
Thymesia is a gruelling action-RPG with fast-paced combat and an intricate plague weapon system. In a kingdom where death spreads, play as a mysterious character known by the code name "Corvus". Prey upon your enemies, wield the power of disease and find the truth in your own memories.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About
Genres
Sums Steam only; PlayStation, Xbox, 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 | $6.24−75% | 10.1Kreviews | 82% | — | $1.2M |
| $29.99 | 4.4Kratings | 70% | — | 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 963 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Le gameplay est monstrueux, la plupart des soulslike triple A n'arrivent même pas à la cheville de ce jeu niveau gameplay.
最好的类只狼游戏
不孬
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 4.71/day in the week to Aug 17 → 6/day in the week after.
Reviews, worldwide (the counter carries no country): 3.14/day in the week to Jul 30 → 5.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian
| $7.49−75% |
| 956ratings |
| 78% |
| — |
| not modelled |
| $6.25−75% | 90ratings | 74% | — | not modelled |
| $24.99 | — | 82% | — | 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 964 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
戰鬥還行 探索很無聊 關卡難度是靠火點之間距離遠跟堆怪堆出來的。
I'm a huge soulslike fan, I have a pretty high toleration for "jank", and I like indies, but this game lacks the weight and crunchiness that makes most soulslikes appeal to me. Your character can't stagger even the mobbiest of mobs and impacts have no heft to them. Graphics are late Xbox 360-era quality. Sound is poor. Not worth your time. Refunded shortly after the intro section.
可以简单看做低配版的卡赞代餐,游戏内点数对于玩家影响不大,像只狼一样更依赖玩家熟练弹刀(或者闪避),boss交互体验不错,弹刀手感还行,瘟疫武器多,不过优点也就这些。 接下来是缺点:地图设计拉胯无探索欲,美术差劲,尤其是色调;boss安排不合理,马戏团boss完全可以放在第三章,六级打我还以为是走错了,不过也算游戏最好的boss了,其次就是corvus;怪的种类少的可怜…… 总结下是款还行的游戏。
国产类魂战斗设计亮点十足,独创白盾+血条的双血条机制,平击破盾、爪击打真实血量,护盾会自动回血强制玩家主动进攻,搭配精准弹刀、无体力限制闪避,攻防博弈紧凑爽快,弹刀打击音效反馈十分上头。 瘟疫医生人设 + 疫病沦陷王国的黑暗画风氛围感拉满,BOSS 造型诡异猎奇,黑暗哥特气质对标血源,视觉观感在线。BOSS 招式设计差异化明显,招式阶段变化丰富,熟练无伤通关各个首领的游玩体验极佳。 游戏体量严重单薄,主线仅三张大地图,纯主线 5 小时通关,全成就流程也不足 15 小时。怪物种类匮乏,全程就是几种小怪换皮复用,除去 BOSS 以外杂兵模组屈指可数。 地图设计敷衍,大量场景贴图、墙体素材重复复用,道路支路弯弯绕绕却无实质探索内容,缺少隐藏道路、收集彩蛋,地图只充当赶路背景,没有魂类经典的立体地图设计感。 战斗手感存在硬伤,攻击后摇无法取消,弹反判定窗口严苛,早按晚按全部判定失败;大量精英怪物全程霸体,容错偏低,新手开荒容易被死板的判定反复折磨。
one of the best souls games and the best indie souls game
I really liked this game. Parries feel great, the plague weapon system is fun and each weapon is decent, with some being exceptionally good. I hope this gets a sequel because there's a lot of potential in both lore and gameplay. Only problem is, Harmonized Force is bugged. You need to activate the Steam Overlay while the ending cutscene plays so that the ending triggers, otherwise it always triggers Power of Cleansing. I wish the devs the best, hoping to see something new of you guys soon!
精英怪血又厚,攻击又高,霸体时间又长,第二关的boss血又厚,还自带回血,打又打不断,我真怀疑制作组有没有玩过自己做的游戏。第一次差评献给你💩💩💩💩💩💩💩
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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