
As a hunter, you explore a dark, interconnected world filled with dungeons, relying on precise combat to survive. Battle grotesque monsters, expand your arsenal, and uncover hidden paths in a non-linear, pixel art journey.
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.
About
Discover a Gothic world in this 2D top-down action-adventure, blending fast-paced combat, exploration, and pixel art inspired by Game Boy Color classics. Fight monstrous foes, unlock new abilities, and explore a non-linear map filled with hidden secrets and dangerous challenges.

Master precise combat, where every strike and dodge matters. Manage your stamina as you face off against grotesque enemies. You have a limited number of healing flasks so use them wisely. Upgrade your character's stats to remain effective in combat.

Discover powerful new tools hidden in the dungeons that enhance both combat and exploration. Unlock new abilities to defeat enemies more effectively and access hidden paths, uncovering deeper secrets within the world.

Uncover hidden dungeons throughout Tearscape's dark, interconnected world. Each dungeon holds unique challenges, powerful items, and deadly enemies, pushing your combat and exploration skills to the limit.

Face off against challenging bosses: massive, grotesque creatures born from dark experiments. Each encounter demands precise timing, strategy, and mastery of your abilities to emerge victorious.

Explore the vast, interconnected map filled with branching paths, hidden shortcuts, and secret areas. The non-linear design encourages exploration, rewarding you with powerful items and new abilities.

