
In this 3D, story-driven platforming adventure, explore an uninhabited island's massive cave network. Learn about the heroes' psyches as you explore lush caverns, subterranean oceans, and surreal cityscapes, all while meeting surprising creatures! By Anodyne & Angeline Era's devs!
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Jul 21 → 0/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.
About
In this 3D, story-driven platforming adventure, explore an uninhabited island's massive cave network. Learn about the heroes' psyches as you explore lush caverns, subterranean oceans, and surreal cityscapes, all while meeting surprising creatures! By Anodyne & Angeline Era's devs!

Use an acrobatic moveset to navigate lush, jade canopies and rusty sandstone spires. Fling yourself over high ledges using the satisfying Teledash Vault and deftly Wallrun across dangerous outcroppings.
Grapple through the air with the help of long-tongued Ribbats or climb tall cliffs via sticky-ridged Gripshrooms. Linking with certain creatures will grant you new abilities to reach the farthest depths of the island.
Research the island's unknown creatures by Linking with them! Using the one-of-a-kind "Puzzle Grid" system, overcome each creature's challenges by freely placing a series of colored tiles, forming large islands of one color.

In the near future, three biologists are on a joint mission to use their state-of-the-art ONYX implants to research the creatures of the uninhabited Sephonie Island. But as they approach the island, a sudden storm leaves them shipwrecked.
Amy Lim, Taiwanese-American and bold leader, hails from the midwestern USA town of Bloomington. Riyou Hayashi, an analytically-minded Japanese-Taiwanese researcher, calls the bustling Tokyo his home. And Ing-wen Lin, a kind and considerate Taiwanese scientist, lives in Taipei.
The trio will find their motivations and loyalties put to the test as they navigate Sephonie’s caverns, facing not only physical challenges but also their deepest memories and dreams. As they grow more intimate with each other and the island, an ancient force, brewing deep in the island's abyss, may threaten their newfound relationship, and the world...

