
A turn-based tactical RPG. Experiment with the talent trees of 23 heroes. Combine abilities with equipment. Defeat 17 terrifying bosses and uncover the secrets of the planet Tenebris!
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.
Reviews, worldwide (the counter carries no country): 4/day in the week to Sep 15 → 22.5/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 2,402 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

Tenebris: Terra Incognita is a challenging turn-based RPG set in a gloomy science fiction setting. Take command of the best fighters of humanity and save the expedition of the Solaris starship, which crashed on an uncharted planet infested with terrible monsters!

We are big fans of series like Darkest Dungeon, X-COM and Disciples, and we want to give players a similar experience through deep hero customization and career progression. Having 5 basic classes with easily recognizable roles at the beginning of the playthrough, the player will be able to choose character development branches from 17 advanced classes as they gain experience. Each specialization has separate talent trees, allowing the player to create unique characters within the same class.
The game has a full inventory system. Found or purchased items - weapons, armor, special equipment - can not only improve the basic characteristics of the characters, but also influence their talents or give new abilities.
Experiment with the talent branches of the characters.
Combine your abilities with equipment items.
Create your own unique build, and conquer the world of Tenebris!
The damaged hull of the ship turned out to be the least of the expedition's problems: the people, not having time to recover from the heavy landing, were immediately attacked by huge bugs. The size, speed and aggressiveness of the enemy would not be such a problem if not for the amazing organization of the swarm. These bugs, through chemical signals, are able not only to coordinate, but also to strengthen and accelerate each other. The more there are, the more dangerous each individual enemy is.
If you manage to defend the starship and gain a foothold in the insect-infested Misty Wasteland, your troops will be able to open other areas where the bug scouts do not dare to go. And if you learn from the swarm, you will understand: there, beyond the borders of the wasteland, you will need new abilities, different combat tactics and, most likely - bigger guns.

