
Sundered is a chaotic hand-drawn metroidvania where you resist or embrace ancient eldritch powers, a challenging and unique take on a classic genre from the creators of Jotun, now with local co-op!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.5/day in the week to Jul 21 → 0/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
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; PlayStation publishes 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 | 5.2Kreviews | 82% | — | $2.2M |
| $19.99 | 2Kratings | 86% | — | 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.
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 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bought this for the coop but it really didn't deliver. The second player character is just a shell, doesn't have health, isn't able to collect items or interact with the world except to attack enemies. I would say maybe this would be good to play with a child who can't yet handle the timing required in an action game, but the platforming would probably be too difficult for a child. The biggest problem isn't that, though, it's that the game is boring. The map isn't very helpful. All of the enemies are the same and combat feels sloppy and button mashy. Early gameplay consisted of running from empty to room to empty room without quite understanding why or what it's leading to. My fiance and I started falling asleep and turned it off. It's a pity, because the artwork is beautiful and I would have liked to see more of the game.
Oooh it's from the creators of Jotun, that explains a lot. Great visual style, but have no idea what makes a good game. Tedious is the key word here. * Most mobs need at least a full combo to die and they come in swarm. * Progress from A to B is mostly going through empty rooms. * Progress tree is too complex for its own good, without any interesting abilities to wait for. Seen like 4 enemy type, then palette swap to stronger variants. I had enough. Clearly a step up from Jotun, still soulless. The one who creates the art needs to join another studio.
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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, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I rarely leave reviews, which i acknowledge is a personal failing of mine. However - I loved this game so much that seeing it somehow have a "mixed" review status over the past 30 days compelled me to leave this. My favorite Metroidvania of all time. The roguelike elements enhance every aspect, though they did take me a little "getting used to". The abilities feel incredible wihthout ever trivializing a room or section. Traversal is amazing and a delight. The story and lore are evocative and captivating. The quality of the art, visuals, and animation, remain top-notch from beginning to end. A true work of art. Not sure what else there is to say. I think back to time spent with this game often - and always positively.
it looks cool, but plays terrible; the controls feel sloppy, the endless hordes of enemies i find nothing but annoying, the bosses have unique designs but fighting them is not fun at all.
[h1]Uma Bela Obra de Arte Lovecraftiana feita a Mão[/h1] Já deixo claro que este é um jogo muito recomendável para fãs de metroidvania, a quem aprecia combates contra Bosses colossais (por vezes lembrando Shadow of colossus no modo de matar Boss) e um arte muito bem feita. Embora o jogo não tenha muita variedade em seus Mini-Bosses, pois eles são versões maiores dos inimigos padrão ou com habilidades ampliadas. Os Bosses da Área e os Finais que Brilham, muito por conta da arte. [h2]No Mais....[/h2] Após quase 20 horas jogando em modo cooperativo, decidi recomeçar do zero sozinho para fazer o 100% em uma única run usando backup de saves, aproveitando para prestar mais atenção na história. [h3]Carro-Chefe do Jogo: Visual e Movimentação[/h3] [b]Arte Desenhada à Mão:[/b] O visual do jogo é lindo demais. Cenários, a protagonista e, principalmente, os chefes colossais têm um trabalho artístico impecável. As únicas exceções são algumas artes de Easter Eggs dos apoiadores do Kickstarter que destoam um pouco, mas nada que estrague a experiência. [b]Fluidez de Movimentos:[/b] A movimentação da personagem é bem fluida, com um excelente trabalho de animação frame a frame nos sprites. [b]Trabalho de Som:[/b] O jogo conta com uma boa dublagem e os desenvolvedores criaram uma língua própria para a raça do jogo, chamada Eschaton (mesmo nome da cidade subterrânea e da raça). [h3]Gameplay, Exploração e Combate[/h3] [b]Progressão Não-Linear:[/b] O jogo te dá total liberdade para explorar o mapa inteiro e enfrentar os chefes na ordem que preferir. O progresso entre as áreas depende apenas do desbloqueio de novas habilidades, através dos santuários. [b]Batalhas contra Chefes:[/b] Derrotar os chefes colossais atacando três pontos específicos (os Estilhaços Ancião) me fez lembrar bastante Shadow of the Colossus. [b]Navegação Amigável:[/b] Geralmente metroidvania flerta com deixar você perdido, mas a navegação é muito tranquila neste jogo. O mapa indica claramente o objetivo principal, e as áreas opcionais são fáceis de encontrar com o mínimo de exploração. [b]Design de Inimigos:[/b] Os inimigos padrão são divididos entre o estilo Lovecraftiano (raça dos Eschaton que mexiam com magia) e criações robóticas (Obra de cientistas Humanos da facção Valquíria). [b]Coop / Remote Play Together:[/b] O modo cooperativo via Remote Play Together funciona sem problemas. [b]Minimalismo:[/b] Senti muita falta de um glossário. No calor da luta é difícil ver os inimigos com clareza. [h3]Pequeno Resumo com Spoiler de Leve[/h3] [spoiler]Em resumo, a história se passa num mundo lascado e não explica o porquê o mundo está assim, mas existem uma raça de humanos chamados de Eschaton que cultuam uma divindade lovecraftiana numa cidade no subsolo. Uma facção de Humanos intitulados de Valquírias invadem o subsolo e tacam o terror usando robôs, matam mulher, criança, tudo... A sacerdotisa dos Eschaton vai fazer as macumbas para invocar o deus, o general da facção humana vai impedir, a macumba dá errado e geral se lasca... Os Eschaton viram criaturas lovecraftianas e a facção Valquíria são fundidos às suas máquinas, ambos os lados perdendo suas consciências e ficando presos por anos até a protagonista ser arrastada para essa desgraceira e se ver obrigada a tentar escapar.[/spoiler]
