
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.
Reviews, worldwide (the counter carries no country): 2.43/day in the week to Sep 18 → 2.75/day in the week after.
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 970 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
魂味十足,一般防御用反弹比较实用,用闪避躲攻击不太实用,一周目就能体验所有结局,场景设计还可以,可惜没有服装系统
5/3
Hafiften bloodborne havası, sekiro mekaniği olan güzel bi souls-like oyunu. Normalde SoulsBorne dışında oyun oynamam ama bu souls-like oyununu garip bi şekilde sevdim. Bloodborne pcye gelene kadar onun yokluğunu hafifletmeye çalışan bi oyundur Thymesia.
Media

Related
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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 · 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, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian
| $7.49−75% |
| 959ratings |
| 78% |
| — |
| not modelled |
| $6.25−75% | 90ratings | 74% | — | 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 971 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Final boss is way too spammy if you want to do anything but deflect spam. I just ended up respeccing what I had into health and claw damage since the saber damage felt completely useless Very low variety of enemies. Some minibosses (twin swords) are way more annoying to deal with than some of the few main bosses. Ending is a bit of a nothingburger. Talent tree feels like it left a lot to be desired, all just very generic upgrades aside from the super cancel jump. For a good discount it's a fine pickup i guess but i was hoping for a bit more. At least the game looks nice.
If you like Sekiro, you’ll probably love this game. Instead of calling it a Souls-like, I’d say it’s actually much closer to Sekiro. First, the combat system is absolutely fantastic. You have four main buttons: LB, RB, LT, and RT, and the game actually forces you to use all four. Not in a bad way either, they all complement each other and create this really nice combat loop where basically every way of attacking has a purpose and nothing feels completely useless. That’s honestly great design. As for the bosses, they’re extremely aggressive, and the combat system itself encourages you to be aggressive as well, so everything flows really naturally when you’re playing. The bosses are genuinely good considering this is an indie game. You can clearly feel that the devs tried to make each boss feel different, even though most of them are basically just guys with swords. Their movesets aren’t particularly huge or complicated, but the actual quality of the boss fights is surprisingly good. The game is also pretty short. If you’re good at the game, don’t die much, skip side quests, and just focus on the main story, you can probably finish it in around 4–5 hours. If you want to fight every boss and do the side quests, it’s more like 8–10 hours. There are 3 main dungeons, not counting the tutorial. The second one is probably the best, although it’s also pretty short. The shortcuts here feel like they were mostly added because the game needed shortcuts. They aren’t badly placed and there’s clearly some thought behind them, but instead of going “wow, that’s clever,” you just go “oh, okay.” The enemy variety is probably the weakest part. Most enemies are basically humanoid reskins with different weapons. I know this is a small indie game and obviously didn’t have a huge budget, but honestly, it feels a little lazy. The graphics aren’t particularly impressive, and the art style isn’t exactly unique either. That said, I really like the atmosphere of this game. Everything feels very “formulaic,” though, and I think that’s ultimately the biggest problem with Thymesia. It’s not a bad game at all, but it’s also really hard to see it becoming a masterpiece because it plays things way too safe and feels too formulaic. Bloodborne + Sekiro = Thymesia. And btw, shoutout to whoever designed the level. You deserve a pay cut for putting Odur, a boss that’s easily in the top 3 hardest bosses in the game, as the first actual boss. Like bro, what were you cooking. Honestly, this game gave me a really good experience. It’s been a long time since I played something that was this much fun. I just wish it had gotten more investment and had the chance to become a bigger AAA game, or at least was a bit longer, because it really is quite short.
