
Solateria is a hand-drawn action Metroidvania with parry-focused combat. A small fire warrior journeys to find the Primordial Flame, the world’s last hope against the Shadow Plague. Defeat foes with stylish parries and explore mysterious realms to uncover the world’s secrets.
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): 2/day in the week to Aug 5 → 1.43/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 2,402 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
Solateria is an action Metroidvania featuring beautiful hand-drawn art and a focus on parry-based combat.
Stylish Parry-Focused Combat
Master enemy attack patterns and parry with perfect timing. Experience Solateria’s exhilarating combat flow, where parries lead straight into powerful counterattacks.
Tense Battles Against Formidable Enemies
Break through bosses infected by the Shadow Plague with precise parries and stylish action. They won’t go down easily—but victory brings a deep sense of accomplishment.
Absorb the King’s power at King Statues scattered throughout Solateria to grow stronger. Unlock Heat Cores with rare items to unleash the fire warrior’s true power. Acquire new skills and enjoy increasingly spectacular combat.
Deep Customization Through Upgrades
Enhance your Core Stones and equip various Parts to shape your own combat style. Parts can create powerful synergies when combined in specific ways.
Untold Stories in a Fallen World
In Solateria, brought to ruin by the Shadow Plague, countless beings fight their own battles for their own reasons—even those who have become infected bosses. Battle powerful bosses, meet new NPCs, and uncover the stories they’ve kept hidden. Complete side quests and witness their final choices.
Active Interaction and Information Gathering
Explore the world of Solateria and gather “information” in many ways—collect fragments of memory, talk to NPCs, and more. The more thoroughly you explore, the more helpful information you’ll uncover, and what you learn will be marked on the map. Of course, how you explore Solateria is entirely up to you.
A Beautiful Hand-Drawn World Map
Immerse yourself in a beautifully crafted world of hand-drawn art. Use various skills to find hidden elements and create shortcuts. Maybe you’ll recover your lost memories while exploring this shadowed world.
A small fire warrior with no memories goes on a journey to find the King—the only hope to save the world.
Solateria, the land of the Sun, once prospered under the Primordial Flame’s blessings.
But everything changed when the Shadow Plague—the most deadly catastrophe it ever faced—descended, pushing Solateria to the brink of ruin.
You wake up as a small fire warrior with no memories of the past. The only thing you can recall is a voice urging you to find the vanished King and save the world.
Defeat powerful bosses corrupted by the Shadow Plague through stylish, parry-focused combat, and begin your journey to find the King.
In the end, you will have to confront the truth.

Choose your build with 40 different Parts combinations
Multiple upgrade systems, including cooking, refining, and crafting
Over 50 beautiful story cutscenes
Unique and powerful bosses and mini-bosses
Hidden locations reached through skill combinations
A vast world you can explore freely in any order
The story of a small fire warrior setting out to find the King—the only hope to save a fallen world
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 | $15.99−20% | 743reviews | 84% | — | $351K |
| $15.99−20% | — | — | — | 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 152 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
hollow knight
最后那个圣物 特拉丁的温室 那个 真难拿 里面需要手速的地方太多了 玩的难受
这不就是一个小制作组拿来练手的擦屁股草稿纸吗,粗糙简陋,像一张全是错题的试卷,要我是你,我都没脸发售。转念一想要是棒子有羞耻心不至于做这种狗屎搬上来,让玩家给你们当游戏测试员,还是付费上班。 傲慢至极的游戏设计,BOSS不给任何前摇纯背板无交互,不讲道理的数值填写,鉴定为没本事设计游戏难度只会数值挖苦。粗暴平衡设计和细节极度缺失的游戏打磨,实名盾反背板模拟器,闪避药瓶扣了,反正闪避无敌帧谁都躲不过,两刀就死也用不着喝药直接回家多好。以前一直不理解死亡细胞体积碰撞是什么目的,现在我知道了,他妈没有体积BOSS和你身位乱重叠,打着打着身位就到你后边,加上身后判定,和延迟盾反判定,恶心不死你。音乐美术剧情等软实力倒是真有东西,她妈能和公共素材不相上下,这里就写两句,多写就不配了。 游戏本质毫无内容新意,空旷敷衍的地图设计,平白无趣的游戏剧情,已有缝合的战斗系统,毫无细节的纵深制作。这种游戏正在加剧我对类银的讨厌,现在类银全是这种没营养的烂俗新手作,出一部烂一部,康斯坦丝都算素质不错的了,其余全在好评俯冲大挑战,这部也是行列之中,玩完之后我对他的印象除了有些怒气之外再无其他。
Media

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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, Korean, Simplified Chinese, Traditional Chinese, German, Spanish - Spain, Portuguese - Portugal, French
Hours played at review time, across 152 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
本来作为类银河战士恶魔城的爱好者,自认为有较强的适应能力。但这个游戏我还没玩完就已经想骂人了。 你说得对,弹反是可以作为一个游戏的特色,我在玩同类游戏的时候也能多多少少感受到弹反的快感。 然而,这个游戏几乎所有怪都是快慢刀、神经刀,有些甚至还是零帧起手(目押+预判),boss战每次初见都是进去就被一套连招弄死(这游戏没有受击和倒地保护),每次都逼迫玩家去记忆每个boss的招式规律(背板),探索地图和收集物品得到的成长在魂味十足的boss面前形同虚设,不管怎么升级都是一套连招被秒。这就导致每次我战胜强敌的时候,我不会觉得自己很牛逼,只会觉得自己运气好没被秒杀(失误惩罚巨大,正反馈不足)。 我猜制作组可能是想做带着魂味的格挡特色类银游戏,结果却搞成了带着类银味道的恶魔之魂。 这游戏我只能给6/10的及格分,只建议不怕吃苦的魂游老手买来试一试。
전사의길 난이도로 재밌게 했는데 차사 난이도는 좀 조절합시다... 끝판왕보다 세면 뭐 어쩌자는 거임
Excellent game. Feels like a mix of HK and ORI. Absolutely engaging, with demanding difficulty level i prefer in MV games.
