
Solve riddles, puzzles and platforming challenges as you descend the cryptic pathways of a distorted microcosm reality fueled by a symbolic landscape of faith and erotic nightmares.
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.
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




Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, Japanese
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
get spammed with vague religious nonsense dialog while being bothered with simple puzzles until the game ends boring
do you like platformers? do you like to suffer? do you have curious emotions about spirituality from your youth or are part of the LGBT community? PLAY TEOCIDA
So many grotesque buttholes, penises, tits, and vaginas - Hans would be proud (actually I'm not sure, I don't know much about him beside his art). I've puzzled, platformed, fought patriarchy, and had great time in the process. I didn't get into much of the meta-narrative stuff, so there's potentially a lot more to explore.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
esse jogo parece que foi feito pra mim, tem quase todos os aspectos que eu poderia aspirar em um videogame
10/10 Will trip again
TEOCIDA is a deeply unconventional puzzle platformer that uses surreal horror, religious symbolism, disturbing imagery, and cryptic storytelling to create an experience that feels deliberately detached from ordinary genre conventions. Developed by Vikintor and published by Vikintor Interactive, the game presents itself almost like an interactive psychological experiment rather than a straightforward journey. Its strongest quality is its commitment to mystery. Instead of clearly explaining its world or intentions, it surrounds the player with symbols, unsettling environments, strange creatures, and abstract ideas that invite personal interpretation. The story centers on the legacy of an infamous seer whose teachings have largely disappeared. Her search for successors leads into the Metaphysical Aptitude Program, an unusual framework that effectively transforms the player's adventure into a sequence of tests. These evaluations deal with subjects such as perception, logic, audiovisual stimulation, subliminal influence, and supposed extrasensory abilities. This premise gives the puzzles an appropriate narrative context because overcoming obstacles can feel like participating in an increasingly bizarre examination. The game rarely provides comfortable explanations, allowing uncertainty to become an essential part of its atmosphere. At its mechanical core, TEOCIDA combines 2D platforming with environmental puzzles, reflex-based challenges, cloning mechanics, and experimental sequences. The controls and fundamental movement are understandable enough that the game can gradually introduce more complicated situations without overwhelming the player immediately. Cloning becomes one of its more distinctive mechanics, requiring careful consideration of positioning, movement, timing, and the relationship between different elements within a stage. Although exploration plays an important role, this is not designed as a traditional Metroidvania with a sprawling interconnected map and an ability-based progression system. Puzzle design grows more demanding as the experience develops. Some challenges rely on logical observation, while others require coordination or faster reactions. The inclusion of adjustable game speed is particularly useful because it provides additional flexibility during sections where timing becomes important. There is also a clairvoyance-related test involving Zener cards, fitting neatly into the broader metaphysical theme. These unusual mechanics reinforce the idea that the player is being evaluated rather than simply moving from one conventional platforming stage to another. The visual presentation is arguably TEOCIDA's defining characteristic. It embraces grotesque, distorted, and deliberately uncomfortable imagery instead of polished beauty. Digital artwork is mixed with handcrafted visual elements, producing scenes that can resemble corrupted religious illustrations, deteriorating multimedia experiments, or fragments of an incomprehensible nightmare. Demonic figures, psychedelic effects, erotic imagery, disturbing symbolism, and religious references frequently appear throughout the environments. The game contains mature and potentially unsettling material, and players sensitive to flashing or intense visual effects should take its photosensitivity considerations seriously. Atmosphere also depends heavily on suggestion. TEOCIDA does not need to constantly throw enemies or conventional jump scares at the player because much of its horror comes from uncertainty. Strange objects appear without explanation, environments seem loaded with hidden meaning, and apparently minor details can encourage further investigation. There are seven principles associated with the experience, alongside numerous secrets and multiple layers of Easter eggs. This gives attentive players considerable material to examine beyond simply reaching the end of each challenge. Its obscure approach is simultaneously one of its greatest strengths and its most significant limitation. Players who appreciate experimental horror can become absorbed in trying to understand the relationship between its imagery, philosophy, and mechanics. Those expecting a clearly narrated story may instead find the lack of direct explanations frustrating. The same applies to its visual style. The grotesque presentation is intentional and supports the themes exceptionally well, but it can easily become unpleasant for players who are uncomfortable with disturbing or provocative material. Replayability comes largely from investigation rather than dramatically changing gameplay paths. Returning to previous ideas with greater knowledge can reveal details that initially seemed meaningless, while Easter eggs and achievements provide additional reasons to examine the experience more thoroughly. Its secrets are particularly appropriate for players who enjoy researching unusual mechanics and constructing their own interpretation of ambiguous narratives. The game feels designed to leave questions behind rather than provide a completely resolved conclusion. Steam Deck compatibility should be approached with some caution. TEOCIDA does not have a clearly established official Steam Deck Verified or Playable classification, so it is best considered unverified for Valve's handheld rather than guaranteed to provide a completely seamless experience. Its relatively lightweight technical nature means hardware performance itself is unlikely to be the biggest obstacle, but partial controller support and possible Proton or interface considerations may require adjustments. Players intending to experience it primarily on Steam Deck should therefore be prepared for potential configuration or control limitations rather than assuming full out-of-the-box compatibility. TEOCIDA ultimately succeeds by refusing to dilute its identity. Beneath the disturbing artwork and metaphysical concepts is a capable puzzle platformer, but its mechanics are only part of the attraction. The greater experience comes from trying to understand what its imagery, tests, symbols, and strange environments are attempting to communicate. It is deliberately obscure, occasionally frustrating, frequently uncomfortable, and certainly not designed for everyone. For an audience interested in experimental indie horror, cryptic puzzle design, occult themes, and games that reward interpretation, however, it provides a remarkably distinctive experience that is difficult to confuse with anything more conventional. Rating: 8/10
Just like TAMASHII, TEOCIDA failed to impress me. Most of TEOCIDA consists of exploration and story telling. This wouldn't have been an issue if those elements were the strong suits of TEOCIDA. The gameplay is the actual star of the show yet just like the last time, there is so little of it that it doesn't make up for the rest of it. Some people might like the lore hidden beneath layers but i found it to be nothing but a cliché. An attempt to make the lore seem more mysterious and deeper than it actually is. The edgy characteristics, grotesque visuals and the mysterious aura TEOCIDA gives from its trailers might entice you but don't fall for it.
SUCH a cool game that I can't stop thinking about. A game that makes me realize how much I LOVE seeing people express themselves in the ways they best can. The kind of game that's the pure essence of it's creator. The kind of game you can only get from one specific persons wonderfully weird mind. I ♥♥♥♥♥♥♥ love this game and idk if I've even dug as deep into it as I possibly could. But I keep coming back, starting from the beginning just to see it all again. To revel in all the spooky, occult, hellish, icky, sticky, imagery. I'm gonna replay the game now after posting this actually cuz talking about it makes me wanna look at it again
An interesting looking game but a step down from it's predecessor TAMASHII. The game tries a bit too hard being edgy with it's visuals, making some moments feel more comical than they should be. Tamashii was more subtle with it's scares making them more effective. The puzzles and boss battles are like Tamashii, which I enjoyed. I'm a bit on the fence about this game. Edit: After having considered for a while it unfortunately gets a downvote.
This game is like if the user 666 video was turned into a game
Players by region
Where this game's players are, estimated from review languages.
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