
The old world is gone, lost with the disappearance of the King. Reforge reality in this dark action RPG through skill-based combat, innovative open-world platforming and the testimonies of survivors… some more trustworthy than others. Are you ready, Wanderer?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 28 → 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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 789reviews | 67% | — | $140.7K |
| $9.99 | 41ratings | 64% | — | 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 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作为rpg玩家,我很难去评价这款游戏,就简单说下我个人看法 你说小工作室吧,这部作品给我的感觉就是除了美术画风就一无是处 1、教程:除了最基本的操作之外没有任何教学,乃至治疗药、传送药,哪个是哪个都一脸懵,各种心脏关卡解密塞什么放什么是什么东西都不提示 2、优化:最基本的物理碰撞都有bug,我甚至能整个人穿模到石头里面?这属于是最基本的错误吧,另外是键盘键位,你是从手柄暴力移植过来的吧,ZXSC移动真的是正常pc玩家会用的键位吗?虽然设置里玩家能自定义,但从这方面来看官方没有下心思去改动,我看个动画,按esc还能出现虚空设置列表,你说键位可能是习惯不同,但穿模跟ui的bug这些是我不能接受的低级错误 3、战斗打击:这方面真的我没有见过这么失败的,官方真的有认真玩过这个游戏吗,首发90块钱的价格,里面的动作设计简直一言难尽,先不说格挡了,攻击衔接大差特差,另外老毛病了,添加2.5D视角没有问题,添加跳跳乐也没有问题,两者加在起也很完美,问题出在你为什么要往2.5D视角的跳跳乐添加Y轴进去??? 4、剧情音乐:画风确实值得夸奖,但目前为止到了第三张图貌似音乐都基本没有变动,制作组资金真的有这么缺吗?买下这个游戏貌似除了画风就没有能挽留玩家的手段,而且剧情方面,对我这种剧情党来说,真的也是很无语,随便几句话几张图就潦草完事了?玩家们都不知道发生了什么,没有能吸引我的地方 稍微说下优点:游戏画风优美,地图设计也算是一个比较好的地方,解密特别多(这个对号入座吧),整体美术成分比较充足,如果图这些的话,春促9块钱可以考虑 最后说下总结吧,这款游戏缺点太多了,多得足以掩盖他的优点,春促9块钱,如果喜欢这种画风并且接受僵硬的操作手感,可以选择尝尝鲜,但对我个人感觉来说,就是游戏毕业生的毕业设计,想法是有的,但严重缺少技术力!
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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, German, Spanish - Spain, Russian, Simplified Chinese
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Shattered – Tale of the Forgotten King, developed by Redlock Studio and published with the help of Dear Villagers, is a haunting and ambitious action RPG that attempts to merge the cryptic storytelling and punishing combat of the souls-like genre with the atmospheric worldbuilding of surrealist fantasy. Set in the desolate realm of Hypnos, the game casts the player as the Wanderer, a lone traveler awakening in a world shattered by the disappearance of its mysterious ruler. With the fall of the King, reality itself has fractured, leaving behind a landscape of broken geometry, drifting islands, and ancient ruins populated by echoes of former life. It is a world both majestic and melancholy, designed to evoke curiosity through its quiet emptiness. From the very first moments, Shattered declares its intention to be a journey through isolation and decay rather than a traditional hero’s quest, and in this respect, it succeeds admirably. The game’s visual identity is perhaps its greatest triumph. Hypnos is rendered in a stark, painterly art style that blends minimalist architecture with surreal dreamscapes. Massive monoliths float above abyssal voids, long-forgotten temples stretch toward blackened skies, and fragmented landmasses drift like pieces of a dying puzzle. Every region feels deliberately alien, and each vista captures a sense of grandeur and mystery that encourages exploration. The developers’ use of lighting and shadow transforms even simple areas into striking compositions, and the soundtrack—filled with solemn piano melodies and ambient tones—perfectly reinforces the melancholic tone. There are moments when the game feels closer to a work of abstract art than a conventional RPG, and it is these moments that linger most in memory. Mechanically, Shattered adopts the familiar rhythm of the souls-like formula: deliberate combat, stamina management, precise dodging, and punishing death mechanics. Players collect “souls” as currency for progression and risk losing them upon death, forcing the familiar tension between greed and caution. Where it differs from its peers is in its fusion of 3D exploration and 2.5D platforming. Certain sections shift to side-scrolling sequences, introducing a sense of variation and flow that prevents the experience from feeling entirely derivative. The game also grants the Wanderer a unique traversal tool—a levitating skateboard-like device that allows for fluid movement across open terrain. It’s an unexpected addition that contrasts the heavy, grounded combat with moments of almost dreamlike freedom, and while it can feel awkward in practice, it adds personality to the world’s design. Unfortunately, the ambition of Shattered often outpaces its execution. While the combat system has the foundations of a strong action experience, it lacks the precision and weight that define the best entries in the genre. Weapon strikes sometimes feel disconnected from impact, hitboxes are inconsistent, and certain enemy animations can lead to frustration rather than challenge. The camera, though serviceable in exploration, struggles during tight encounters or boss fights, occasionally obscuring crucial movements. Platforming, too, suffers from imprecision; jumps that should feel fluid instead feel stiff, and missteps can result in long, disheartening falls. These technical shortcomings do not make the game unplayable, but they erode the sense of control and mastery that is so essential to this style of gameplay. The open-world structure of Hypnos is another double-edged sword. On one hand, the sense of scale and freedom is impressive—players are rarely corralled along linear paths, and the game encourages curiosity by scattering hidden routes, shortcuts, and secrets throughout its sprawling environments. On the other hand, the absence of clear direction or an in-game map can make navigation feel disorienting. Objectives are often vague, and progression depends as much on intuition as on observation. For players who enjoy unraveling a world through trial and error, this design choice enhances immersion and mystery. For others, it may lead to frustration and aimless wandering through visually stunning but sparsely populated landscapes. The emptiness of Hypnos is thematically appropriate, but it also means that large stretches of gameplay pass without meaningful encounters or narrative developments. The story of Shattered unfolds in fragments, true to its name. The game offers minimal exposition, relying