
Explore, leap and shoot to save your family from the insect invasion! Leap with the agility of a tamarin as you journey into the Northern wilderness, in a world full of exploration, 3D-platforming and bug-splattering action!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 28 → 0/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 2,400 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
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 | $29.99 | 78reviews | 60% | — | $59.8K |
| $29.99 | 273ratings | 69% | — | 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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
минималки врут - игра работает как откровенное говно на 1060 не дотягивая даже до 30 фпс, как она тогда на 460 должна идти, в 3 кадра? поддержка клавомыши здесь на уровне "лучше бы её не было", и да, она зачем-то тут есть хотя страница в стиме утверждает обратное склоняюсь к тому что PC-порт кривой просто в жопу, играйте на хуане/пс4 к геймплейной части вопросов нет, помимо ачивки за получение всех птиц [spoiler]КОТОРЫЕ МОГУТ СЛУЧАЙНО СДОХНУТЬ и непонятно как её в таком случае открывать[/spoiler] и немыслимого совершенно бэктрекинга
they gave the hedgehog an ainus
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Turkish, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
别看画风很儿童,这游戏因为毫无逻辑的机制以及限时收集的跳跳乐会把玩家逼疯。难怪国内连一个做流程视频的都没有。限时收集银币那个机制能让人脑溢血,收集一波又一波,而且每次出现新的银币你不知道它在哪里。你得录下视频找到出现银币的位置记下来然后重新挑战。因为你不可能在短短的20-30秒以内找到新刷出银币的位置。另外这游戏收集萤火虫机制也很迷,经常扑过去直接穿模怎么都抓不到。我有一次反复试了几十次才抓到。只能说这游戏质量堪忧,即使免费也不建议大家玩。因为充满了痛苦.....
Cool game. The shooting is hard, but exciting. But some parts are more relaxing. The monkey hug is so cute.
Me llamó mucho la atención visualmente, pero la jugabilidad es nefasta :c
I like the visuals of the game, the music is solid but nothing memorable, That said, as an indie game from a small studio with a small budget, Overall it's probably worth a try if you like what you see
Tamarin is a great game that I had enough fun with to complete 100%. GAMEPLAY There's no game quite like it. It's very unique in its combination of platforming, exploration, and shooting. I've played many classic 3D platformers, and Tamarin sets itself apart to provide a unique experience of its own. The shooting is inspired by Jet Force Gemini, but what sets it apart is that it has dedicated platforming areas more akin to something like Super Mario 64. This isn't just a novel blend of game genres, but it makes for a welcome change of pace and variety that keeps the game interesting throughout. The entire game is well-paced, and never felt dragged out. The game's platforming controls very well. The protagonist, Tamarin is well-animated, and the inputs are responsive. He feels agile but also with a good amount of weight. During dedicated platforming sections, the move-set borrows quite heavily from Super Mario 64- there's a dive, crouch jump, and the "side-somersault" (which is useless in this game). The only means of attacking is a roll move, which is simple, but fun to pull off and chain between jumps and dives. The most unique ability Tamarin has is this context-sensitive leap, where he can leap long distances in specific areas. My feelings on this mechanic are mixed. Sometimes, it was a satisfying surprise to discover a spot where I can use it. Other times, it felt asinine and that it would've been more fun to just do normal platforming. Tamarin can also climb specific walls and poles. The wall sections are fun obstacles that add to the exploration. The poles are fun too, but went heavily under-used, in my opinion. The game's shooting is also solid. It's a nice break from the platforming. It's third-person shooting, but with a unique control-scheme that attempts to capture the same feeling of shooters from the Nintendo 64- specifically Jet Force Gemini. It isn't by any means emulating those old controls though; it's more like a half-way point between old and new controls. I think the controls are fun and the game's challenges are well-designed with these controls in mind. Aiming vertically takes getting used to, but it never felt unfair. You rarely ever have to aim vertically anyway, as the game allows you to lock-on to enemies positioned on turrets/towers/balconies. The lock-on mechanic might confuse some players, as you can ONLY lock-on to these aforementioned enemies but not any ground troops. You also unlock new weapons along the adventure. I wont spoil any of them, but they're fun and well-used throughout the game. I found myself using every weapon I unlocked all the way through the game. It's well-designed. Shooting sections are generous with health and ammo as long as you explore, and I think the challenge is fair throughout. LEVEL DESIGN The game is thoroughly well-designed. Progress between each main area is gated, requiring players to collect a certain amount of fire-flies (this game's main collectible). You find fire-flies by exploring during the platforming segments. It's a fun progression system that provides just the right amount of challenge and forgiveness. You don't need every fire-fly to progress and there's a healthy amount of room for choosing which you want to collect. The game is less forgiving when collecting blue birds, which are the main collectible during shooting segments (blue birds are exchanged for fire flies at bird-houses, (3 birds = 1 fire fly) so they're technically also fire-flies). The birds are held hostage and you have to rescue them. If at any point they're shot (by the enemy, or you), they're completely gone until you complete that area and then revisit it from the very beginning. It's easy to miss these or accidentally get them killed for first-timers. On top of that, shooting levels can last about 20-50 minutes depending on skill and thoroughness, so that's considerably punishing when going for 100% Fortunately though, for Any%, it's not