
As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling adventure full of thrills, surprises, and humor.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.14/day in the week to Aug 31 → 6.57/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.
About
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 13.3Kreviews | 93% | — | $5.2M |
| $19.99 | 4.3Kratings | 94% | — | 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.
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 941 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Messenger is an hommage to the NES Ninja Gaiden series but midway through the game it transforms into a metroidvania! Great bosses, memorable NPC`s, an amazing present/future mechanic which pays tribute to 8bit and 16bit action games and graphics and above all else, The Messenger will actually make you laugh out loud with its humour and witty dialogue!
Recommended ✔️ Hours Played: 12.1 Posted: Just now After finishing The Messenger, my life has spiraled into questionable choices. I now refuse to walk anywhere unless I first strike a dramatic pose and double-jump off a conveniently placed bird. My friends say the sidewalks weren’t “designed for cloudstepping,” but that didn’t stop me from repeatedly kicking light poles trying to gain extra height. The city council has issued a formal letter asking me to “stop attempting aerial maneuvers near traffic.” Inspired by the Ninja Village, I’ve converted my apartment into a DIY training ground. I smashed all my lightbulbs to create “8-bit ambience” and stapled blue cloth everywhere so the whole place looks like a cursed NES fever dream. I even hired a man from Craigslist to hide in my closet and narrate folklore whenever I enter the room, but all he does is complain about the plumbing. My landlord is very concerned. I haven’t been able to replicate time travel. After the game swapped from 8-bit to 16-bit, I assumed I could do the same, so now I carry around an old boombox, pressing buttons at random to see if the world upgrades around me. It hasn’t, though three bystanders have asked me to “stop rewinding reality” because it’s freaking out their kids. In my spare time, I’ve been practicing boss fights in grocery stores, sliding under automatic doors like they’re demonic entrances and shouting “PHANTOM’S BACK!” at produce clerks (they were not happy). Security removed me after I tried to wall-jump between the cereal aisle and a shopping cart. In my defense, the cart was in the optimal position for a combo route. Debt has also taken a toll on me. After meeting Quarble, I figured dying would just result in a cute demon following me around absorbing my debt. Turns out, real debt collectors aren’t whimsical little gremlins — they’re much angrier, and they unfortunately don’t accept time shards as payment. Last week, I tried delivering a mysterious scroll to my neighbor. She opened the door, read it, and informed me it was just my rent bill taped to a CVS receipt. I insisted it was “a message critical to the timeline,” and she insisted I needed therapy. The worst part is the shopkeeper’s cabinet — her cursed, taunting cabinet. I built my own just to cope, but the longer it sits in my living room, the more I swear it hums at night. Visitors ask what’s inside, and I give them her same cold warning: “You really don’t want to know.” They think it’s a joke, but I know better. I was drunk one night and shoved something in there, or maybe something crawled in on its own, and now I have no clear memory of what I trapped. All I know is that whatever’s in there has begun whispering my name. I’ve tried everything to silence it, but at this point, I’m convinced I’ll need a melody to break the curse… and I’m running out of time. 10/10 — Great game. Slightly cursed however. Would double-jump into traffic again.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Korean, Portuguese - Brazil, Russian
Hours played at review time, across 942 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Прошла игру ради историй лавочника
No começo ele parece bem direto: um ninja clássico em um jogo 8-bit, com plataforma precisa, combate simples e aquele clima old school. A história também começa assim, bem leve e meio cômica, com o protagonista sendo meio “obrigado” a cumprir uma missão que ele claramente não queria. O gameplay é onde ele começa a brilhar. A movimentação é muito fluida, com saltos, escaladas e o uso do gancho deixando tudo bem dinâmico. O controle é extremamente responsivo, o que faz as fases serem bem satisfatórias de atravessar. Mas o grande diferencial aparece depois. O jogo muda completamente de estrutura no meio da campanha, saindo de um platformer linear e virando praticamente um metroidvania. Isso muda totalmente a forma como você interage com o mundo. Essa transição é uma das coisas mais legais do jogo, porque ele não só adiciona novas mecânicas, como também altera a forma como você pensa exploração e progressão. O humor também é um ponto forte. O jogo não se leva tão a sério e quebra bastante expectativas com diálogos e situações inesperadas. Visualmente ele começa no estilo 8-bit e depois evolui para 16-bit, e essa mudança não é só estética, ela acompanha a evolução da própria jogabilidade. A trilha sonora é excelente, com músicas que mudam de acordo com a fase do jogo e ajudam muito a criar identidade para cada momento. O que mais me pegou foi essa mudança de identidade no meio da experiência. É quase como jogar dois jogos em um, mas que fazem sentido juntos. No fim, é um jogo que parece simples no começo, mas vai se revelando muito mais ambicioso e criativo do que aparenta.
I like this game looks interesting
This game starts off not too crazy for a 2D platformer, and rather boring honestly, and for a while I didn't feel like finishing it until my friend nudged me to keep playing. It gets better as you play, definitely missed the mark in the beginning for me, but once I got a few upgrades (after about 4-ish hours of playtime) then it started getting more fun. There's some pretty cool gimmicks and movement tech this game has to offer, and exploring gets a lot more fun once you unlock those.
