
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.
Reviews, worldwide (the counter carries no country): 7.71/day in the week to Sep 14 → 13.29/day in the week after.
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 | $14.99 | 41.7Kreviews | 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 1307 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
/(ㄒoㄒ)/~~
Short but sweet grapple-hook-focused platformer with a gripping plot and unexpected twists. The gameplay may get a bit stale over time, but the game varies the elements just enough and keeps feeding you new story bits regularly to keep things interesting until the end. The free DLC replaces the grapple-hook with double-jump, shotgun-recoil and more combat focus in general, but is short enough to not overstay its welcome either.
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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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
神
画面精致,剧情感人,操作手感利落爽快。只是游戏过程有些冗长,太多无意义的跑图与战斗,越玩越无趣,boss 战的设计亦没有什么新意。瑕不掩瑜,总的来说值得体验。
[h2] 스타일리시한 액션과 디스토피아 느낌 물씬 나는 픽셀 아트, 인상적인 서사와 사운드. 인디 게임의 최대 고점. [/h2] 고군분투를 즐겨 하던 한국인이라면 금방 익숙해질 수 있는 컨트롤과, 유저 친화적인 난이도 설정이 진입 장벽을 크게 낮춘다. 고군분투를 하면서 탄막을 피한다고 생각하면 쉽다. 매력적인 주인공과 궁금증을 불러 일으키는 서사로 몰입도를 끌어 올리고, 적당한 플레이 타임으로 너무 과하지도 덜하지도 않은 시점에 카타르시스를 터트림. 레벨 디자인이 상당히 잘 되어 있고 스토리 라인을 자연스럽게 따라가기 때문에 길 찾기가 어렵지 않은 편. 넓은 맵에서 전투 슬로우를 적절하게 걸어서 그렇게 빠른 게임이 아닌데도 상당히 스피디한 느낌을 준다. 사이버 펑크 무드를 한국적으로 로컬라이징한 것도 재미있는 부분. 개인적으로는 BGM이 분위기에 잘 섞여든 점도 크게 한 몫 했다고 생각한다. 평가에 칭찬만 쓰는 거 너무 재미없긴 한데, 이 게임을 안 할 이유를 찾는 게 더 어려울 것 같음.
그저 GOAT 특히 2d와 플랫포머를 좋아하면 완전 개추 솔직히 커가면서 감성이 죽었다 생각했는데, 스토리보다가 나도 모르게 눈물샘 터져버려서 줄줄 울어버린 전설적인 게임이다. 특히 스토리 끝내고 스피드런이나 전설난이도 고전하다 깨는 쾌감도 만만찮다. (생일선물로 선물해준 나의 친구들에게 엄청난 감사를)
ㅈ같앗던감독관이 잊혀질정도로 연출이 좋앗습니다..
the movement, soundtrack and art are all incredible. the actual combat mechanics and dialogue are some of the most horrendous things ive ever bared witness to in gaming. the rest of the review has spoilers for the game itself; the combat in and of it self is not that bad, feels rewarding at times, the Justice bossfight is a fair and satisfying bossfight. i cannot say the same for the others. you can call it a skill issue if you want but that can be said for any game ever, i don't consider pantheon 5 in hollow knight unfair because its difficult, thats understandably an issue of skill (except zote). in this game, so many things feel unfair, inconsistent, or outright horrid. i dont have that much of a problem with the Worm bossfight, but the main issue is the descending platforms, based on the fact that the only way to consistently live in 2/3 attacks is to get above the ground, it just feels atrocious to have them descend slowly the microsecond you interact with them, typically having them too low or non-existent for the tornado manouevre it pulls, especially in the second phase. granted it would be too simple if they stayed put, but surely there's a fair middle ground. the Firebird bossfight is awful, i dont there's a single actually good mechanic in it. the freight trains seem to made out of cardboard, half the attacks just do not make sense as to how to consistently dodge, and the way to attack it is just obnoxious, why do i have to grab onto a theft box that i cant go up with and launch it at the flying guy who isnt even on me half the time, seems like they just thought of the theft box, and then realized they had to use it somehow. and you have to hit the ship 4 times, 4 times, why. why not even introduce a new concept or attack or any actual difference between the 4 phases, you just do the same bossfight 4 times, fantastic, riveting. the major song bossfight is likely partially due to a lack of skill, but why make your only way to attack the really fast moving, teleporting boss, have a half a second wind-up, wherein the boss can also just randomly switch the telegraph it's doing to the exclamation mark as you let go to attack, killing you. "but just time it", how can i time something when ive already let go, youre telling me major song was halfway through charging up their sword, and then randomly decided to prepare to counter my only attack, because thats just fantastic. just no telegraphing at all for that really fun and great action. and you have to hit the boss 9 times in a row without taking any damage (in legend). it's just incredible annoying to put up with. and the random fiery-beyblade fire-pillars are incredibly difficult to dodge, why is that even a move, was the beyblade coming at you at mach-speeds just not riveting enough, that attack you just have to hope happens on the edge of the map. if you like this bossfight, fair enough, understandable, but like cmon, it just isnt good. atleast the platforms don't move. To be clear, I have not beaten this game in legendary mode, I plan to in the future, but it seems just like such an incredibly mentally agonizing experience that I plan to do it in a time during the darkest winter of our generation, so that there is minimal joy for the game to sap from my soul anyway. most of this is explainable via skill issue, but nightmare king grimm is a hard boss and yet it's very fair and consistent once you get a fundamental understanding of the telegraphs. the dialogue is also just bad. how can dialogue be so incredibly stiff and repetitive, "wow im so cool and incredible mister! mister hey look!" "i dont care mari blah blah", that's like half their conversations, add in some spice, mari has the conversational skills of a baked potato. it just gets so annoying after a while, it's also just weirdly put, which i guess happens in translation, but surely they could hire someone to make it somewhat more bearable. ost and art is still incredible though, and the movement on its own is great. it's a 5/10 but the 5 on its own is a 5/5, as in, those three aspects are incredible. in essence, if you're going into this with a perfectly non-competitive non-completionist mindset and are playing specifically the bossfights while in a call, essentially playing absent-mindedly without looking into the minutia of each death, or you have the willpower and mental fortitude to dismiss them, then it's a fantastic game. beating pogostuck, getting over it, chapter 3 A-side golden, all were mentally more enjoyable than major song.
虚假的剧情向游戏,真实的推理游戏。 游戏非常多的演出,台词和动效都可以拿来推测剧情,如果按照这种方式来游玩,10 分满分这个游戏将是 11 分。
朋友送的,來給個好評 操作熟練後玩起來蠻爽的,劇情也很不錯,有被touch到 美術雖然是像素風不過小動作都看得出來,小人可愛 小缺點是翻譯有時會有問題,不過還算可以讀懂意思
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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