an issue at all. It's only overly punishing if going for 100%, but this system is fair and rewarding for Any%. It's completely the player's fault if they don't have enough fire-flies to progress to the next area. The platforming levels are focused on exploration, while the shooting areas are linear with branching paths. Both are well-designed overall. GRAPHICS The visuals are great. There aren't many platformers with this setting and style, so I also think it's unique. All the outdoor environments are simply visually pleasant, and there's enough distinction between areas to distinguish them. The textures and lighting are great, and everything's solid. I do think the in-door factory sections could've used more visual variety, as they look very similar to each other. With that said, the factory areas still look good though. MUSIC The music is very good. I found each song to be a good musical piece. The music overall is very dramatic and moody, and it does a good job scoring the game's settings. STORY This game's narrative is relatively simple but serviceable. It's about saving Tamarin's family. Almost the entire narrative transpires through the gameplay. There are very few cinematics, which I think is a good thing. It's a gameplay first kind of game, and I appreciate that. I think any more cut-scenes would've worsened the game's pacing. The story is also competently executed. It sets up its conflict and the conclusion of the game resolves it. Its stakes are communicated through the game's challenge and settings. There's also memoirs which add personality to Tamarin by providing a little inner monologue in the form of text. They don't add much, but it's an appreciated detail that adds character to the game. This game's narrative delivers what it needs to. It's not a focal point, and it shouldn't be. LENGTH Tamarin took me about 10 hours to beat normally, 13 hours to 100%. I think the game is replayable. FLAWS/ISSUES/DISLIKES -The game crashed on me, I think twice, over the course of my entire time playing it. Causes are unknown. It wasn't a big deal though as there is frequent autosave and I could just restart the game. -It's VERY nit-picky, but I noticed tiny issues with the geometry of some assets, such as missing tris on some surfaces. It was very infrequent, only found on some static meshes in the environment, and most people probably won't even notice though. -I think the birds being blue and the enemies being blue in the shooting areas can confuse first-timers in dim-lit caves and rooms. I've accidentally shot a bird because of it. -When doing the timed silver coin challenges, the camera showing where the coins are can be very disorienting. Because of this, later challenges felt somewhat trial-and-error. -Personally, I think the death animations and effects for the bug enemies is a bit much. I understand it's a throwback to Jet Force Gemini, but some might find it shocking and even inappropriate for younger audiences. -Collecting everything 100% beyond what is required to progress the main game lacks any extrinsic reward. CONCLUSION Like I said, it's a great game. If it looks to you like a kind of game you would enjoy, you probably will enjoy it.
Play at a discount. Your ability to enjoy this depends greatly on what you want to find here. If you're looking for a Rareware tier action platformer full of wit and personality, it's not that. However, if you're hungry for some oldschool 3D adventure game even in an unrefined and low budget fashion straight from the year 2000.... I think Tamarin it's a good time and has a lot of heart. Levels kinda blend visually because of the lack of unique visual landmarks, you're left to wander without much indication on where to go, and level design is generally overly spatious. That being said, because of how big, interconected and layered levels are, exploration is pretty fun. Not having much indicators of where to go means it does feel very adventurous in an untammed kinda way, a lot of adventure games kinda miss the point that part of the adventure is figuring out things for yourself so I do appreciate that it's like that. The duality of the platforming style with the shooting sections makes it so just about when a level has ran its course, gameplay changes so the experience stays fresh. And while the shooting is pretty simple, it is charming in its own way, it feels like I'm playing a PSX game from the year 2000. Aesthetically my biggest complain is that environment assets get samey, and honestly the game could've looked better if they went for a more cartoony style.... that being said, I did grew fond of it as the game went on. That along the pretty good David Wise soundtracks gave for some very atmospheric and evocative moments. Dare I say, beautiful at times. It does help that the game is mostly silent, so the ambience gains a lot of presence. Some people will be let down by the fact it doesn't have that wit from the old Rareware games, but I feel the game is a vibe as it is. However, I need to emphasize the fact that this is the kind of game that would go unnoticed even in the era its trying to emulate. A perfectly good 6/10, maybe a 7 in a sunny day, but nothing you should go out of your way to play. However, if you're curious about it because of the fact it hired some talent of the Rareware of old, I'd say try it, but it seems as if I was in the minority that liked it. I've seen some pretty brutal reviews that didn't reflect at all what I experienced, but it is what it is.
very cute but the game is meh. tried playing this game but i just bring myself to play it. its just dull.
Le jeu est malheureusement gâché par 1 caméra et 1 système de visée à la ramasse.
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Players by region
Where this game's players are, estimated from review languages.
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