부터 떡밥을 깔고 끝에서는 모든 떡밥을 회수하는 깔끔한 전개방식을 사용합니다 2.연출 스토리를 뒷바침해주는 요소가 바로 연출입니다 산나비는 한계가 명확한 도트 그래픽을 채택한 게임입니다 그렇기에 시원시원하고 깔끔한 연출과 영화같은 배경을 만들기 쉽지않죠 하지만 산나비는 달랐습니다 게임을 하시다보면 엄청나게 큰 보스가 등장할 때가 있어요 거기서 이 제작진들은 그 보스를 3D로 연출해요 그리고 게임 내내 3D로 등장시키죠 도트와 3D의 조화를 잘 어울리게 만들어줬습니다 거대한 보스가 원래보던 도트가 아닌 입체적인 3D로 등장하여 플레이어를 쫓아오는 스테이지로 긴장감을 끌어올려줍니다 3. 사운드 산나비의 사운드는 여러 방식을 이용하여 만들어졌습니다 EDM, 오케스트라같은 방식과 상황에 맞는 브금을 넣어 그 상황에 더 몰입시켜줍니다 그리고 한가지 멜로디가 반복돼서 등장해요(스포라서 여기까지) 4. 게임 플레이 게임은 단조롭게 진행될 수도 있었습니다 그저 와이어를 날리고 벽이나 천장에 매달라고 하는것이 끝일 줄 알았지만 그래도 단조롭지 않게 여러 스킬을 만들어주었더라고요 차지 대시, 여러 퍼즐 스테이지에 맞는 기믹들로 아주 단조롭게는 느껴지지 않았습니다 5.총평 이 게임은 어찌보면 단조롭고 어떻게보면 복잡한 게임입니다 여러 생각과 아이와 부모의 사랑을 알려주고 인간성과 윤리에 대해 알려주는 게임입니다 한줄로 요약하자면 우리는 울지 않는 부엉이요, 발자국 없는 범이다
미려한 픽셀 그래픽과 매력적인 세계관, 몰입하게 되는 스토리의 3박자가 완벽히 잘 어우러진 게임. 이런 게임이 우리나라 게임이란 것이 자랑스러움.
Even if every meeting ends with a farewell, I sincerely hope to return to this world again. This game was a revelation for me. I expected nothing more than a couple of good evenings, but it ended up being one of the best games I've discovered this year. Good luck to the developers, I'll be keeping an eye on your future releases.
도트 그래픽, 사슬액션게임인데 마지막에 울었다는 이야기 많이 들어서 정말인지 나는 눈물이 없는 사람이어서 확인해본다고 클리어 하는데, 쉬움인데 너무 힘듬. 소올류인가.. 수백번 트라이.. 겨우겨우 깼는데 지금 새벽 3시. 낼 일해야 하는데. 근데 진짜 너무 슬퍼서 눈물나네. 아 울아부지도 항암 오래해서 오늘내일 하시는데 울아빠 생각나서 더슬퍼 ㅠㅜ 아아
"Somos corujas que nunca choram e tigres que nunca deixam rastros." Sanabi é facilmente um dos melhores jogos que tive o prazer de experienciar em minha vida. Desde que me conheço por gente, sou apaixonado por histórias e pelo poder que elas têm de transmitir e intensificar sentimentos. Para não dizer que, para mim, não existem defeitos, posso citar a tradução em português. Por diversas vezes ela deixa muito a desejar, não só por utilizar palavras muito incomuns em nosso vocabulário, mas também por apresentar diversas discordâncias verbais, o que acaba dificultando um pouco o entendimento. Quanto à arte do jogo, acho simplesmente magnífica. A pixel art e a direção dos ambientes, com todo esse ar cyberpunk, funcionam ainda melhor quando se encontram com a trilha sonora, que casa perfeitamente com a proposta e nos faz mergulhar nesse mundo. A gameplay, depois que nos acostumamos, torna-se extremamente prazerosa, fazendo com que realmente nos sintamos poderosos conforme recebemos novos upgrades ao longo dos capítulos. Quanto ao enredo, é aqui que, para mim, o jogo brilha com todas as suas forças. É maravilhoso como essa história foi construída, com todos os seus plots e cargas emocionais que, por diversas vezes, nos fazem pensar em como tudo se encaixa e combina tão bem. Os personagens, por mais que pouquíssimos, são milimetricamente bem escritos e animados. A sequência final de quase vinte minutos entra, para mim, no hall das melhores cenas dos videogames. Para fazer os 100%, tive que rejogar o jogo, e essa cena conseguiu me fazer chorar nas duas vezes. Recomendo fortemente que vá sem procurar nada sobre a história e espero que consiga extrair dessa obra-prima tanto quanto eu. Em suma, Sanabi foi uma das melhores experiências que tive com os videogames e vou levá-la com extremo carinho em minhas lembranças.
神作。前六七个小时,我不断地抱怨文本有多么啰嗦,无意义的对话很多、关卡过长、设定过于离奇荒诞等等问题,似乎这是个除了动作体验优秀外没有特别之处的作品,但是画面的细节、动画的质量、文本的特殊处理之精细,又隐隐让我感到不对劲,再加上之前有三位互相不认识的朋友推荐过本作,甚至有位朋友专程赶到开拓芯去听制作人演讲…… 撑到后面一切都清晰明了了,这是一部在叙事上像《星际拓荒》、《33号远征队》(这个是反面教材)一样不能介绍任何设定的作品,我很开心能多年之后再体验到这么一部精雕细琢的好作品。
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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