
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 956 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
the combat is fine. It's the world that's dead. Every area is the same layout with different colors repititive enemies as well . Nothing to explore, nothing to find. Uninstalled.
I may not be the intended audience for this game, as I'm really not that good at parrying, but that's kind of exactly why I liked it. I found the ability to turn up your parry window for decreased damage reward to be really nice, because it was a nice way to get into parrying without having to dedicate quite so much time (and hand pain) to being a pro at it. By the end of the game I felt pretty comfortable with parrying with that slightly longer window and it was genuinely fun to fight most of the enemies even if I'd seen them before. I didn't quite understand the whole hp bar vs wounds thing initially, and I did put the game down for a while when I hit a bit of a wall on the first real boss, but once I came back and actually got into it I had a lot of fun :) That being said the story is trying really hard to be deep and interesting and in the end just seems to show itself to be pretty shallow. The cool visuals and themes don't have a ton of reason behind them. I still had a lot of fun, I just was there for the comfortable gameplay and not the writing.
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 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.
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% |
| 954ratings |
| 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 957 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Surprisingly good game. PROS: 1. Combat is smooth and feels good. 2, bosses are good, some of them are gimmicky but overall pretty good. 3. No useless fluff, there are limited items that you can pick up in game, so you dont get overwhelmed by your inventory. Every item you pick up has a place and feels useful 4. You are free to experiment with skills that you unlock and you can freely reset and use whatever skills you want to experiment with CONS: 1. There is no fast travel between checkpoints which sucks because if you take a route and hit a checkpoint, you sometimes cant go back to the old checkpoint to explore other paths 2. Story is okayish. nothing special, but does the job 3. No variety in weapons. You only play with a sword. However, there is build variety with skills. You can make a parry build, or dodge build, range build or freely swap between them when you want because skill reset is fee (not character level reset, character skill reset)
I think most of my dislike for this game is probably to do with skill diff, however i like the idea it just feels janky and a bit unfair sometimes id give it a solid 5/10 dont regret buying/playing wouldnt recommend it do a friend.
Me diverti bastante com o jogo, é um soulslike bem curto, muito inspirado em sekiro, principalmente no foco em parry e no combate mais rápido e agressivo. A mecânica das duas barras de vida achei muito interessante e desafiador, são duas barras, uma branca e outra verde. A branca você reduz com ataques normais e parry e a verde só é destruída com os ataques especiais da garra. Se você demora pra finalizar a parte verde, o inimigo recupera vida. Se você já é veterano no gênero, vai terminar em poucas horas. não há muita variedade de inimigos, mas pra um jogo indie, o jogo foi muito bem feito, a jogabilidade é bem satisfatória. Mesmo assim, pra quem gosta de soulslike que não seja da fromsoftware, vale a pena dar uma chance!
战斗系统做的堪比一条野狗,死妈弹反莫名其妙
É triste vir falar isso mas não perca seu tempo com esse jogo. Se duvidar é o pior souls que eu ja joguei e não por mecânicas não funcionarem ou por não ter desafios E sim a quantidade de vida que os inimigos possuem e a quantidade de inimigos elites espalhados pelo cenário O jogo funciona assim o inimigo tem 2 barras de vida a vida e a barra verde talvez seja a postura do inimigo mas num inimigo elite ele te causa dano e você tem que remover toda a vida branca principal dele pra poder causar dano a vida verde de postura kkkk isso não só deixa o combate chato e maçante e pouco intuitivo Tem uma mecânica de parry que quebra mais rápido a barra branca do inimigo mas ai você usa isso e quando menos espera o inimigo faz um golpe que brilha em verde e você não consegue defletir apenas desviar num time muito especifico, beleza dito isso o que mais me incomodou é que eu recuei para poder me curar e ja tinha tirado mais da metade da vida do inimigo e o boneco simplesmente me esqueceu e saiu andando de volta pra zona que ele foi programado para ficar kkk e simplesmente voltou toda a vida branca e a vida verde do inimigo rapidamente eu fiquei só observando é de um amadorismo tremendo meu único arrependimento é de não poder pedir o reembolso. Nem vou perder meu tempo mais.
