
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
[b]The game is [i]okay.[/i][/b] If I could give it a neutral rating while providing my thoughts, I would. But I am going to give it Not Recommended on the bases of 1. its $20 price, 2. I feel it has been overhyped, and 3. negative reviews tend to attract more thorough reading. Allow me to preface by saying the art, music, and for the most part writing (including the random but well-delivered life advice) are all grand. I also think the majority of the gamefeel, level design, and especially bosses are good. If you want a standard fare late 2010s indie platformer with decent length (albeit some repetitiveness), then this game will suit you fine. But a lot of inconsistencies, missed opportunities, and IMO straight-up design failures left me with a sour taste in the end. For the sake of brevity, I am going to just list off my criticisms from here. I trust you, reader, can understand that whatever I [i]don't[/i] mention from here is fun and executed well. Please keep in mind I 100%'d the game but did not bother with New Game+ for reasons I will get into. [b][i]Review contains SPOILERS that I won't bother censoring. You've been warned.[/i][/b] 1. Money is pointless I'm not [i]totally[/i] against the idea of collecting money for upgrades, especially when the game challenges you to do riskier maneuvers or be extra explorative in order to get more of it. However, there are four main problems. One: the quickest way to grind money is the absolute safest: reach a checkpoint that just so happens to be one screen away from a giant pile of money (or two), then repeatedly grab the money, save and quit, and load from your checkpoint. Two: once you have bought all the unlocks, there is nothing to spend it on. Three: the punishment for death in the base game (which is not directly losing money but instead being denied the first few of your money pickups after respawning) can be completely bypassed by saving and quitting or reloading areas. Four: the way New Game+ handles money is absolutely atrocious, forcing you to mindlessly grind up significant amounts of money to keep on-hand or else be sent back to the [i]very beginning[/i] of New Game+1 when you die (for those who don't know, New Game+ is cyclical and scales continuously with each completed run). Speaking of which... 2. New Game+ and the Voodoo Mask are both boring rewards I was hoping New Game+ would give mixed up stage or enemy designs, item/move restrictions, or perhaps being forced to explore areas in an out-of-order way. The fact that all that it really changes are your effective health and the health of bosses does not warrant another playthrough. (The cost for respawning increases with each cycle, too, but again, you can just grind money at no risk.) After going through the effort to collect all the Voodoo Mask pieces, I was very disappointed to learn its effects only applied to New Game+ and just makes you deal more damage and have more health... which, sorry, is lame as hell, especially considering the downside is you immediately forfeit ever being able to respawn again (which makes money even MORE POINTLESS). Come on, give us a sword that shoots lil' lasers or something. 3. Stage design gets repetitive I stand by that the stage design is largely good, but it doesn't get mixed up much. The game is actually fairly long and has lots of areas, but the gimmicks between areas hardly ever challenge the player in new, innovative ways. Most of the new area gimmicks, even often including the time traveling portals you obtain, almost always ultimately amount to just being another type of fancy switch or button for you to hit/touch to continue platforming. Many of the enemies are constantly recycled, too. What probably kills it most is when the game opens up half-way into a "Metroidvania" with a map, because first of all, the items you pick up to continue progressing barely affect the platforming/combat (if at [i]all[/i]), but secondly, it means going through the same levels you [i]already[/i] have with barely any changes. Also just gotta say it: instant death by pits or crushers is arbitrary and annoying considering you can usually tank 4 to 8 hits, some of the pits are randomly placed where spikes would have sufficed, and sometimes crushers catch you off-guard because they're visually obscured and just barely off-screen by the time you enter their range. 4. Control issues The addition of the glide is cute. The addition of attacking downwards while gliding is cute. These both should have been given their own inputs to play more intuitively. It is frankly annoying that, whenever you want maximum airtime, you're forced to press Jump, press Jump again and hold it to start gliding, press Attack and hit something [i]below you[/i] (can't hit in front of you while gliding), press Jump to jump off the air, then press Jump [i]again[/i] to start gliding again. This also means that you are physically incapable of initiating a glide immediately after attacking something, because you will be forced to air-jump first. In the same vein, it is annoying that whenever you want to attack downwards, you [i]have[/i] to be gliding, and what will often trip you up while platforming is that if you want to attack [i]forwards[/i] while gliding, you must let go of the glide first. I honestly think just making the downwards attack a simple Down+Attack input that can be used independently of gliding would have been far more fluid and intuitive, but it wasn't usually a huge deal -- just a nuisance. 5. Multiple anti-climaxes Story-wise, why is the Demon King -- the one who [i]created[/i] the curse -- delegated to an easy, gimmicky mid-game boss? Why is the curse itself the final boss? I get the whole dialogue spiel about "haha you killed me but the curse goes on," but the main aspect of curse is that the demons return every 500 years... and without their [i]king[/i], would they, you know, really be as big a nuisance? I was also sad to find that the final bossfight you can ever encounter (at the end of the DLC, Picnic Panic) is just a poorly explained (poorly even with the after-death tutorial) boxing minigame. Lastly, I was baited into thinking the final cutscene after said final boss was actually an invitation to go back to Colos & Suses and see the seed bloom, but there's not even so much as a new dialogue box for interacting with them or the planted seed. 6. Other nitpicks Why can't you skip cutscenes even in New Game+? Why isn't there a quick and simple way to rematch bosses? Why only 3 save files? Why can't you turn off upgrades you bought? Why must the Money Wrench cost all your money (made saving up 4k Time Shards feel really pointless)? Why can't you use the Rope Hook while crouched? How did The Prophet know about the locations of the musical notes or about the legend of some final Messenger needing go through a couple trials if these things weren't written in the scroll itself? I strangely found the midgame boss Demon General to be one of the hardest in the game -- not really because of the mechanical skill demanded, but because his attacks and their hitboxes followed unintuitive sequences and had poor telegraphs (his return-to-idling animation is like three times longer and flashier than the actual windup to multiple of his attacks), making it relatively difficult to [i]learn[/i] how you're supposed to dodge him. Alright, that's everything off my chest. I hate to be a hater, but I want to invite better and better design in the future.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
Only bought it because I wanted to fight Barma'thazël (aka [spoiler] Brugaves [/spoiler] from [spoiler] Sea of Stars [/spoiler]) and I did just that, afterwards the game opens up and throws random riddles at you in order for you to go back to prior areas and find certain things to progress further into the story and I just lost my interest in playing the game at that point and decided to delete it. Gameplay is meh as a "2D platformer" and sometimes even frustrating due to enemies infinitely resurrecting each time the screen shifts in any direction. I can't say I would recommend this game overall as compared to other games in the genre that do a better job of keeping you engaged right till the very end. [b] Final Rating: 4/10. [/b]
Nunca me imagine que iba a disfrutar tanto del juego, muy adictivo, cómico y divertido. Sin duda volveré para rematar los logros en una nueva partida. El gran ejemplo de que se puede hacer un pedazo de juegazo con muy poco
Went back to give it another chance since I really liked Sea of Stars. I still hate it. Atrocious boss designs after a while, levels "opening up" later just means pointless wandering trying to find where to go, and while it's not that important for a game like this, the writing is embarassing throughout.
