
The Forgotten City is a narrative-driven time loop adventure in ancient Rome. Discover the ruins of an ancient underground city, travel 2000 years into the past, and unravel the mystery of who destroyed it by cleverly exploiting the power to wind back time. The fate of the city is in your hands.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 3.43/day in the week to Aug 27 → 7.14/day in the week after.
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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; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 13.7Kreviews | 96% | — | $6.2M |
| $29.99 | 5.2Kratings | 94% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 982 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
**Starkes Mystery-Adventure mit sehr guter Story, tollen Dialogen und cleverer Zeitschleife** *The Forgotten City* hat mich sehr positiv überrascht. Ich bin nahezu blind gestartet und hatte anfangs kurz die Sorge, dass es wieder eines dieser Spiele wird, in denen man stundenlang im Kreis läuft, bevor man versteht, worum es eigentlich geht. Das war hier aber nicht der Fall. Das Spiel führt einen sehr gut ein und bringt einen Schritt für Schritt näher an das Gesamtbild heran. Der erste Loop hat mich tatsächlich kalt erwischt. Statt frustrierend zu wirken, hat er aber genau das Gegenteil ausgelöst: Er hat neue Möglichkeiten eröffnet und mich motiviert, Dinge auszuprobieren, die ich sonst vielleicht nicht getan hätte. Besonders gelungen ist, dass sich die Durchgänge nicht wie bloße Wiederholungen anfühlen. Ein neuer Loop war für mich nie einfach nur der vorherige Durchgang noch einmal. Bereits erreichte Dinge konnten sinnvoll in die Story eingebunden schnell abgehakt werden, sodass man nicht ständig dieselben Abläufe erneut durchleben musste. Dadurch konnte ich mich immer auf neue Entwicklungen, Entscheidungen und Erkenntnisse konzentrieren. Die Zeitschleife ist hier also nicht nur ein Gimmick, sondern ein sehr gut gelöstes erzählerisches und spielerisches Werkzeug. Besonders stark fand ich die Figuren und das Skript. Die Bewohner haben alle ihre eigene Geschichte, und keine davon wirkte für mich uninteressant. Alles greift gut ineinander, vieles steht miteinander in Verbindung, und nach und nach versteht man immer besser, wie die Stadt und ihre Regeln funktionieren. Das hat sich sehr lebendig angefühlt. Die Welt ist überschaubar, aber für Story und Spielumfang völlig ausreichend. Man findet sich schnell zurecht. Eine Karte hätte ich mir trotzdem manchmal gewünscht, nicht weil man sich wirklich verlaufen kann, sondern um Wege strategischer planen zu können. Die Dialoge tragen das Spiel stark. Manche Wiederholungen hätte man etwas schneller überspringen können, aber grundsätzlich passt die Dialoglast sehr gut zum Storytelling. Auch die Mimik der Gesprächspartner hat mir gefallen, weil sie die Gespräche lebendiger wirken lässt. Die Sprachausgabe ist ebenfalls sehr gelungen. Rätsel, Entscheidungen und Konsequenzen funktionieren für mich sehr gut. Die Lösungen fühlen sich logisch an, und das Spiel hätte für mich sogar gerne noch komplexer und größer sein dürfen. Ich könnte mir sehr gut einen neuen Titel in dieser Art vorstellen, der dieses Konzept weiter ausbaut. Das Pacing blieb für mich bis zum Schluss spannend. Es gab immer wieder Wendungen, die teilweise ahnbar, aber nie völlig sicher waren. Auch das Bewegungstempo passt gut zur Größe der Welt: nicht zu langsam, nicht zu schnell. Technisch lief alles sauber und stabil, ohne Bugs oder Probleme. Meine Spielzeit lag bei **15,1 Stunden**. Ich habe alle Enden gespielt, aber keine 100 % Achievements erreicht. Der zusätzliche Aufwand wäre mir dafür zu groß gewesen, da ich die wesentliche Story bereits abgeschlossen hatte und nur noch kleinere Ergänzungen offen geblieben wären. Ich mag Achievements lieber, wenn sie vollständig in die Story eingebunden sind und nicht wie nachträgliche Fleißaufgaben wirken. Für mich liegt der Schwerpunkt klar auf Dialog, Story und Entscheidungen, aber auch die Action kommt nicht zu kurz. Die Mischung ist sehr gut ausgewogen. **Fazit:** Ein sehr starkes Mystery-Adventure mit toller Story, gelungenen Figuren, cleverer Zeitschleife und sehr gutem Pacing. Ich empfehle das Spiel aus Überzeugung jedem, der dieses Genre mag.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 623.75/day in the week to Jul 15 → 6/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Spanish - Spain, Simplified Chinese, Russian, Japanese, Korean*languages with full audio support
| $29.99 |
| 3.9Kratings |
| 92% |
| — |
| not modelled |
| $24.99 | 228ratings | 88% | — | not modelled |
| $24.99 | — | — | — | 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 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was absolutely loving this game, until I realised that one very long section is all action. A pity. I was looking for a game for exploration, solving a mystery by talking to people, and then unsuspectingly, I become a discount Lara Croft fighting gold zombies. I am not sure why those parts weren''t made simply skiappable and why amde inherent to the story line?
