
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game about a small fox on a big adventure.
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Prices
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About
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game about a small fox on a big adventure. Stranded in a ruined land, and armed with only your own curiosity, you will confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets.
BECOME A LEGEND
Stories say that a great treasure is hidden somewhere in this land. Perhaps it lies beyond the golden door? Or somewhere deep beneath the earth? Some tales tell of a palace high above the clouds, and of ancient beings with incredible power. What will you find?
REBUILD A SACRED BOOK
During your travels, you’ll reconstruct the game’s Instruction Manual. Page by page, you’ll reveal maps, tips, special techniques, and the deepest of secrets. If you find every last one, maybe something good will happen...
BE COURAGEOUS, LITTLE ONE!
Dive into varied, technical combat. Dodge, block, parry, and strike! Learn how to conquer a wide cast of monsters, big and small — and discover useful new items to help you on your way.
Explore a hostile and intricately-connected world of shady forests, sprawling ruins, and labyrinthine catacombs
Fight mighty bosses deep beneath the earth, high above the clouds, and in places stranger still
Collect the missing manual pages, bursting with hints and original full-color illustrations
Discover hidden treasures to help you on your way
Unearth secret relics, secret techniques, secret puzzles, and… listen, there’s a lot of secrets!
Featuring sound design by Power Up Audio
And an original soundtrack by Lifeformed (Terence Lee and Janice Kwan)
Keep your wits about you and be brave, little fox!
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $29.99 | 18.6Kreviews | 91% | — | $11.4M |
| $29.99 | 9.8Kratings | 85% | — | 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 1125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1][b]ネタバレ遭遇注意度ベリーハイの名作[/b][/h1] 本作の体験は探索・発見・謎解きを主軸に据えて、プレイヤーがその解法や仕組みの理解に悩む時間も含んでおり、そこに割と難易度高めの戦闘アクション要素も入り込んでいるため、可愛らしい見た目の狐のキャラクターから受ける印象とは裏腹にカジュアル度は低いです。 しかし、謎解きが好きで根気のあるプレイヤーにとっては『[url=https://store.steampowered.com/app/210970/The_Witness/]The Witness[/url]』『[url=https://store.steampowered.com/app/753640/Outer_Wilds/]Outer Wilds[/url]』『[url=https://store.steampowered.com/app/813230/ANIMAL_WELL/]Animal Well[/url]』等コア向けなインディーパズルアドベンチャー作品と類似のアハ体験を味わえる貴重な作品なので、少しでも興味があるなら、以下のレビューすら読まずにただ黙って遊び始めることをおすすめします。 [hr][/hr] [h2]❓️どんなゲーム[/h2] プレイ感覚としては、序~中盤はある程度オーソドックスなゼルダライク探索をベースにソウルライクの戦闘が加わり、中盤以降で一気にパズルアドベンチャーとしての本領を発揮する作品という印象だった。 自分の力で最後までたどり着けたときの達成感は格別。「ちゃんと自分で解いた」という満足感は、このゲームだからこそ味わえるものだと思います。 ⭕️向いてる人 『The Witness』『Outer Wilds』『Animal Well』のように『謎やパズルが黙ってそこにある状態』があり、その「発見や解釈自体をプレイヤーに委ねる」ようなタイプの作品が好きな人なら、間違いなく刺さると思います。 ❌️向いてない人 逆に、詰まったらすぐ攻略を見たくなってしまうタイプの人にはかなりハードルが高く、このゲームをプレイする意味も薄くなるのでお勧めしにくいです。 [hr][/hr] [h2]■総評[/h2] 『The Witness』『Outer Wilds』などの有名作品群に比べるとスケールは小さめながら、仕掛けの良質さは十分。実績コンプまでプレイして、体験は大満足なんですが、割と強気の定価設定なのでSteamのインディーゲーム相場から見るとやや高めに感じます。セール時購入がお勧めです。 探索、発見、考察、謎解きが好きな人には、自信を持っておすすめしたい一本です。 https://www.youtube.com/watch?v=ZT7M71wsCtA [quote] [i]このレビューが役立ったなら、ぜひ「参考になった」ボタンを押してください。また、他にも様々なゲームを [url=https://store.steampowered.com/curator/26084475-Suizin/]Steamキュレーターにて[/url] 紹介しています。[/i][/quote]
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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*, Italian*, German*, Spanish - Spain*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek*, Hungarian* +15 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wow this is a miserable fricking experience. It starts off really promising, but after not too long it becomes very clear that this project was never able to focus on a clear goal. It tries to be too many things, and doesn't really succeed at any of them. At the start it feels like this game is going to be something that meshes isometric adventuring with obscure and interesting puzzles. However a lot of the puzzling really ends up just being completely unaware that something exists until the game tells you it does. There isn't really any room for figuring much out on your own, unless you just happen to execute an input tied to a hidden function before the game tells you about it. The hook of piecing together the game's own manual is cool in theory, but in practice really just makes flying blind rather annoying because you'll pick up a page that says; "Oh hey btw those pillars you keep seeing actually do this." And then you're like; "Well, now I have to backtrack to every single one of those I ever saw over the past like 3 hours through a map with painfully hidden, vital secret shortcuts." (And even if you know all the shortcuts, the pathing layout is still very unforgiving and long-winded for no reason. FUN!) Metroidvanias of any kind are at their best when the backtracking is actually exciting, but there is nothing to do on your path when backtracking in this game besides getting lost a whole bunch until you reach the ONE thing you were looking for. Also, after not too long, in the game's "2nd act" of sorts, the hook of figuring out new mechanics flies out the window and the game instead just asks you to do the typical thing of: "Go to 3 places, kill 3 bosses, get 3 special items." And I genuinely don't think a SINGLE thing even remotely resembling a puzzle happened during this stage of the game. No new mechanics revealed, just nothing. There's also just far less secrets hidden around the maps of these areas, the level design becomes extremely focused on just throwing you at a bunch of enemies