Simply AMAZING! I did not expect it to be this freaking fun. Solid combat mechanics, mixes Bloodborne (Apparently - I've never played) and Sekiro's parry system. Fluid implementation of boss mechanics, simple move sets yet very challenging. I will be frank, I had no idea about the story, I could pay no attention to it at all, the game could have used some sort of voice acting for narration. Exploration is non existent and tedious. I had no interest in going through optional areas, I did it regardless. Solid short souls-like game, everyone must give this a go!
Imo the closest combat to sekiro in any games i played. Unfortunatly a little short ...
[h1]Sekiro com Amnésia?[/h1] Thymesia é aquele tipo de jogo em que você entra sem esperar muito. É nítido o orçamento limitado: mapas reaproveitados, pouca variedade de inimigos e mecânicas simples em uma gameplay inicial meio travada. O grande lance aqui é a progressão, já que, até a metade da campanha, você é basicamente o Rock Lee com os pesos nas pernas. Mas após alguns níveis, a chave vira e tudo fica insanamente frenético. É sequência de combo, cancelamento de animação, skill para todo lado e um sistema de parry extremamente satisfatório. Infelizmente a diversão nesse Sekiro paraguaio acaba rápido (platinei com cerca de 9 horas totalmente blind). E quando termina, fica aquele gosto forte de "quero mais", pois a essa altura você já está tão viciado no som do parry que a cabeça nem funciona direito xD. [h3]Pontos Fortes[/h3] [b]Combate polido e responsivo:[/b] A resposta aos comandos é rápida, os golpes têm peso e o ritmo é excelente. [b]Variedade de builds:[/b] A árvore de talentos permite redefinir pontos de graça a qualquer momento, te dando total liberdade para testar estilos diferentes. [b]Design e direção de arte bacanas:[/b] A estética dark fantasy do protagonista, das armas e do mundo é bem estilosa. [b]Stamina infinita:[/b] A ausência de barra de fôlego deixa a exploração e as lutas menos cansativas, fazendo a ação fluir sem enrolação. [h3]Pontos Fracos[/h3] [b]Demora para engrenar:[/b] O início é punitivo e meio travado até você liberar habilidades essenciais de mobilidade e combate. [b]Sistema de duplo dano questionável:[/b] A mecânica de "ferida + garra" parece mais uma tentativa artificial de aumentar a dificuldade, pois com a build certa ela praticamente perde o sentido. [b]Penas de interceptação pouco úteis:[/b] Arremessar penas para cancelar ataques críticos é bem redundante; é muito mais fácil e seguro esquivar ou pular na cabeça do inimigo. [b]Campanha curtíssima:[/b] Poucos cenários principais e uma duração bem reduzida para o gênero. [b]Bosses inconstantes e hitbox troll:[/b] Enquanto alguns chefes são incríveis, outros são bem mequetrefes, sem contar as hitboxes duvidosas que te trolam de vez em quando. [b]Bugs e malandragens fáceis de explorar:[/b] Dá para quebrar o jogo fácil. Seja prendendo a IA num loop de ataques repetidos, virando velocista ao cancelar a animação do dash no clique direito, ou fazendo farm infinito de Memory Shards nos Beacons usando a adaga de teletransporte e o elixir de +25% de ganho de shards. [h3]Veredito[/h3] Pode parecer que não, mas o jogo vale muito a pena se pego numa promoção! Nas poucas horas de gameplay, você vai se divertir bastante (e se estressar um pouquinho). Existem inimigos desafiadores, bosses memoráveis e, claro: O PARRY É MUITO BOM CARA. [b]Nota: 7/10[/b]
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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