Encounter a diverse cast of NPCs, some offering guidance, others seeking your help, and a few with their own hidden agendas. Every interaction adds depth to the story.
Sums Steam only; Xbox, App Store, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.49−30% | 348reviews | 91% | — | $137.5K |
| $14.99 | 12ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Какое-то время назад я узнал, что моя неспособность представлять в голове образы и объекты называется «афантазия». Это известная нейроособенность, присущая около 2-4% населения планеты, и с этим просто живут, привыкают и развивают в себе способность альтернативно представлять все то, что другие представили бы в своем mind eye. Воспоминание как бы «ощущается», через логическую цепочку свойств и характеристик. Не хуже картинки. Так вот Tearscape в моем понимании - это то как я могу себе представить Bloodborne, с учетом невозможности вспомнить как именно он выглядит. Но вот ощущается он именно так. При этом играется больше как top-down zelda, чем как соулс, а механики потери набранных душ, прокачка атрибутов, выбор оружия - все это приправляет привычный zelda-геймплей чем-то интересным. Еще и карты местности находим по ходу исследования и браслетики надеваем для пассивных улучшений, как в Hollow Knight. Боссы напряженные, запоминающиеся, довольно разные. Есть пара замечаний к дизайну уровней: периодически происходили ситуации, когда добравшись до финала локации и получив награду, ты вынужден возвращаться той же дорогой (например, через полосу препятствий, спроектированную только в одну сторону), никаких тебе внезапных шорт-катов, никаких телепортов к началу. Странно, как будто уровни проектировали разные люди. В общем, намешали будь здоров (еще и кооп есть), и работает! Рекомендую.
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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): 0.43/day in the week to Aug 9 → 0.57/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.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
| $9.99 |
| 4ratings |
| 80% |
| #92 |
| not modelled |
| $14.99 | — | — | — | 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 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[i]Bloodborne[/i] reimagined in the style of [i]Link's Awakening[/i]. Fun, but unimaginative. It's the usual Zelda-like loop of exploring and finding tools that allow you to explore farther, all while trying not to get killed by monsters. For something allegedly inspired by From Software's ultrahard games, it's surprisingly easy. Enemies can be tough, but there's no reason to fight monsters other than tears (EXP), so you can just dodgeroll past the tough ones and grind the easy ones. Bosses do present some challenge, but diminishing as the game goes on- most of the later ones I beat on the second try. The plot adds nothing; barely more than a rough gesture to push you towards the next area, culminating in a offensively anticlimactic ending. (The ending is [spoiler]literally just a message: "The hunt has ended. Thank you for playing!"[/spoiler]) Worth a try if you like Zelda-likes- it's difficult to get this genre completely wrong- but maybe wait for a good sale.
クリア済。 戦闘は近接とサブウェポン中心で、近接は剣・大剣・鞭などがありますがモーションは少なく、全体的に既視感の強いシンプルな構成です。 サブウェポンは弾薬制ですが入手が不安定で、実質ギミック用に限定されがちでした。敵・ボスともに耐久が高く、雑魚と強敵の差も大きいため、戦闘バランスはやや大味です。 さらにボスは耐久重視でギミック変化も単調で、撃破の達成感は薄めでした。 成長要素は経験値でHP・スタミナ・近接・サブウェポンを強化する一般的なレベルアップ制です。回避には無敵があるもののスタミナ管理が必要で、全体的にテンポは遅めです。 探索は1エリア1セーブ&ファストトラベルの形式で、ショートカットは多めです。 一方でパズルの比重が非常に高く、ブロックの順番入力や色配置などが各地に配置されています。ヒントはありますが直感性が低く、総当たりも可能なため解法の納得感に欠ける場面が多いです。 総じて、GB風レトロゼルダを意識した作品ではありますが、戦闘・ボス・パズルいずれも単調さや理不尽さが目立ち、好みはかなり分かれる内容です。レトロな雰囲気を優先する人向けの作品です。
I find it very difficult to recommend this game. The premise is Bloodborne X Link's Awakening, which sounds amazing on paper, but the execution leaves a lot to be desired. The lore very obviously attempts to rip Bloodborne off, but fails miserably. It frequently uses terms like "the hunt", "plague", "beasts", but it's all empty and meaningless. But that is the least of its problems. There is almost no reason to fight any of the bosses, other than getting a lot of tears. But you can farm those from regular enemies. You don't get any items, or open any new paths . It's not even required to beat the game. Speaking of beating the game: The isn't even an ending! Unless there's some bull**** hidden ending that is never even hinted at, meaning that even the final boss battle is pointless. Also, that final boss is full of bull****. It's not the kind of "difficult but fair" boss that defines great games. It's just poorly designed and very unfair. The rest of the game is alright, I guess. Combat is simple. exploration is fun sometimes, but often frustrating, especially in the final quarter of the game, with all the convoluted paths and narrow corridors full of powerful enemies. It's not particularly difficult. It's just intentionally obtuse, but not in a way that entices digging deeper to discover its secrets, because those secrets are pretty much worthless. Like the vast majority of tokens and weapons. Discovering a secret loses all impact when the reward is in most cases an item that you'll never use. In short, a lot of squandered potential, and a lot of disappointment.
It's a sort of loose Bloodborne demake thrown into a blender with the Gameboy Color Zelda games. Whereas the latter were mostly focused on the puzzle of navigation using your tools, Tearscape instead mixes elements of more open ended games with the timing based combat of FromSoftware titles. The result is an enjoyable dungeon crawler with some real heart. The premise involves hunting down a bunch of people who messed around with Tears. You're the hunter, and it's time to get to work. It's very reminiscient of other games, and I'll be honest, I didn't always follow it. There isn't an over abundance of world building, just the usual text stuff with items and some traveling NPCs who tell you about the area you're in. It's pretty simple, and ends abruptly, but it's fine for what it is. Instead, the strength lies in the distinct vibes of each area. There's usually a specific gimmick to a given area you're in, like the desert having cacti that can hurt you if you don't cut them down, or the mines having on rail mine carts you can change the course of. Each area is focused, essentially a giant dungeon in and of itself. While this is on a much, much smaller scale, Tearscape manages to succeed and what Tears of the Kingdom wanted to do by completely blending the dungeons with the overworld so the two are basically indistinguishable. Some of the novelty comes with the fact that there are tons of secrets to find. You can find equipable tokens all over the place, often hidden in devilish areas. You can use up to three of these to tailor your play style. There are a couple of different classes of weapons to find, too, with my favorite being the whips and not just because I'm a Castlevania fan. If you have the proper spacing, a whip strike will hit an enemy twice, once on the way out and once on the way back. It's also fast, with an okay area of effect. Contrast this to the Great Swords, which hit like trucks but take forever to wind up. The persistent stream of upgrades and new equipment you can find makes exploration constantly compelling. The structure is also super open ended. The game doesn't tell you this, but you can place markers on the map if you run into something you want to check back on later. Finding a map fills in the geography but the actual markers are entirely up to you. This also means that if you're stumped in one place, you can always leave a marker and just go check out somewhere else. There is usually at least two potential directions for you to explore in, and once you find a new navigational tool, you'll be able to return to old areas for new rewards. It's really impressive and complements the compact size of the game perfectly. The nine hours I have of playtime is how long it took to 100% everything, and the relatively small size is really refreshing since it lets the developer unleash the player. There are some quirks here and there, such as the game's penchant for making you navigate challenges backwards after navigating them to the end and getting what you need, and the story ends pretty abruptly, but this is a really enjoyable little title, one of many in a surge of Gameboy- likes that apply modern design sensibilities to old school aesthetics. This game borrows from many different sources and uses those influences to create an enjoyably open ended title that offers a constant stream of new items and rewards. Check it out.
Like Mina, but even more dull and boring
見下ろし型の8ビット版ブラボとでもいいましょうか 豚はいるけど残念ながらモツ抜きは無いです。 難易度も優しめなので世界観好きならオススメ
This was the best Gameboy Zelda mixed with Dark Souls game until Mina the Hollower released.
After a good 8 hours of playing the game, I'm afraid I can't exactly recommend the game. The level up system pretty much becomes entirely ridiculous, as it doesn't properly scale at all with lower levels. If you spent most of your points in attack, and try your hand in leveling up the other stats, it'll cost an arm and a leg to get it done, and at that point, it just isn't worth it. Secondly, there's no real point in the boss battles, as they do not actively give you any upgrades to defeating them. You get Tears (the game's currency) but other than that...it's not rewarding. Plus, the reusing of enemies with stronger health and attack pretty much gets...really old after a while. Because of the big issue with the level up system, the enemies being repeated and the big bosses being pointless, it brings down the quality of the game dramatically.
尚且合格的2d俯视角塞尔达代餐,能力锁,分层地图、隐藏墙壁、谜题等要素应有尽有,地牢设计有三角力量的神韵。反而是在此基础上缝合的类魂元素显得非常强行,精力限制和翻滚完全可以没有;篝火点极其稀少,而地图的连通性却并没那么强;加点系统与敌人的数值成长缺乏考究,即使全程升血上限都扛不住小怪4下攻击。 地图设计方面存在一个严重问题,所有只会为了拿一个收集物探索一次的支路几乎都不跟主路联通,跑完重重机关之后往往要回头再跑一遍,极其恶心。 不过最大的缺点还是各种缺打磨的小细节,比如各种碰撞判定,悬崖的判定等,最逆天的是玩家掉下悬崖之后回到地面上居然没有无敌时间
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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