个人比较享受盾反,所以体验还行,但是地图确实空,一些道具点位确实阴间
This game is pretty good especially when it comes to challenging and fair combat, most of the times I died made it feel like it was my fault. I would complain about the very strict parry window on the hardest difficulty, but given that you simply take reduced damage if you guard too early makes it pretty fair in that regard. My only complaint is that the charge attack counter is simply useless in the hardest difficulty, most of the times when you attempt to pull it off you will most likely fail. While I do believe that the regular parry is balanced, I can't say the same for the counter, so I would suggest making the parry window more forgiving considering the fact that you are trading your stamina in order to actually use the charge attack, making it similar to nine sols and its unbounded counter, which has a more forgiving window, but it has to be charged at the right time. The challenge for the charge attack counter should be knowing when to start charging it instead of releasing it at the right time. I wouldn't have mentioned this mechanic if the game didn't suggest using it for red attacks. My favorite part about this game is that it has the most challenging and in depth bosses I have ever seen in a 2d game, considering the fact that I have played mega man zero, hollow knight, and nine sols.
[h1] ⭐⭐⭐ | 28小时 | 冒险者之路 | 100%全地图+全收集+全回忆 [/h1] 主打弹反机制的2D类银河战士恶魔城,个人给7分,对于喜爱战斗爽的玩家值得一试,但不要抱有像对《只狼》《九日》那样的期待,推荐打折时再入手,如果想要舒适游玩,请选择冒险者或战士难度(2-3档)。一些主要特色和问题: 1. 能看出设计者在剧情上还是花了不少心思和笔墨,每个人物的塑造都是有始有终的小支线,讲了一个有血肉有温情并且对更好的世界存留希望的群像故事。不过,在一个“火之将熄,然位不见王影”的标准类魂叙事套餐里,居然找不到私欲、阴谋、背叛、怯懦、犬儒、摆烂,全员都是圣徒一样的英雄,我们魂5感到很不习惯!此外,不得不说这个“挽救在瘟疫侵袭下濒临崩毁的文明”的世界观设定跟某部类银神作还是相似度有点高啊。 2. 音乐深情悦耳,对环境与战斗的衬托到位,NPC对话均有利特族语言的配音。整体美术风格有奥日的韵味,各个区域生态也有较高的区分度,游戏中还不乏精致可爱的小贴图(各个区域的纪念图钉很漂亮,各种料理看起来也猎奇有趣)。但是也跟剧情一样虽然四平八稳却少了点鲜明的个性。还有不少细节上欠缺打磨,比如图层和线条略显单薄,并且个人觉得UI还是做得有些简陋,无论是中英文字体都实在是太像办公文件的风格了。 3. 探索体验方面还是有不少生活质量上的贴心设计,如走两步就有存档点,极少有山穷水尽弹尽粮绝的时刻,各存档点一开始就可以自由传送;Boss前均有椅子(精英怪除外),完全不存在365里路这种坏文明,甚至连死亡后的魂都是放在门口的,并不需要触发战斗就可以安全捡回;商人和工匠跟前都有可以当场把索林块兑换成现金的机器。整个流程中不怎么会缺钱,角色的成长系统也相当丰富。然而最为明显的缺陷是中后期的区域多有上下分层导致收集跑图路线极为迂回,空荡荡的房间不计其数,框架画得大而无当却没有足以填充的内容,个人认为地图缩小一倍、加强场景叙事才是适合这个游戏的思路。 4. 战斗方面,完美格挡和反击的音画反馈还不错,每个Boss的设计也很有特色。然而,不同于只狼、九日中节奏清晰明确的出招,这些Boss更像是从鬼泣忍龙之类高速ACT游戏里来的:除了几乎无法靠反应目押只能不断试错背板的快慢刀、神经刀,几乎每个有名有姓的Boss都身怀上天入地全屏穿梭的性能以及初见时令你瞠目结舌的零帧起手抓取技、捆绑play,各种充斥着光污染的AOE和应接不暇的debuff。由于已经听说全成就大佬们对最高难度差评如潮,所以我抱着观望的心态选择了冒险者难度,事实证明这是非常明智的决定!既可以从足够的挑战中体会到乐趣又不至于因为挫败感太高而过于折磨。 5. 这游戏并不太有常见意义上的平台跳跃关卡,因为大多数跳跃点根本就没有平台——设计者似乎对一眼望不到对岸的40米极限跳远情有独钟,虽然并不影响通关,但是想要真结局、全收集的话不得不品,最后几小时恶补收集给我跳力竭了…… 如果不使用常见破序技巧的话(例如平A+冲刺+平A+二段跳……这样循环来延长滞空时间),有太多资源都得在拿到某个大后期高难度Boss把关的三连冲技能之后才能获取;并且游戏中的三段跳是把人往后弹射的,所以距离极限时常常需要先来个空中转体也是非常难绷。而且游戏这会儿都快结束了,收集还有什么机会用呢,这也是个人认为资源分配不合理的地方。 6. 最后还是忍不住想再说一次,无论是地图、石碑,还是获取新装备、新技能的画面,还有主人公与最终Boss的关联…… 众多细节上跟空洞骑士的雷同程度还是有些过高了。
В цілому достойна гра у цьому жанрі соулслайк метроїдванії. Гарна бойовка, цікаві складні боси. Трохи попсували враження платформенні випробування. Оцінка 8/10
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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