The Solaris starship is your base and the only relatively safe place on the planet. Here you can purchase weapons and armor, awaken new recruits from cryo-sleep and send wounded heroes for treatment. The resources found in missions will allow you to improve the ship's bays and expand the capabilities of your squad.
In addition to the expedition commander and the head of the security service, together with whom you will solve the main task of escaping the planet, you will be assisted by the chief doctor, leading engineer and warehouse manager. Each crew member will have unique tasks for you, and solving them will allow you to obtain additional resources and technologies that can increase the chances of survival of the expedition.
Be careful - the ship's supplies are scarce, and you will have to fight for the planet's resources. You have to carefully choose what to spend the little you can get in battles.
Will you be able to conquer the dark planet and save the expedition?
The crew has left all the decisions to you - proceed at your own risk!
Engagement
Reviews
Themes across 162 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm on the fence about this title, but I'm giving Tenebris a thumbs-up because it's a pretty good game, even if it is not that fun for me. Some gamers will love it and some won't. Read on to see which camp you'll be in. Story. The world-building is both familiar (with a reliance on classic sci-fi tropes) and clever, with recruiting heroes being skinned as "waking them from cryostasis" and a lot of love for the movie version of Starship Troopers and Alien. Your enemies are nasty bug-aliens who are smart but seem animal-like, with plenty of poison, acid, and drippy yucky gas and fluid attacks. There is base building that unlocks the hospital beds to rest up, a shop for equipment, and so on. There are nods to the gung-ho manic suicidal soldier trope. If this sounds entertaining, you may enjoy it. Gameplay. The main game loop involves picking some of your soldiers to walk slowly on patrol through a painted backdrop, such as a starship corridor or a dark tunnel, like in the original Darkest Dungeon. Your heroes are heavily-armed soldiers that work as medics to heal and remove debuffs, techs to debuff and unlock stuff, damage-spec gunmen with assault rifles, snipers, and heavies that soak damage. They stand in a mob and fight like Darkest Dungeon heroes, doing damage on most attacks and occasionally getting unlucky. Unlike DD, after each fight you heal back to full and restore all your armor points, so you just need to win each fight to heal up. You don't usually see monsters before you bump into them; they spawn when you hit a point in the corridor. There also aren't a lot of branches in the pathway, so you don't backtrack or get "stuck" as you walk through. Fights are turn-based and you pick a power, some with a recharge time, and on enemy turns they do the same stuff. I did not find that tactics mattered a whole lot, but squad composition did. Throughout your walking, there is a hidden object-like minigame which usually flashes a little glint to signal you should click on the backdrop to get some loot. Often these are from loose floor panels, crystals, or other "obvious" clickables, but there are also lots of things that look the same that don't give you prizes. There are more obvious chests and dead enemies (and friends) around that you can also click to get loot. If you miss them they're lost, though if you go slow you usually get everything. In addition to the combat game and the searching game, there are several little minigames involving hitting a key at the right point to unlock doors, chests, and remove traps. When you're back at base, you can spend the loot you got to buy items, upgrade the base, and recruit new Level 1 (or occasionally better) heroes. There are also conversations with the crew of the ship, which are scripted and in my opinion generally badly written. This part in particular gives off a mobile game feeling and I wonder if they originally planned for this to be a phone game, since the DNA of these choices feels so mobile game. I kept half expecting to see "dailies" and "weeklies" and a guild with raids showing up. What I Hated. There are a few parts I really disliked. First, I picked it up because I love Darkest Dungeon. Because you have few choices of route and don't really accumulate pain as you go due to the insta-heal after each fight, it wears thin fast. There isn't much risk/reward trade-off where you might consider bailing on a mission midway, or having to really push through the pain to get somewhere. I suspect less masochistic people may prefer it this way, but I missed the loot-stacking high-risk choices in DD. Even with permadeath, the lack of choice makes the permadeath just feel punitive and luck-driven rather than based on my own failings as a human being. What makes X-COM and DD work so well is the feeling that your hero dying was, at least in part, your own fault and not just bad luck, even though bad luck clearly played a factor. You can't ignore your own greed in the "why I died" equation, whereas here you pretty much know it was not your choice to press on or not. Second, the loot in the game is all keyed to character levels in an irritating way that resembles the worst mobile game features. Why can't I use a Level 6 gun at Level 3, if I found it? You spend a lot of time rotating the same guns from your senior people to the junior folks, which does not feel like a lot of fun. The differences between items are mostly minor and the Diablo-style randomization doesn't bring me excitement. I think this would be fixed easily if you removed level restrictions on items, which might also help junior squaddies to survive on higher-level missions. Summing Up. There is a lot to like here, but the game gives bad mobile vibes too often for me to enjoy it. Nonetheless, it's low-cost and pleasant for those who dreamed of a less punitive DD that railroads you better.
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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, Russian, Hungarian, German, Spanish - Spain, Simplified Chinese, Polish
Hours played at review time, across 162 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
starship troopers Darkest dungeon anyone?!
Игра неожиданно годная Билдострой затягивает, а разнообразие и сила врагов приятно удивляют. Но почему здесь вообще нет наказания за ошибки? Жизненно необходимы хардкорные настройки сложности ( отключение побега из боя ) Нужен фикс побега, чтобы он совершался не моментально а хотяб в конце раунда Настройка на умный ии интересная, но ии становится предсказуемым и это явно упрощение Очень жаль что пройду игру на казуальных движениях(
Nice game - interesting classes. I have held off for many months now waiting for the full release
This is a great game. The best way to describe it is "Sci-fi Darkest Dungeon." Major inspirations seem to be Space Marines along with Starship Troopers and/or Aliens. Indie games like this can sometimes feel disjointed when it comes to the overall vibe and tone. Happy to say that that is not the case with Tenebris: everything from the artwork and sound design to the gameplay loop create a really unified feel that makes it satisfying. This is definitely a "one more run" game where the next thing you know it's 2am. I really love the artwork in Tenebris--specifically the character and enemy artwork. You can tell right away from the design of each bug what it's going to do. Huge pincers? It's gonna stab you with them. Big bloated sac on its abdomen? Yeah, that thing is spray acid goo at you. The bugs are terrifying in the best way--so you won't have a problem mowing down rows and rows of them (my personal favorite is cleansing them with fire). The five base classes are unique but also cover a bit of similar ground so its easy to make a party of four that covers all the bases. I especially like the advanced classes as they each feel distinct and also build on the qualities that made the base classes work. Visually they look great and the artwork again does a good job of telling you what each character does. The level design really worked for me. While its a simple 2-D scroll like in Darkest Dungeon, you have to keep an eye out for collectibles, chest etc. The devs did a great job making the most of the environment despite how limited it might seem. From eerie mountains in the background, to weird alien particles floating through the air, to foreground stalagmites in the claustrophobic cave levels, every part of the level design comes together to make memorable locales. I have a few gripes with the gameplay. The base upgrades feel very hit or miss--some are must pick ASAP and others seem like a big investment for minimal gain. I encourage the devs to think about ways to make each upgrade feel impactful, rather than a bunch of +10% benefits here and there. Two other small issues are not enough space on the hotbar for abilities and way too many equipment drops that don't do anything. I am happy to see that these are both being addressed in the 1.0 release, so these are only temporary gripes. The early access feels like a mostly complete game, and I would recommend it in its current state any day of the week. The fact that there will be a full release with more advanced classes, biomes etc, down the road is a huge bonus.
Bom jogo, meio velha guarda combate bom graficos 2d, e progressão interessante.
I'm not too far into the game, but I felt that I had to write something about it. I thought that I was not big on the Darkest Dungeon style of gameplay; turns out I was wrong about that. What I didn't like was how brutal Darkest Dungeon was to the player. As some of the reviews said, "the game doesn't hate the player." I especially like the art style of the game—it is simply beautiful.
This should my type of game, but the huge mouse cursor that covers half of the tooltips and keyboard movement turned me off immediatly.
Отличная игра, с приятной атмосферой и простой, но симпатичной графикой. Солдаты великолепно анимированы и снабжены красивыми артами. Боевая и экономическая системы довольно глубоки, играть интересно. Так держать, жду дополнений.
spent 25 hours into this game, love it, but now my screen is stuck on loading screen.... i cant get pass or reload, so everything ive done is gone because this bug... for some reason there is mountain mission 1-4 mid game that glitched my game so careful... all my work is waste cause this bug
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