Um metroidvania com uma história meio abstrata, com uma pegada forte de horror cósmico. Não é algo que te pega pela narrativa direta, mas sim pela sensação de mundo estranho, opressor e meio incompreensível. Você vai entendendo mais pelo ambiente e pelos eventos do que por explicações claras. O combate é bem focado em hordas. Em vários momentos o jogo simplesmente joga uma quantidade enorme de inimigos em cima de você, e aí entra a parte mais caótica da experiência. É divertido no começo, principalmente quando você começa a desbloquear habilidades e ver sua personagem ficando mais forte, mas também pode ficar repetitivo dependendo do quanto você curte esse estilo. A progressão é um dos pontos mais legais. Você vai investindo recursos numa árvore de habilidades enorme, o que dá aquela sensação constante de evolução. Além disso, o jogo tem um sistema interessante de escolhas, onde você pode “abraçar” poderes mais sombrios ou resistir a eles, o que muda suas habilidades e até o final. Visualmente, ele é bem marcante. A arte desenhada à mão e as animações dão muita identidade, e o design das criaturas puxa bastante pra esse lado lovecraftiano, com coisas bizarras e desconfortáveis de olhar. O jogo tem momentos em que flui muito bem, principalmente quando você entra no ritmo do combate e da progressão, mas também tem horas em que o backtracking e a geração procedural acabam quebrando um pouco esse fluxo. Pra mim, Sundered é aquele tipo de jogo que acerta muito na identidade e na sensação de progressão, mas que pode cansar dependendo da sua tolerância ao caos e à repetição. Quando ele encaixa, é viciante, mas não é uma experiência tão constante do começo ao fim.
I dont even know what to say about this. It"s a very forgettable experience. You walk through the same areas over and over to collect treasures and abilities and fight monsters, shiny monsters, mini-bosses and real bosses. The later are actually nice because they are huge and require some practice before you"re able to beat them. The game is surprisingly linear in my opinion, because you're missing abilities to continue. But once you have those it adds a new movement mechanic which feels great, especially if you corrupt them with an eldritch shard Which brings me to the "story" of the game. A woman named Eshe finds herself dealing with an eldritch entity and during the main gameplay loop you collect shards for him, with an occasional story drop during crystal areas which i literally dont remember anything from because it said nothing with too many words. Depending on what you do with the shards, there are multiple endings which requires at least one addtional playthrough
This game is not particularly bad, it's just pretty mind numbing. The art it's what i enjoyed the most, the style is quite unique and it makes some aspects of the game more bearable. The story is kinda cool, but it's not relayed well and if you do not pay attention well you'll miss it. There are 3 different endings, which is cool, if it wasn’t that to expirience all three you need to make 2 separate playthrough, and you’ll not wanna play this again after the first. The gameplay is really off, expecially at the start. There are some cool parkours and puzzles but they don’t save the rest. Some bosses are interesting and they can be really hard. basically you go through a map which is half procedurally generated half not and you get the drawback of each while getting the pros of none: you can’t go quite in auto pilot but it’s not challenging or fun either as there are very few curated parkours and obstacles. Enemies arrive in BIG swarms randomly wherever you are, there are around 5 variants of enemies which get reskinned and powered up for each biome. The fighting can be somewhat fun but only in the later parts where you unlock some more movement options and abilities, tho it gets boring again quickly. some parts are expecially frustrating because walls are a barrier for you but not even a suggestion for enemies that can attack and, if they are flying, go through them making it difficult if not impossible to hit. Expecially bad when there are too many enemies to count, you are really deep in a biome with no health left and you don’t wanna die because you always respawn at the center of the world, and maybe you are doing some vertical traversal too. The ability tree is basically just incremental upgrades and there are too much that do too little, making you feel that you need to grind a lot. The game is ok for something you play just to kill time or finishing it and forgetting about it. I don’t think it’s a very fun metroidvania, but i can see that there is an appeal if the gameplay is not your main focus.
Please play Spiritfarer. This game feels like an early game from a studio figuring out ideas. A rougue-like metroidvania is a very interesting concept, that makes the game feel very samey. Although the 20 hour for full acheivement playtime does circumvent this by having difficulty and ability modifications (Until you spend 2 to 4 hours doing the same pathing looting for perks and shards across two saves). Roughly half the bossfights feel very satisfying once you learn to dance the dance, others feel like tanking hits during the quiet and dashing repeatedly when not. It is a very interesting and honestly fun game, but only if you like the mechanics/are generally interested in rougue-likes/metroidvanias as ideas that can be experimented with.
Unfortunately, the game makes the mistake of making the Metroidvania experience procedural. People play Metroidvanias to admire the art that others create. This game throws that concept out the window. I did have fun, though, since I also like roguelites like Dead Cells. Still, I don’t recommend this game to players who are looking for a Metroidvania. The graphics are still very pretty, though.
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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