instead on cryptic dialogue, environmental storytelling, and hidden lore pieces scattered throughout the world. This narrative style creates an alluring sense of mystery, as players piece together the mythology of Hypnos and the forgotten King. However, the payoff can feel elusive, as the story remains intentionally abstract and distant. Characters speak in riddles, and the truth of the world seems perpetually out of reach. This design choice mirrors the spiritual desolation of the setting but also risks alienating players seeking a more tangible plot. For those willing to engage with its opacity, the lore reveals subtle beauty—an allegory about memory, loss, and the fragility of creation—but for many, it may feel more obtuse than profound. Despite its flaws, Shattered – Tale of the Forgotten King stands as an impressive artistic achievement for an indie studio. Its world-building, atmosphere, and visual design rival those of much larger productions, and its willingness to blend genres sets it apart from countless souls-like imitators. When everything clicks—the lighting, the music, the combat rhythm, the slow reveal of ancient secrets—the game achieves moments of genuine transcendence. Yet it also demands patience, forgiveness, and a tolerance for uneven mechanics. It is not a refined experience, but a fascinating and ambitious one, brimming with creative ideas that occasionally falter under their own weight. In the end, Shattered is a game about mystery and imperfection—about exploring a broken world that reflects its own fragmented design. It offers wonder and frustration in equal measure, rewarding players who value atmosphere and curiosity over technical precision. For those who can accept its rough edges and embrace its cryptic beauty, it provides an experience unlike anything else in the genre—a haunting journey through a dream that is always on the verge of fading away. Rating: 6/10
Não sei como pode ter reviews mistas, jogo roda liso e é muito bonito, além de ter uma história muito interessante. Bela conclusão para a trilogia Blackshard - Hypnos - Shattered (a ordem certa de se jogar de acordo com os desenvolvedores).
Впадлу даже тратить время и блудиться в этом пустом мире, где даже непонятно куда идти и зачем идти:)
Баги, плохое управление, унылый дизайн всего, невозможно поломанный интерфейс всего (от меню до инвентаря). Есть плюсу у игры, но мне о них лень писать, я вряд-ли я дошел до них за такое время.
This game won't be for everyone but if you love roaming around desolate, breathtaking worlds and unraveling cryptic lore as you go, you'll have a blast. I sure did. Endings are not very conclusive (maybe because a lot was cut from the originally planned game or maybe it's fleshed out in the other 2 games from Redlock Studio that share the same universe, I don't know) and the gameplay is barely okay but it didn't distract me from the game's qualities. It really feels like the developpers crafted a cool and fascinating world and just threw the player into it without much guidance. I love that feeling but like I said at the beginning, it's not for everyone.
Llevo hora y media de juego por lo que la crítica no va a ser teniendo en cuenta el juego completo. Hago esta crítica por que las calificaciones que tiene el juego actualmente me enfadan. Llevo hora y media y ha sido suficiente para darme cuenta de que es un juego con alma. Criticamos todos los juegos de empresas grandes como juegos sin alma, que ya no le ponen corazón ni nada; y este juego me da pena. Es un buen juego, las animaciones a veces se sienten un poco toscas e igual te encuentras algún bug minúsculo como un enemigo bloqueado con dos piedras. ¿Pero qué más da? Pagamos 60-70€ por un puto Assassins Creed sin ningún tipo de novedad en los últimos 10 años y la gente crítica a este juego como si se hubieran gastado millones en producirlo. Es un soulslike que no intenta ser difícil por ser difícil como hacen la mayoría de los soulslike. El juego entiende la formula de Miyazaki, de que la dificultad no tiene que ser forzada. El diseño de niveles es increíble, en esta hora he estado únicamente dando vueltas por la primera zona, porque me he dado cuenta de que podías caminar por cualquier lugar del mapa, como si fuese elden ring. Suena estúpido pero el diseñador de niveles tiene en cuenta esto y te pones a hacer un parkour que crees que te acabas de inventar y de repente te encuentras un fragmento de algo al final. De verdad, merece la pena cada euro solo por la pasión que han puesto creando el juego. Es el primer juego de una empresa y tengo ganas de que hagan una segunda parte de este juego solo para que le callen la boca a todos los subnormales que no son capaces de diferenciar entre una empresa primeriza y From Software.
Why does this game have mixed reviews? Seriously? Do people need to be spoonfed how to play or beat games these days? I think many downvotes are from the usual cry babies...... that play 20 mins and give up then give a poor score. Typical whinneeeeers . The level design is fantastic. Great audio and music.. Love the non traditional visuals.... playing this on a handheld PC (not a steadeck) runs like a dream. High FPS... Its a challenging yet forgiving souls-like. Intresting yet memorable boss fights. The overall lore pulls u in. The world is pretty big and is begging to be explored. This is an incredibly well made game and well designed. Add it to ur souls like collection u won't regret it. Ignore all the negative scores that are probably done by pre teens.
5/10 The early game is quite interesting and kept me engaged, but once the "open world" opens up, the game becomes rather boring. I really liked the art style and overall atmosphere. The combat gets very repetitive. There is barely any noticeable difference between the different swords, and everything feels a bit clunky. It's not a bad game, but it's not especially great either. A decent way to kill some time.
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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