
Paris, 1789. The French Revolution has been suppressed with bloodshed by Louis XVI and his merciless mechanical army. Aegis, a mysterious automaton masterpiece, must confront the king's army alone to save history in this challenging action-RPG.
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): 3/day in the week to Aug 23 → 3.86/day in the week after.
About
The city burns and bleeds as it suffers the madness of King Louis XVI and his violent legions of automatons. Aegis, a mechanical masterpiece created by the engineer Vaucanson to be the queen's bodyguard, must save the French Revolution in this challenging action-RPG.
Up against the king's mechanical soldiers, deadly accuracy will be needed. String together dodges, parries, jumps and devastating attacks to fight your way through Paris. Every fight will test your nerve and requires excellent discipline, while the huge relentless machine bosses demand patience and skill.
Define your own style and upgrade your abilities as you progress through the game. You can play as a ruthless warrior, a hard-hitting bodyguard, a deadly dancer or a virtuoso of the elemental arts. Take advantage of a wide variety of weapons and skills to approach each fight in your own unique way.
Using carriages, grapples, secret passages, a detailed map, and other methods and tools you find along the way, explore a city experiencing its darkest days. Your grappling hook adds a new dimension to exploration and Paris's verticality. Combined with your dash ability, it will provide access to all the city's secrets across multiple levels you can explore over and over again.
You are one of the main characters of an alternative history where Paris is being choked by a tyrant king. Allies and enemies with unclear motives will cross your path, such as Marie-Antoinette, Lafayette and Robespierre. It's up to you to cut a path through all the plotting and put an end to one man's madness so that the French Revolution succeeds.
Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 7.4Kreviews | 72% | — | $4.6M |
| $39.99 | 9.2Kratings | 63% | — | not modelled | |
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 971 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I recommend it if: - You don’t like high difficulty and want a Souls-like atmosphere with a clear story and without heavy punishment - You’re looking for an entry point to understand builds, progression, and core Souls mechanics in a simple way - You’ve already played most Souls games and just want a lighter extra experience without high expectations, with enjoyable side content and exploration I don’t recommend it if: - You want a true Souls experience with depth, challenge, and consistent difficulty - You dislike enemy repetition or expect strong boss fights that push you to learn and improve - You compare every Souls-like directly to FromSoftware games and expect the same level Note: Don’t go in expecting a full Souls experience. It’s much simpler, less deep, and not free from issues overall.
I feel bad leaving a negative review but I can't honestly leave a positive one. I see a lot of promise in the game... but - The combat is really stiff and janky - Light weapons being the weapons that stagger is a really bizarre choice - The story just isn't compelling enough to invest time into it. - Aside from the Gorgon style bots, most enemies are all pretty similar in the first 2 zones. - Doors just being blocked or locked behind an upgrade feels counter-inuitive to rewarding exploration. There's some good ideas and a nice art style in here but it's just not there for me.
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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): 3.57/day in the week to Jul 25 → 2/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +1 more
| $4.99−90% |
| 185ratings |
| 76% |
| — |
| 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 974 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Немерено красивое избиение врагов алебардой Грибоваля (дефолтное оружие класса Солдат; бьёт далеко (для рукопашного оружия) и больно), от чьей заряженной атаки улетает с копыт большинство врагов (кроме самых жирных), включая боссов (!). А кто не улетает - того можно расстрелять из этого же оружия (альтернативный режим). Из-за хорошей дальности атаки стоять вплотную к врагу во время заряжания усиленного удара не надо, что радует. Я качала билд "стеклянной пушки" (Сила+Энергия), и полоска Энергии ака Стамина у моего перса заметно превосходила полоску хп, зато перс танцевал вокруг врагов, окучивая их алебардой. "Танцевал", кстати, не просто так сказано - перс двигается вполне изящно; да, такое ощущение, что с т.зр. эстетики игра делалась в первую очередь под веера и другое парное оружие, т.к. с ними атаки перса особенно красивы (у алебарды это всё-таки прямые удары/выстрелы) и похожи на танец. Я как-то случайно провела заряженную атаку дубинками Гефеста (парное оружие такое) и офигела, как круто это выглядело; враг же офигел настолько, что аж умер. Мой второй набор оружия - цеп Фальшборта (опять же, красивый, блочит атаки своим альтернативным режимом, и можно бить вокруг себя) + Ледяные веера (неожиданно хорошо накладывают паралич (и заморозку, но для этого желательно хоть как-то качнуть Алхимию)). Да, паралич тут какой-то имбовый, и я его не юзала, т.к. неинтересно: куда веселее бегать и бить всех алебардой)) Помимо визуала, хороша и музыка в катсценах, меню и титрах. У меня сильная видюха и старое остальное железо: всё парики нормально прорисовались (лол); как уже было сказано, визуал здесь прекрасен. Технически игра работала неплохо, но рядом с дворцом Тюильри нашлось прОклятое место, где почему-то сильно лагало. Зато в самОм дворце я зашла в кабинет короля и стащила из сундука кюлоты; пусть теперь ходит без них. Итог: шедевра ждать не следует; это пиршество для глаз, слуха и любителей ненапряжно подраться, т.к. игра несложная даже без упрощённого режима, который тут тоже есть. На НГ+, правда, боссы уже не напоминают жертв алебарды и нормально сопротивляются, а ещё там поднимается максимальный уровень ГГ и появляется новое оружие и модули 4 лвл - есть стимул перепройти. Рекомендую.