This game was recommended to me by my friend and it did not take time for me to absolutely love it! At first it felt like classic platformer with running, jumping and slashing with the sword but at I did not expect was the switch from 8‑bit to 16‑bit halfway through.... you can literally travel between eras and that changes level layout, music and how you approach exploration too. To top off, the game opens up into a metroidvania later on with more abilities which feels quite clever. Also, the shopkeeper interactions makes the journey quite lively. Difficulty to 100% - (4.5/5) Perfecting this game definitely demands skill and patience. Some of the achievement requires you to make perfect runs and the DLC challenges will require a different amount of effort. Good timing and muscle memory will be essential in these segments, so practice until you can conquer the mechanics of the game!
This game is unfortunately much more concerned with looking good than actually being good. There is absolutely a charm to difficult platforming games. There's a lot of value in a difficult game challenging you to get good and learn how to master it. The issue is that this game is 95% easy, and 5% extremely annoyingly difficult. But was being an homage to difficult ninja gaiden style games even the goal? The control scheme for movement is puzzling to me. I don't understand why any game has you press "down" while wall climbing to slowly slide down the wall. This is so rarely used in level design, and it makes it so that if your analog stick is even 1 degree below horizontal, instead of jumping you'll just fall off the wall to your death. The movement system built around infinite jumps with your sword seemed interesting at first! But it seems that this almost never builds its way into levels? You're mostly just jumping off the same lanterns over and over and over. Why not just provide a double jump from the start? The mid-game acquisition of the glide + downward attack seems to solve the annoying problem of needing to connect laterally to jump vertically. But you move so slowly while in the glide state, it really slows down the pace to try and pogo vertically. The grappling hook has an extremely finnicky hitbox and range. It's very annoying to have to be so precise with it to feel like you're doing something. And outside of required platforming, it...doesn't seem to add much to the regular gameplay! The bosses are puzzling button-mashing fests. With all the effort put into quality spritework and 'fluffy' animations while bosses are standing around--why couldn't there be more effort into attack tells? Not that every boss attack needs a tell so you can react and dodge; sometimes experimenting is important. But then why give the bosses such massive levels of health? Why do some require you to access their weak points before you mash on them, while others demand you bum-rush the boss at every downtime to start chopping away at the (invisible) health bar? Why do the boss attacks feel like they're designed to switch patterns every time the boss moves to a new phase to purposefully mess up your dodge patterns? It's a bad joke. Difficulty programmed in at the simplest level. Dark Souls has been doing this for decades. We've got dark souls based money-penalty death systems built in here. But why are they here? Just give me a reasonable checkpoint and let me play the game. Why does my action platformer have a shop for me to buy weapon upgrades, anyway? Money seems pretty useless otherwise. Why not just give me the upgrades as the game goes on? Looking at all these flaws, it's easy to say, haha! Just wait until the grand reveal of the game! It's actually a metroidvania! You get to explore all the levels you went through before to unlock all the secrets! But why are all these metroidvania design elements included, only to be gated to the back half of the game? It makes the first half of the game NOT FUN to play! I died probably sixty times before beating the game, and the vast majority of these deaths were from the same chokepoints of very specific platforming traps and bosses. The majority of the game is...not difficult to go through. It's just not really exciting to go through either. I got to the metroidvania portion, spent a few minutes running through the levels...again...and realized I just did not care about anything the game had to offer. The story is so far up its ass with the in-jokes and references that we're in a freakin VIDEO GAME that it's so easy to not get attached to any of the characters or anything going on in the world. I just do not care about anything here. This game leaves no impression and I'd rather play any of the laundry list of games that inspired it.
面白かった! 最近、格闘ゲームや長いRPGをやってたので軽めにできるアクションゲームがやりたいと思ってプレイをしました 良いところ ・アクションが面白い →忍者らしく刀で切ったり、手裏剣で投げるアクションゲームが直感的に使えて面白い ・長さがちょうどよい →自分は12時間弱でクリアしましたが、収集要素を無視すればもっと短くクリアできるかも。ダレないでクリアできる 悪いところ ・ヒントが無いと後半戦のマップ探索が良く分からなくなる ・ファストトラベルがあるのだけれど、各ステージ固定となっており。収集アイテムが遠いとだるい ・収集アイテムを全部とれた時にとれる、アイテムが弱い… →これは手裏剣が強すぎるからかも? まとめ 難易度がちょうどよく、ゴリ押しプレイでもクリアできるのでゲームにつかれたとき良いと思います!
Всем, Привет! Игра хороша! Что за экшеновый сайд скроллеееер.... На самом деле, только первая треть игры таковой и является, а потом....., это и метроидвания, и шутер, и гоночки, и догонялки и файтинг в духе Punch-Out.... В общем, всё и сразу и с горочкой!) Немного скучноват порог вхождения, всё как то невзрачно, однообразность врагов... зато потом игра хватает за самое, что ни наесть и погружение и желание играть и пройти не покидает рассудок. Механика управления- нормально, надо попривыкнуть, прям Ниндзя Гайдн, но физика напомнила больше третью часть. Геймплей- очень хорош в целом. Сюжет- он есть, звёзд с неба не хватает, но местами перемешивается, но всё с юморком и с идейкой! Зачёт! Музыка- хорошая, не шедевральная, но хорошая, соответствие происходящему на экране на все 100! Боссы- мне понравились, достаточно разнообразны, требую подхода, но все битвы очень интересны, а после нахождения тактик, становятся ещё веселее. Мобы однообразные, наверное главный недочёт игры, ну с другой стороны, они охватывают почти весь спектр проблем, придуманных игроиндустрией, которые создают проблемы продвижению героя вперёд или назад)! 8 Ниндзя Рюкенденов из 10!)))
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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