Have you ever wanted to experience Groundhog Day whilst trying to solve a mystery in ancient Rome with the gods holding a gun to everyone's head? Then boy this is the game for you!
Fantastic game
Good game, The story is fascinating and intriguing.
Really good!
好玩
very good, all my homies love Galerius
[b]A well-written, time-loop-based narrative where your choices are everything[/b] I went in almost entirely blind, thinking this would be a first-person puzzle adventure, but it's really more of a first-person mystery. It's a time loop game about a lost civilization, with 4 different endings. Bulk of the gameplay is talking to NPCs to learn what they know and try to influence their choices, exploring, observing, and that Groundhog Day thing where you can experiment without permanent consequences and quickly/optimally resolve all situations because you already know exactly what's going to happen and what does/doesn't work. It's got shades of Majora's Mask, in the way your interaction with different NPCs has ripple effects that either unlocks or locks you out of different choices in that loop. I only have a couple minor complaints, which both relate to the action elements of the game. Each time the loop is coming to an end, (spoilers for loop mechanics only) [spoiler]you have to race back to a specific spot in town where the portal back in time always appears, while angels of death stationed all over town use you for target practice. For the player-character background I chose, as well as one of the two other options I could have chosen, you have no weapon or defense that's effective against them, and you can only take about 3 hits before dying. If you die without making it back to the reset location, you'll lose any physical items you have collected on that loop (which you'd have been able to carry through the portal with you if you had made it back).[/spoiler] There's also an optional side quest that's in a survival horror style, and the reward is an item that lets you access locked areas without needing keys, by granting you the ability to use your environment in platform-y ways. I'm just going to say it: [b]Games that control the way this game does should not have action or platforming sequences.[/b] Nobody expects a Myst-like to have super-smooth, responsive controls - you just need to be able to accomplish basic movement in 3D space without getting stuck on or falling through the scenery, and it's fine. That bar is significantly higher for action and platforming, and while the sequences here don't rise to the level of being outright frustrating, they also don't feel [i]good[/i] - especially the platform-y bits in the side quest mission. Luckily it's a very small part of the game, even if you do the optional mission. As a whole, the game was so much deeper and more engaging and well-written than I was expecting. The characters, the world-building, the weaving of real historical fact and moral philosophy 101 so seamlessly with the actual game mechanics. [b]It's one of those games like Stardew Valley or Outer Wilds where you can [i]feel[/i] how much care and passion went into making it.[/b] You can tell it was someone's baby, a labor of love they were glad to perform, not a commercial product that employees punched a clock to deliver to client specifications. I saw two of the endings, including the "canonical" or "best" ending. The canon ending was [b]very[/b] satisfying. A lot of mystery games build up a lot of intrigue and mystery during the game, and then deliver these sort of anti-climactic endings that feel like they just hand-waved away all that mystery for the sake of rushing things to a too-tidy conclusion that just makes you think, "Okay." When you had been expecting or hoping for an ending that was going to make you think, "Whooaa. No way!" The ending of The Forgotten City was the opposite of that. It felt logical, it felt earned, and most importantly, it felt like an appropriate reward for the investment I made in pursuing it. --- Played on a Windows 11 PC with an RTX 5070, Ryzen 7 9700X, and 32GB RAM. No crashes or noticeable performance issues.
Incredible
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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