Just got to the tutorial boss and I already can tell if I continue it will not be enjoyable. -The performance is bad for what it looks like. -The camera auto-centers when running in a very annoying way and there is no option to turn it off. -When locked in on an enemy, the camera will easily get obscured by bushes or walls. -It's one of those games where you don't have precise control of your character due to very pronounced turn and run stop animations. -Your character can get stuck in the smallest of stones or branches in the floor. If you fight anywhere else other than perfectly clean floor you will get stuck and die while dodging into one of these. Why do small decorative models in the floor have collision boxes? How did this go unchanged through playtesting? How is a problem so big in a finished product? I don't know but this alone is a deal breaker.
[h1]Соулслайк-гра в стильному стімпанк-сетингу.[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3323775283 [b]Взагалі не фанат соулс-ігор, але для казуалів, як я, тут є можливість налаштувати складність гри на свій смак.[/b] [b]Стилістично гра досить симпатична, але текстури в ній не дуже високої роздільної здатності.[/b] [b]Хотів пограти на Steam Deck, гра для нього дуже погано оптимізована.[/b] [b]У грі присутні місії та катсцени, а до місій зручно добиратися за допомогою компаса, який можна знайти в грі.[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3320116888 [b]Гра має досить непоганий арсенал зброї з унікальними характеристиками та комбінаціями бою. Свою зручну зброю я знайшов на самому початку гри й постійно її покращував, не змінюючи протягом усього проходження.[/b] [b]Гру так і не закінчив — через 9 годин вона просто набридла: постійний бектрекінг, далекі точки збереження та не надто цікавий сюжет укупі з однотипними сюжетними персонажами, зробленими за одним шаблоном.[/b]
It turned out to be a pretty good game, yes, it's not exactly a smash hit, but I was still satisfied.
[i]Steelrising: A Beautiful Cage[/i] The game’s greatest strength is also its greatest irony: the art design is truly outstanding. The costumes, the enemy designs, the atmosphere of Revolution‑era Paris — all of it is rendered with incredible care. You can feel the weight of the artists’s talent, carrying what feels like 75% of the experience. It’s a shame that the rest of the game doesn’t rise to meet that level of craft. It mistakes visual flair for substance, complexity for depth, and corridor design for world‑building. What you’re left with is a gilded cage: stunning to look at, but stifling to explore. Instead, you’re funneled through a series of narrow corridors, revisiting the same locations over and over again. The environments are visually similar to the point of feeling copy‑pasted, and backtracking is frequent. Exploration isn’t discovery — it’s repetition. You’re not uncovering a living world; you’re retracing your steps through a labyrinth of identical halls. Movement, too, feels constrained. Despite unlocking tools like a grappling hook and air dash, freedom is an illusion. Invisible walls abound — sometimes blocking you from vaulting over a wall on one side but not the other — as if the game is quietly extending your playtime rather than rewarding curiosity. Compared to Dark Souls, where movement feels like an extension of the player’s will, Steelrising’s traversal feels like navigating a series of checkpoints. The combat system shows flashes of brilliance. The animations are fluid, the movesets are satisfying, and the enemy designs are striking — especially in real‑time cinematics. But again, potential is undermined by design choices. The stamina and cooling mechanics, meant to be unique, instead disrupt the flow. Managing a separate cooling button pulls you out of the action, and stamina limitations persist even after upgrades. Parrying is unreliable, available only on select weapons, and the “fluid” lock‑on system sometimes switches targets mid‑attack — not to help, but to hinder. It’s as if the systems exist not to serve the player, but to justify their own inclusion. And the story? It gestures vaguely at themes of autonomy, rebellion, and identity — set against the backdrop of the French Revolution, no less — but never commits to exploring them. The protagonist, an automaton, feels less like a character and more like a plot device. You don’t shape the narrative; you follow it. The promise of “robots taking over Paris” hints at something bold, but the execution feels conventional, even safe. Technically, the game struggles to keep up. Performance doesn’t match the visual ambition: high‑quality textures offer little improvement over lower settings, yet demand significant resources. The game runs at a fraction of hardware capacity (under 35% CPU and 75% GPU usage), suggesting poor optimization. The developer’s response — a FAQ advising players with older hardware to simply lower settings — feels like an admission of defeat rather than a commitment to improvement. In the end, Steelrising isn’t offensively bad — it’s worse: it’s unfulfilled. A game that believes stunning visuals can substitute for polish, depth, or intelligent design. It looks magnificent, sounds dramatic, and ultimately has nothing to say beyond its own reflection. [i]A revolution trapped in amber.[/i]
