
Styx: Master of Shadows is an infiltration game with RPG elements taking place in a dark fantasy universe, where you sneak, steal and assassinate your way through as Styx, a Goblin two-centuries of age.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 1.71/day in the week to Jul 25 → 1.43/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
Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic 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 | 11.7Kreviews | 83% | — | $5.6M |
| $19.99 | 35Kratings | 80% | — | 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 867 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ну, наконец-то, прошла эту игру! 😁 Кому как, но, мне эта игра потрепала нервы! 😁 А так норм игра. Гоблин пытается выяснить тайну своего происхождения. Игра разделена на миссии. Выполнять миссии нужно тихо, чтобы не попасться на глаза охранникам. Если заметили, можно дать отпор, парировать несколько ударов. Можно подкрадываться к стражам и тихонько вырубить сзади.
Styx is a very pure stealth game. You are not supposed to get into combat, which sucks on purpose. You are supposed to sneak past enemies undetected, maybe quietly murder them from behind. Once you get used to this playstyle it's fun to ghost all the levels.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Russian*languages with full audio support
| $19.99 |
| 4.9Kratings |
| 70% |
| — |
| not modelled |
| $1.99−90% | 324ratings | 80% | #171 | 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 873 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Edit - For the salty and offended ones, I recommend learning what a stealth game actually is and how its mechanics work. If you get upset because it’s your favorite game, that’s unfortunate, I don’t write good reviews just because a game looks pretty or “feels cool.” I’ve seen a lot of people calling this phenomenal stealth, some even rating it 8 or 9, and I genuinely don’t understand based on what criteria. This is not about personal taste, it’s about structure, mechanics and execution. If we’re reviewing a game seriously, we can’t just say “I enjoyed it” and move on. We have to look at what it actually does, how well it does it, and whether it elevates the genre in any meaningful way. The concept itself is strong. Playing as a goblin assassin in a hostile human world has real potential. A small, irritating, intelligent creature surviving through stealth and manipulation could have created a mechanically unique experience. That is not the problem. The problem is that the execution never reaches the level that concept deserves. If you are going to design a hardcore stealth game, the systems must be solid. AI needs consistency. Movement needs precision. Level design must support creative infiltration, not just avoidance. In Styx, most of the time you are simply navigating around guards placed in predictable formations. You are not executing complex plans, you are waiting for gaps. That’s not deep stealth, that’s restricted pathing. Combat exists, but it is extremely shallow. Parry, wait, attack. That loop does not match the identity being sold. If assassination is part of the marketing and narrative, then the system must support it properly. If combat is meant to be avoided, remove it entirely. Right now it feels like a half-commitment. The clone mechanic is another example of wasted potential. Interesting idea, limited application. It never evolves into something that changes the way you approach levels. It feels underdeveloped. Level design rarely allows meaningful environmental interaction. There are very few moments where you feel clever. Compared to other stealth titles available even before or around 2014, this does not innovate, and it does not refine the formula beyond what already existed. Technically, the execution also feels rough. Even at high FPS, the game does not feel smooth. There is stiffness in animations and a strange sensation of stutter even when frame time appears stable, something often seen in older engines running on modern hardware. Stealth requires precision and fluidity, and when movement feels slightly off, immersion breaks immediately. This game did not revolutionize stealth. It did not execute its own identity with exceptional quality. The goblin assassin idea is strong, but the systems behind it are average at best. A good concept is not enough. Execution defines quality. Score: 4/10 (1) Trash (2) Horrible (3) Very Bad (4) Bad (5) Average (6) Fine (7) Good (8) Very Good (9) Great (10) Master Piece For me, this is a 4/10. Not because I dislike hardcore stealth, but because I expect structural depth and mechanical consistency when a game commits to that philosophy, and this one does not reach that level.
There are parts of the game that might make the game overall better. Unfortunately, whoever made this game decided to lock the most amount of points per mission that you need to upgrade your abilities behind a gameplay style that requires you to not even engage with whole swathes of the game. For example, combat. You have a combat system and lethal throwables, but if you engage in any of these you are penalized at the end with less points. According to the developers, you are playing the game wrong if you choose to engage with half of the mechanics in the game. I hope this design philosophy dies.
Styx: Master of Shadows to bardzo solidna skradanka, która zamiast udawać grę akcji naprawdę wymaga pozostawania w cieniu, obserwowania przeciwników i dokładnego planowania kolejnych ruchów. Wcielamy się w Styxa – goblina, który zdecydowanie nie jest typowym bohaterem fantasy. Jest cyniczny, bezczelny i świetnie pasuje do ponurego świata gry. Naszym głównym celem jest infiltracja ogromnej Wieży Akenash i odkrycie tajemnicy związanej z pochodzeniem Styxa oraz magicznym Drzewem Świata. Największą zaletą są rozbudowane, wielopoziomowe lokacje. Do celu zazwyczaj prowadzi kilka dróg – można wspinać się po elementach otoczenia, korzystać z ukrytych przejść, przemykać pod stołami albo eliminować strażników i ukrywać ich ciała. Gra bardzo dobrze wynagradza cierpliwość i dokładne poznawanie map. Ciekawie wypadają również zdolności Styxa. Możemy tworzyć własnego klona, stawać się chwilowo niewidzialni czy korzystać z różnych przedmiotów pomagających odwracać uwagę przeciwników. Rozwój umiejętności stopniowo daje coraz więcej możliwości podczas infiltracji. Nie wszystko jest idealne. Walka bezpośrednia jest celowo niewygodna, ale czasami potrafi bardziej frustrować niż motywować do skradania. AI również zdarzają się dziwne zachowania, a część lokacji jest później ponownie wykorzystywana. Mimo tych niedociągnięć Styx ma własny charakter i pozostaje jedną z ciekawszych skradanek swojej generacji. Duże mapy, sporo swobody i bohater zdecydowanie odbiegający od typowych protagonistów fantasy. Dla fanów klasycznego skradania zdecydowanie warto. Polecam.
