
The player embarks on a journey through a sword containing the soul of a being desperate for revenge against their past betrayers. As the player travels the world, they seek out those who betrayed them in the past, and with each encounter, they have the opportunity to seize their souls.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Trends
Steam followers (game-group members) tracked daily from when we started recording.
Showing the last 90 days (the review-based charts: the last 4 monthly points). Full history and CSV export come with a free account.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
Related
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| approximately $0 | 0 | 89% | Free | |
| approximately $48.6K | 178 | 77% | $14.99 | |
| approximately $7.9K | 36 | 94% | $7.99 | |
| approximately $1.2K | 9 | 100% | $5.99 | |
| approximately $519 | 5 | 80% | $4.99 | |
| approximately $69 | 1 | 0% | $3.00 |