A 6-8+ hour, one-of-a-kind, experimental, story-driven 3D platformer adventure.
Master a parkour-esque moveset to sprint, wallrun, jump, and fling yourself through Sephonie Island’s rocky and physical caverns!
A beautiful and varied cave system filled with all manner of large and surprising creatures.
A deep, emotional story about the close bonds of a trio, the priorities of nations, and the delicate connection of humans and nature.
The postgame “Bubble Adventure” and fiendish hidden items provide a fun challenge for advanced spelunkers.
A human experience crafted entirely by the IGF Grand Prize-nominated duo of Marina Kittaka and Melos Han-Tani, behind works such as Anodyne and Angeline Era.
Sephonie does not support square resolutions (Less wide than 16:10). Sephonie will run fine with these resolutions but some UI may be cut off, which you can fix by using the in-game UI Scaling option or by running the game in a 16:9/16:10 windowed resolution. The same goes for UWHD resolutions in fullscreen.
Sephonie only officially and natively supports certain controllers (PS4/5, XB1/XB360). Other controllers may work with Steam Input, but functionality not guaranteed. In particular the Nintendo Switch Pro Controller is NOT supported although players have gotten it working. See forum for details.
Sephonie has been tested to work on Linux with Proton, although there may be some lighting errors depending on your OS so we have chosen to not have an officially supported Linux version.
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 308reviews | 89% | — | $167.4K |
| $19.99 | 28ratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
With very good music, a decent movement system, a decent story and a whole lot of collectibles this game is definitely worth your time. It's a bit rough around the edges though. For example, I got soft-locked once (but thanks to the infinite jump setting that was quickly fixed), jumping while wallrunning into more wallrunning feels near impossible, the story at times feels like it's not telling you anything whatsoever which weakens the overarching plot a bit and the visuals sometimes make it hard to find the right direction. The postgame is well made and makes for a fun last runthrough of the game. I do not really understand why the epilogue is not attatched to the main game though. A simple timeskip would've made sense too, but that's just my opinion. Anyway, great game, had fun, would reccomend
[b]FUN: ✔ FEELS: ✔[/b] Art, music, and shockingly unique writing all come together to make this pleasant 8-hour-ish experience an impactful one. During multiple levels, I had to stop and just admire the surreal atmosphere of the game world. The game is not flawless. I had a personal, meditative experience with Sephonie that may not land for others. [h2]"All I can see are shards of light and incongruous blossoms of scent that fill my heart with sadness."[/h2] This line of in-game text showcases the quality of writing and encapsulates the uncanny feeling of this world. Right from the start, the menu put me in a mystical mood with its haunting music and wide desert landscape. Upon entering the game, I was immediately charmed by lovingly crafted low-res textures evocative of games from the early 2000s. Perhaps it helps contribute to the alien feel, as the game opens sitting on a train car across from an alien. I was surprised to find such a surreal start giving way to a real-world setting (U.S., Japanese, and Taiwanese researchers on a joint scientific expedition). This makes for an interesting juxtaposition, inviting the player to ponder the nature of the familiar versus the unknown. The world of Sephonie is one that is at the same time recognizable and wholly other. The art and music are truly captivating. Weirdly sloping hills frame watery golden skies, glimpsed through cliff walls of ochre caves supported by spires stretching into abyss. Warping synths slow down and speed up, creating a bizarre yet peaceful auditory landscape. The game features a unique moveset among 3D platformers that goes beyond simple jump/double jump/glide, with an emphasis on manipulating wall runs and dashes. The moveset makes exploration attractive as you experiment with your capabilities. It also contributes to some very interesting level design that’s neither completely linear nor totally open. Navigating later levels requires some fancy moves that I sometimes felt I was fighting the controls to pull off (wall running and jumping into another wall run in particular), but I never reached an untenable point of frustration, perhaps due to the game’s quite reasonable checkpoint system. The 3D platforming action is broken up by an interesting puzzle minigame that further reminds me of how early 2000s titles like Ratchet & Clank tended to mix in such. The puzzle mechanics may take a bit to click, but once they do, I find the game delights on multiple fronts. And speaking of puzzles, even navigating the levels themseves has a puzzle-like Metroidvania quality in lieu of any actual combat. I'm further struck by how accessible this game feels. You can tell the designers are experienced gamers from the simple, approachable tutorials and intuitive way everything just “works” the way I naturally wanted or expected. There are further accessibility options that let you streamline the puzzles and platforming, which lets the player engage at their comfort level. You can feel the effort put into the writing of this game, from the entertaining animal entries to narrative lines like "A lonely receiver-beyond-time drinks the deluge, indulging." Not only is the writing voice unique and interesting, the story delivery feels incredibly intimate and human. The game is full of detailed, intricate meditations on connection, tracing all the ways something as seemingly mundane as “fish” can hold deeply significant meaning to different people. This game was profoundly impactful for me. Exploring themes of connection in spaces that felt like they kissed up against the great dark beyond made me feel like a kid again. I was reminded of why I fell in love with gaming, and what I hope to experience in any game I play. I adored what I saw, what I read, what I heard, and most of all what I [i]felt[/i] while playing Sephonie.
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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*, Japanese*, German**languages with full audio support
| $7.99−60% |
| 13ratings |
| 56% |
| — |
| not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It looked like an interesting world set-up, and the puzzles were interesting. But the controls on PC are unintuitive, the floatiness of movement is awful. And the motion, even with adjusted settings, is unplayable for someone with motion sickness :(
坚持不开作弊打到最后一个boss打不下去了,虽然这个3d很艺术但是我玩着真的很晕。even the ocean是好玩的,但是可以探索的内容和美术都没有anodyne那么完美。anodyne2我也非常很喜欢,但是3d的部分对我来说已经有点晕了,但因为有2d缓冲和所以打完感觉还好。这一作我等了几年中文,因为这个系列有很多胡言乱语(褒义),所以我不是特别想啃生肉,不过好像制作组没打算出中文,就还是啃了。叙事和画面还是一如既往地好,但是难度+让我晕晕的3d没能让我一口气打完,一段时间没玩忘记键位就提不起劲了。可能以后有空会把最后的boss打了吧。下一作好像是俯视角3d,我还挺喜欢的,期待一下。总之会继续玩Analgesic的游戏的!
Quite boring, lots of "plot" (which you cannot skip btw) describing main characters that i dont care about and super weird and awkward controls.
Another impeccable Analgesic game with fantastic and thoughtful story, music, and vibes. The controls are a bit untraditional but once you get the hang of it the platforming is really fun and it's enjoyable doing parkour to zip around and explore the depths of the island. Favorite OST track: Chasm of towering oak
The basic platforming mechanics in this game aren't functional. The wallrun simply doesn't work, it isn't difficult or complicated or janky, it just doesn't work. There is a section in the game that normalizes your wallrun and regardless if you jump early or late or anything inbetween including chaining multiple wallruns it is impossible to reach the other wall to continue. I did play on low settings, maybe there is an issue with that as i have noticed some other jank such as invisible walls / polygons sticking out on what appears to be flat surfaces. I even managed to fall through solid objects a couple times and also had my character just run in the air multiple times. There is something truly wrong with this game. Besides the game not working the story is also not fun, they hit you with a wall of text about about Taiwan and self-doubt after every platforming section. The only kinda enjoyable part of the game is the tetris minigame, except it is way too easy.
fun as heck
It's the most lovable game. Period.
Una de las propuestas más interesantes en el indie actual, un plataformero que se juega como ningún otro a la vez que es divertido de dominar y que en un remix de elementos clásicos del diseño de videojuegos logra contar una historia que se siente personal, imaginativa y original. Uno puede sentirse más enfocado en uno de esos dos mundos que presenta (el mecánico o el narrativo), pero cualquiera que sea la elección el juego presenta una experiencia como muy pocas, y una que vale tremendamente la pena.
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Players by region
Where this game's players are, estimated from review languages.
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