非常轻量的一款国产类魂,全物品30h封顶了,如果是白金那么20h左右就能完成,有且仅有的亮点就是其战斗系统了—— ①快节奏的紧凑战斗,记忆边境没有体力条的限制,因此可以根据实时情况选择打法,正面弹反硬刚,或者侧面游击磨血。同时主角还可以通过蓄力重攻击掠夺敌人获得可供一次性使用的武器技能,或是通过羽毛来枪反敌人的红色危招,或是通过搭配瘟疫武器连段组合打出敌人硬直。值得一提的是,虽然主流玩家都认为这是一款只狼侧的战斗风格,但其中仍然有许多其他的挑选适配不喜欢弹反的玩家,例如长无敌帧二段翻滚+羽毛突进、瘟疫武器拳刃、瘴气等机动性较强的武器技能。 ②很有意思的虚血机制,敌人分为白血条和绿血条,虽说都是血条,但前者更像护盾值一样,通过轻攻击削减白条露出绿条,然后用重攻击才能削减绿条。这就需要玩家同时注重轻攻击和重攻击的均衡加点,不然就会削不了白条怪不会死白忙活,或者白条削得太快绿条打不下去空悲切。 ③承接上点,加点系统非常简洁,只有力量(轻攻击伤害)、活力(最大生命值)、瘟疫(重攻击伤害以及蓝条)三项,流程中可以随时使用道具来洗点;每次加点都会获得一个天赋点去点天赋树,例如增加轻攻击或重攻击的段数、二段翻滚、强化弹反、增加瘟疫武器槽位等等,值得一提的是,天赋系统支持随时免费的洗点,游玩过程中可以根据自行喜好或者针对敌人来改变战斗套路。 战斗系统再怎么优秀也就那么几点可夸,剩下的基本都是瑕疵甚至缺陷—— ①地图设计,一款魂游绕不开的底层逻辑,记忆边境可谓屙了一坨在这,没什么峰回路转的巧妙设计的同时,地图的辨识度还低的可怜,三张地图里足足两张雾气朦胧不知所踪,剩下一个赫尔墨斯要塞没雾气了,辨识度低且纯绕路,我一直认为这种把玩家绕的晕头转向的实在称不上什么峰回路转。 ②紧接着地图设计讲讲地图奖励,说笑了,记忆边境就没有这玩意,全游戏流程里你可以看见的光点都不捡也不会错过什么,无非就是一些魂块和草药,前者你不如打怪,后者更是能从怪身上掉落。加上难看难走难辩识的地图,实在遏制玩家的探索欲,而一款魂游让玩家失去了探索欲,那不足以称得上佳作。 ③素材复用严重以及音乐美术简陋,其实这一点简要来说就是穷,素材复用体现在整个游戏除去最终boss战,只有三张大地图,因为记忆边境采取了仁王那样的关卡制,所以三张大地图即是三个关卡,每个关卡里有几个支线关卡,里边的地图当然原模原样复刻,敌人更是不用说,第一章碰见的怪第三章照样老朋友,地图穷得剩这样了,音乐美术、人物配音什么的也不用提啥了。不过有必要说一点,世界框架和背景设定还是足够新颖有趣的,虽然实际剧情叙说地稀碎而且美术也难以支撑,只能感慨一句经费有限可惜可惜。 ④成就拉胯,这一点带有强烈的个人主观,因为我喜欢打白金,而记忆边境加了很多硬要刷刷刷而且无聊至极的成就,例如翻滚破坏木桶1000个、收集全部的草药(前文提到能从怪身上掉,但掉落概率感人,我只能说让我想起某耳朵和某锁骨)等等,但说实话有魂三代,哪一代没有一些磨人的成就,不过FS给这些设置的有些许意义,而记忆边境上述的这些,一点意义都没有,更别说魂游传统多结局成就了,在记忆边境里的体现是几段字的区别。 总结就是甜点级魂游,推荐程度比无限机兵、蟹蟹奇遇甚至迸发两部曲还低,如果真的饥荒了再选择也不迟。
you have something insanley good here. but the game is too short make thymesia 2. thymesia 2 needs to happen. imagine a soulcalibur x thymesia game. would been fu''ing goated
战斗方面顶级,节奏爽快。 体量单薄,推图枯燥,没探索感。 剧情平淡,叙事拉跨,毫无沉浸感。 除了战斗好,其他全是缺点。 总之,喜欢战斗的,推荐游玩;喜欢其他的,就算了。
If you're desperately craving some Sekiro-like combat, this game could do the trick, but, honestly, a few things really started to rub me the wrong way toward the end. First of all, there's a cap on the number of talents points you can unlock, essentially making leveling up almost useless after this point. I really don't see the point, especially because there is actually a level cap too a bit further. Then the lack of basic QoL features like teleporting between resting spots make backtracking through those absolutely pointless levels a complete slogfest. And last but not least, this is of course one of those games when the cutscene triggers each time you get into the boss room... It really makes you wonder if the people behind these games actually play soulslike or even their own games properly. Anyway, apart from these main gripes, it's a somewhat serviceable game with an alright combat system. Your enjoyment will depend on your tolerance of a few unpolished mechanics and also a few highly annoying boss fights. The pros did outbalance the cons most of the time for me and I had some fun, but can't be hassled to clear the remaining optional stuff after reaching the end. Unless at a serious discount, I wouldn't recommend this. If you're looking for some obscure souls-like built around parry mechanics, AI Limit is much much better than this and has devs that actually support the game.
非常小品的一个类魂作品,小品到可能甚至比不过某些量大的demo,初见主线过完甚至不需要10小时。但是游戏还是十分有特色的,动作很轻快,鼓励进攻,还有很炫酷的处决动作。地图设计和RPG元素差很多意思,可能是小成本/小厂能力限制,这点在体量上也体现出来了。但是浅尝一下还是不错的体验。
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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