Great game, if a little repetitive. I beat it yesterday, yet I can't remember many unique areas. Either a lot of the map design simply blend together or they reused a lot of design sections. I have this feeling that I've seen some specific maps maybe 3 or more times during the playthrough. Weird. The stealth holds up quite well. I saw a review stating that enemies can see you across the map and I can see why someone would think that. In the beginning I found it difficult to understand from how far the enemies would start detecting you but after the first full mission and maybe halfway into the second one it all began to click. You can always get closer than you think if you're in darkness, I could actually sneak around most missions at a quick pace so overall I'd say it felt really smooth. Something that stood out to me is how versatile the toolkit is. I found myself using every single item and skill in the game frequently. Very few stealth games do this part well. Normally in stealth games I've played, you either get an ability that is so OP that you can easily rely on it to beat the game or you get a ton of items but only a couple of them are useful. Not in Styx, here *every item* is handy and so is every ability. Sure some of them gets used more than others but it really shows how well made the game is when the entire toolkit is relevant across the whole game. The game is great, If you enjoy pure stealth then I recommend giving it one playthrough at least. I played through it in a week in 2 hour sessions before going to sleep. The game length is almost perfect though I think it should maybe have been 2 hours shorter since it kind of drags on just a little bit by the end.
absolute goblinema. i expected it to be more old and unpolished, but it nice to play even now. still not perfect tho: some colliders are strange and you need to overcorrect your jumps, some patrol points are wild (witch i found more interesting this way), at some point you notice that everything around you made of same assets. and i wish i had like 2-3 quicksave slots. but problems are so minor, and actual gameplay is so good, you will forget all the cons after few alerts.
[h2]Styx: Master of Shadows Review[/h2] Review is after 100% the game, completing the story and obtaining all collectibles. [h3]Pros:[/h3] [list] [*] Stealth! Yay! [*] Cool stealth based skills. [*] Ability to undo skills and redistribute/re-spec as needed. [*] Can replay missions to earn extra skill points. [*] Very player friendly game. [*] Cool fantasy world, setting and lore. [*] Quick save and manual save work well. As it should in a stealth game. [*] Story has unexpected twists that kept things interesting. [*] Dropping bodies off of ledges is glorious fun. [*] Lots of verticality and secret passages. [/list] [h3]Cons:[/h3] [list] [*] No knockout ability. It’s just killing enemies. [*] No map, so collectible hunting is more difficult. [*] Level: Master key had an issue where if you drop a certain box, a collectible becomes inaccessible. [*] Level: Architect had a bug related to the Clone Trap Kill skill that caused a secondary objective to not register. Not fixed even after a decade. Had to restart the level. [*] The first 4 mission levels are very good, but after that levels repeat, making collectible hunting so tedious, mundane and unfun. [*]On reused maps, they reduced brightness to force usage of (fantasy) night vision power all the time. Very annoying. [/list] [h3]Advice:[/h3] [list] [*]There is no need to clear the entire map to find collectibles. [/list] Let the bodies hit the floooor!! Overall Score: 9/10
One of the best stealth game ever exist but tainted by bug. 8.5/10
[h1] 100% Stealth[/h1] 🔹 Styx é um jogo 100% focado na furtividade, de fantasia medieval em plataforma com uma ótima ambientação, sombrio e muito perigoso. É um game de [b] PACIÊNCIA[/b] onde o mínimo erro é severamente punido. 🔹 A gameplay consiste em escalar, se esgueirar por buracos, saltar, apagar tochas, se esconder em locais específicos, utilizar habilidades de invisibilidade , criar clones, arremessar facas nos inimigos e areia para apagar tochas à distância. [b] A campanha possui 7 capítulos, dos quais o 5, 6 e 7 você literalmente tem que voltar pelo mesmo cenário.[/b] A variedade de inimigos é baixa, possuímos apenas uma adaga e nenhuma outra arma (além das facas arremessáveis que podemos coletar no cenário). 🔹 [b] Não é um Assassins Creed !!!! [/b] Você é fortemente desencorajado a iniciar um combate direto e essa é a [b]premissa PRINCIPAL do jogo[/b], mergulhar de cabeça com uma ideia distorcida, irá frustrar totalmente o jogador. O game está um pouco datado, a gameplay não é fluida e eu SUPER recomendo [b] somente para os fãs de Stealth. [/b] É um prato cheio nesse gênero!
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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