
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
I try not to be overly reductive with comparisons to other games, but the elevator pitch of Tearscape being a cross between a Game Boy Color-era Zelda title and the combat/gameplay mechanics of Bloodborne or a Soulslike is fairly apt (which is why all the reviews keep mentioning it). The Zelda aspects come from a bunch of distinct dungeons/areas (they are all incorporated into the overall map pretty nicely though), most of which have some sort of upgrade to help you progress and access new areas. Some of them have multiple uses in and out of combat (like spin attack, bombs), and some are just for traversal. The dungeon design is really strong overall, with the one exception being the Mines area. Most of the time there are nice shortcuts to get you back to where you started after you traverse a section to get a key, hit a switch, etc. but the Mines has you zigzag and backtrack back and forth over a huge area multiple times. Every dungeon just has a single save point, but this was the only dungeon I felt like I had to make extra runs back to it - most of the time the save point was in a cerntral spot that you would organically loop back to in the course of exploring a dungeon. On top of that, there are long windy minecart sections where boulders randomly drop and you take damage sometimes. Theoretically, they are blockable with your shield, but you have to be facing the right way at exactly the right time and I found it hard to do. It came across as arduous just for the sake of it. The meat of the gameplay is exploring, combat, and a surprising amount of platforming (dashing over pits, dodging spikes and traps). Combat is snappy and works well, you have a very generous dodge/dash as long as you are managing your stamina bar properly. It's all about positioning, and finding the right time to strike and block. There's a parry/reflect system with the shield that I found to be pretty effective; you can reflect projectiles and block without using stamina with good timing of your button presses. You eventually get tools like a revolver and the aforementioned bombs that start giving you some ranged options as well. Really enjoyed this game (barring the one dungeon I already provided constructive criticism about), I ended up chewing through it and 100%-ing it in a few days with ~10 hours of playtime. (Quick tip: make sure you use your map markers every time you come across something you can't access yet, it makes backtracking to find upgrades/items way nicer every time you get a new ability.)
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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 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.
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% |
| — |
| 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
Muito bom o jogo, realmente é como dizem: é um soulslike com zeldinha de SNES. Nunca joguei Bloodborne (não sei se é assim que se escreve), porém acredito que faça jus à comparação, além do visual claramente inspirado. Os puzzles em alguns momentos ficam meio repetidos, além disso tem alguns que não parecem ter soluções, isso acaba desestimulando um pouco. No mais, é um jogo divertido.
One of the best modern takes on a GB era game. Great world design with enough puzzles and stuff to make backtracking worth it. I would recommend if you like this genre
Nice 10 hours 2D zelda like. The Bloodborne elements feel mostly there for the aesthetic. Scaling feels a bit messy in the later levels, as enemies get too much HP for your damage to keep up with. There is no way to reset your build, so be VERY wary where you put your skill points if you want the late game to be fun.
我chovy,你要是给地图就大大方方给啊 每次都是区域探索的差不多了,各种搜索才能摸到地图。我擦,怎么给个地图这么不情不愿的啊? bgm挺难听的。 个人评价7.5分吧 。
[h1]簡介:簡單平穩,帶有現代化主流機制[/h1] 全探索、全蒐集、全成就的遊戲時長約10~12小時,是款完整、平穩而沒特別突出的類2D薩爾達作品。 設有[b]「耐力條」、「死亡掉落」和「印記(符文)系統」[/b]的現代主流動作遊戲機制,但戰鬥還是在普攻及防禦間交互應對,僅有少數Boss是須要使用道具的機制型戰鬥。 探索體驗也建立在傳統《薩爾達》式地圖上,關卡謎題都不複雜,不算驚豔但能看出想在基礎上做出變化的嘗試。 成就黨需要注意到![u]本作是可以一週目全成就的[/u],不過有少數成就會因劇情推進而錯過,害怕遺漏可以先查看攻略。 (*沒什麼劇情好劇透的,可安心看攻略) [h1]不複雜的地圖設計 與 觀察式謎題[/h1] 地圖探索上依然遵循傳統《薩爾達》式建構:[b]區域→迷宮→Boss房[/b],不過本作沒有把區域和迷宮劃分那麼清楚,有時候一整個區域就是個大型迷宮。 雖說是迷宮,但關卡設計上沒那麼複雜,沒有完全阻擋道路的敵人,少了樓層分層,岔路、機關配置上也沒那麼豐富。比較值得一說的,是開啟部分寶箱的[b]「觀察式謎題」[/b],[u]它需要在該地圖或整個區域搜查謎題資訊[/u],如顏色塗鴉或特殊場佈,並動腦排列順序才能解題。 印象中在某部《薩爾達》也有類似謎題,而本作又對此多加了些變化! [h1]多樣設計但應用不足[/h1] 隨著進度推進,會取得[b]「迴旋斬」、「盾擊」、「炸彈」[/b]這種類似類銀河惡魔城的「進程能力」,可以解鎖新區域或開啟隱藏寶箱。不過可惜之處就在於[u]它們的作用僅此而已[/u],幾乎沒辦法在實戰上應用,相應的機關謎題也只有少少一兩個,沒有更深入的綜合題型或反轉設計,整體的探索體驗便趨於平庸。 武器設計上也一樣,裡面多種速度/力量各不同的武器,數值設計都算有理,但始終沒有相應機制的敵人做呼應(如鎖鏈能穿盾等),最後僅憑操作手感,同一把武器拿到通關,其他的就只能當蒐藏品做倉管了。 [h1]總結:小失望但值得推廣[/h1] 坦白說,《Tearscape》讓我有點小失望,本來預期會是今年可以匹敵《探地者米娜》的2D薩爾達作品,但整體體驗卻意外平庸。 我還是喜歡這部作品的,至少它的體驗都很完整,沒有因為是小製作就東缺西漏,這在執行層面上值得讚賞!不過細節設計上還不及傳統《薩爾達》,也就更遑論創新了。 我會把它定位在[b]「值得推薦給新一代玩家」[/b]的作品中,簡單又帶有現代化的機制與節奏,或許更能把這種傳統類型遊戲的魅力推廣出去!
Wonderful game. Excellent use of tools. Weapons being a sidegrade rather than a definitive upgrade was nice and felt nice switching between different weapon styles. The only true difficulty I had was the skull man himself. He messed me up quite a bit and I had to do a next day revisit to finish him off.
Un juego excelente! Me lo gané hace unos meses en un giveaway de Twitter pero no había tenido tiempo de jugarlo. Aprecio mucho que tenga localización al LatAm :D Además pues el lore fue muy divertido de leer, y conocer de ese mundo en general. El gameplay fue súper entretenido y me mataron muchas veces, tuve mis rage quits pero fue una muy buena experiencia. Me recuerda mucho gráficamente a los juegos Zelda de Oracles y me parece una super buena configuración poder ponerle el filtro CRT. Espero que a los desarrolladores les vaya bien y saquen más juegos!
Блотборн скрестили с несовской Зельдой. Для Олдов самое то.
oretty good gam,e
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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