[h2] Ninja Gaiden, который мы заслужили ★★★★★★★★★☆ 9/10 🌟[/h2] [b] Игра отлично сделана — чувствуется дух старых игр.[/b] Управление отзывчивое. Весёлые диалоги с лавочником, который стебёт главного героя. Механик вполне достаточно для приятной игры. В какой-то момент происходит переход из 8-битной в 16-битную эпоху бесшовно — и это просто кайф. Разработчики сильно постарались при создании The messenger. Часть элементов метроидвании ощущается лишней — немного утомительно бегать по тем же локациям до определённой точки. [b] Отличная игра, сильно кайфовал от прохождения. [/b]
começa um plataforma de ação e com uma ideia muito criativa vira um metroidvania. tem uma gameplay muito precisa, um level design muito divertido (principalmente ao entrar na segunda parte do jogo) e é surpreendentemente engraçado, brincando constantemente com o player eventualmente voltarei pra fazer o 100% porque acredito que esse merece muito!! nunca vi nada parecido, com certeza um dos melhores indies que já joguei.
The Bottom Line: An 8/10 modern evolution of retro platforming that rewards patience through a slow opening with incredibly tight movement, fantastic boss fights, and a surprisingly funny narrative. (100% Achievement Completion) The "Crunch" (Mechanics & Combat): Once this game takes off its training wheels, the mechanical depth is fantastic. While I initially felt the absence of a standard "dash," the movement tech they built instead is incredibly solid and well-thought-out. The mechanics have a steep learning curve early on, but once mastered, they offer incredible flow. The boss fights are a major highlight, and the unexpected gameplay shifts (like surfing and dragon riding) keep the loop fresh. The Picnic Panic DLC is also a highly enjoyable addition that builds perfectly on the base mechanics. The "Flow" (Pacing & Narrative): Prospective players need to know: the first few levels are undeniably slow and a bit too easy. It borders on boring early on, and I questioned if I’d even finish it. Push past this. The pacing ramps up beautifully, and the story flows surprisingly well despite some random, chaotic events. The characters are genuinely funny, and the dialogue interactions provide a great breather between high-stress platforming sections. The Setup (Hardware & Controls): Flawless performance on the Steam Deck. Crucial advice for controller players: Remap your primary attack button (default X/Square) to your right bumper (R1/RB), and map your 'B' (Circle) button actions to a left bumper or trigger (L1/L2). The late-game mechanics require constant simultaneous jumping, attacking, and maneuvering. The default face-button layout is much too cumbersome for the speed required, but shifting these crucial inputs to the shoulder buttons completely fixes the mechanical friction.
This game is Fun. Despite some frustrating passages or mechanics here or there, this is such a creative and playful game that I would highly recommend powering through that to get to all the wit that this game has to offer. Likely the wittiest game I have played to date, not only in dialogue, but also in the meta of the game's design, the level design, the story, the characters, etc. I recommend this!
de mi top 10 de todos los tiempos sin dudarlo
前期还算有意思,到后期主线变成找水晶和音符的时候就极度无聊了,因为没有任何新东西,只是在重复的地图里逛来逛去,一旦错过了时空门还要浪费好多时间。总体感受下来是一款很平庸的游戏,对我来说甚至无聊透顶。
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 12.3K | 95% | $17.99 | |
| $5.2M | 9.6K | 63% | $34.99 | |
| $5.2M | 10.5K | 80% | $14.99 | |
| $5.2M | 15.4K | 92% | $14.99 | |
| $5.2M | 9.6K | 75% | $29.99 | |
| $5.2M | 11.1K | 74% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $30.1M | 72.7K | 98% | $19.99 | |
| $15M | 16.9K | 96% | $39.99 | |
| $10.9M | 39.2K | 94% | $14.99 | |
| $570.8K | 1.6K | 83% | $19.99 | |
| $411.8K | 1.7K | 86% | $9.99 | |
| $74.8K | 307 | 75% | $14.99 |