[h1][b]BOYCOTT NACON, JUSTICE FOR SPIDERS. DO NOT BUY THIS GAME![/b][/h1] [h1]I cannot in good conscience advocate for money going to Nacon, Spiders' erstwhile owners.[/h1] As of right now, all proceeds from Spiders' games go directly to Nacon, a parasitical publisher who destroys their studios with zero regard for their developers and creations. This applies to titles published under Focus, from [i]Faery[/i] through [i]GreedFall.[/i] Per Spiders Studio and the STJV: [quote]Workers at the studio already didn’t get anything beyond their salaries, which was paltry for many of them. Now, it will be impossible for them to receive even a cent from the studio’s games sales. We refuse to see the group responsible for Spiders’ abrupt end pillaging the still-warm body of our jobs. Although we hope that our games will still be enjoyed, we would like players to avoid giving their money to Nacon, as it would reward the group for its actions.[/quote] [url=https://www.stjv.fr/en/2026/04/spiders-liquidation-a-tale-of-social-destruction/]Read more here.[/url] [url=https://www.thegamer.com/greedfall-studio-spiders-boycott-against-closure-nacon/]Further reading.[/url]
I was surprised very positively by this one. It's a very enjoyable soulslike game with interesting story and gameplay. It doesn't have the depth of other similar games but that's not bad, if you want fast and satisfying action with ambiguous characters and combat that flows unhindered. Viva la revolution!
He jugado 19 horas, y llevo 18 horas y media pensando en la reseña más mala que le voy a poner. Vale, voy a dar una reseña realista del juego, ya que odio las reseñas del tipo “este juego es muy malo, es mejor este otro X” (creo que en este caso la comparativa más clara sería Lies of P), porque con esa lógica solo jugaríamos a dos juegos. No recomiendo este juego. Lo compré a pesar de ver las malas reseñas, porque muchas veces los juegos con valoraciones negativas me sorprenden para bien (prefiero probar algo por mí mismo antes que criticarlo tras ver solo un minuto de un vídeo en YouTube). Además, cuando empecé a pensar seriamente en devolverlo ya había jugado demasiado y Steam no me dejaba reembolsarlo. En este caso no fue así. Aun así, he visto cosas malas y buenas que voy a comentar. Voy a empezar por los PROS: Armas bastante guays dentro de lo que cabe, aunque son escasas. Un sistema de exploración similar al corte surf de Pokémon, que te incita a recordar mapas anteriores y volver a revisarlos. Incluye habilidades como un gancho, una maza y un doble salto, lo cual está bastante bien. CONTRAS: El propio sistema de exploración mencionado en los pros no suele ofrecer ninguna recompensa real: muchas veces vuelves a una zona solo para encontrar un enemigo o nada relevante. Bugs por todas partes: objetos que tienes que recoger 10 veces, la vida de los enemigos desaparece, la estamina se queda bugueada, etc. Da la sensación de que nadie probó el juego antes de lanzarlo. Hay zonas donde puedes saltar y literalmente romper el mapa, saltándote media área. Hay un salto de mapa muy raro con una pantalla de carga que voy a intentar explicar: estás caminando y de repente apareces en otro mapa sin poder volver atrás, sin ningún tipo de explicación. Solo el personaje diciendo “siento que no podré volver atrás” o algo similar… Si te pasas el juego no puedes entrar al DLC (parece un chiste, pero es una anécdota real). Las misiones secundarias no van de la mano de la historia principal: se hacen aburridas y bastante de relleno. Los “mapas”, a excepción de la mina, se sienten faltos de detalle, poco vistosos y bastante parecidos entre sí. Por no mencionar que, aun con los gráficos en alto, deja que desear… recuerda a un juego de PS3. SUPER CONTRA: El sistema de combate se siente totalmente sin pulir y, siendo el centro del videojuego, hace que los bosses parezcan más un “aporrea botones hasta que muera y cúrate cada vez que recibas daño” que un combate estilo souls.
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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