on a straightforward path. For a game touted for being unique it certainly didn't take long to turn into something annoyingly predictable and uninspired. Also, the combat, my goodness the combat. Nothing about it is good, it's some of the most sluggish combat I have ever played. And this game wants to be a souls-like for some unknowable reason, so it's sluggish and HARD. You have a pitiful attack reach, it takes a fair number of upgrades before your damage feels worthwhile, and the bosses, MY GOODNESS THE BOSSES they are ALL TERRIBLE! Your stamina always feels way too low for them, and they are so visually overwhelming that it becomes very hard to see their obnoxiously-short telegraphs. They are absolutely fricking miserable, I hate every single one I fought in my time playing lol. So ok the puzzles aren't really much of puzzles, and the combat actively hurts to play, so what's the story and world like? Uhhh, there might as well not be one, lol. So, this world is extremely dull. Locations mostly use the same assets, but with somewhat different lighting between them, so they all feel extremely samey. The in-game manual has story pages, except basically everything in them is undecyphered, so you really have no idea what is going on. Also in my 6 hours of play I never saw a single NPC that speaks, so I'm inclined to believe the game has none. It just feels like there is zero effort put forward to get you emotionally invested in anything that is happening, or to present much variety at all in the different locales. The world feels completely artificial, and the monotonous 2nd act of the game hammers this in even further, as your goals shift from understanding something new and obscure, to just going around on an extremely generic quest through extremely generic spaces. With those spaces containing nothing that actually makes them feel distinct or important in a meaningful way. Oh, and the soundtrack is alright. Largely forgettable, but occasionally will have a nice moment or two. To me though it felt as lacking in depth as the rest of the presentation. It is simply a chore to play, not a single thing it does ever sparks fun. It pretends to be all vast and open, as if you could do all sorts of things so long as you're "in the know," and yet it is an extremely linear game. Does it want to be a Fez-style obscure puzzle exploration game? Does it want to be a gruelingly difficult isometric action adventure? It has no idea, so it simply flip-flops between the 2 and is never interesting in either respect. All wrapped in an extremely forgettable and uninteresting world. It simply makes me think of so many games that do nearly this exact thing infinitely better. Hyper Light Drifter, Death's Door, all 3 Dark Souls games, Silksong, even Fez despite it not having much narrative, as it still had a fun world and quirky NPCs to meet. Honorable mentions to Outer Wilds and Antichamber as well. I cannot imagine a single reason you should play this with those other games mentioned above out there and FAR more affordable. The price of this game is frankly insulting.
[h2]El Enigma de TUNIC[/h2] Hay una sensación que muchos creían perdida. La de encender un videojuego sin saber absolutamente nada. Sin tutoriales interminables. Sin un mapa lleno de marcadores. Sin que nadie nos explique qué hacer, hacia dónde ir o por qué ese extraño monumento parece tan importante. Simplemente... curiosidad. Esa es la verdadera esencia de TUNIC. Creado durante más de siete años por Andrew Shouldice prácticamente en solitario y publicado por Finji, este pequeño proyecto independiente toma como inspiración los grandes clásicos de la aventura, especialmente la filosofía del primer The Legend of Zelda, para construir algo completamente propio: una aventura donde el conocimiento es la mayor recompensa y donde cada secreto descubierto hace que el jugador se sienta un poco más inteligente. Desde su lanzamiento, la comunidad lo ha convertido en uno de los indies más queridos de los últimos años gracias a una propuesta que mezcla exploración, puzles y combate con una enorme confianza en la capacidad del jugador para aprender por sí mismo. https://steamcommunity.com/sharedfiles/filedetails/?id=3767219846 [u][b]Un mundo que nunca deja de guardar secretos[/b][/u] Controlamos a un pequeño zorro que despierta en una isla antigua repleta de ruinas, templos olvidados y criaturas que parecen proteger secretos de una civilización desaparecida. La historia apenas pronuncia unas pocas palabras. Y, sin embargo, consigue decir muchísimo. Porque TUNIC no cuenta su mundo mediante largas escenas de vídeo. Lo hace dejando que sea el propio jugador quien observe, relacione ideas y descubra lentamente cómo funciona todo aquello que le rodea. Incluso el idioma del juego permanece escrito en un lenguaje incomprensible durante buena parte de la aventura. Lo fascinante es que esa barrera no pretende frustrarnos. Pretende devolvernos aquella sensación infantil de abrir un videojuego por primera vez y aprender poco a poco sus reglas. [u][b]Explorar también significa aprender[/b][/u] A simple vista, TUNIC puede recordar a un Zelda clásico. Vista isométrica. Mazmorras. Llaves. Espada y escudo. Pero bastan unas pocas horas para descubrir que esa comparación solo explica una parte de la experiencia. Aquí la exploración es un puzle en sí misma. Cada atajo encontrado. Cada camino oculto. Cada página del manual. Cada símbolo aparentemente insignificante. Todo forma parte del verdadero progreso del jugador. Y ahí reside uno de sus mayores logros. No mejora únicamente nuestro personaje. Nos mejora a nosotros. El conocimiento se convierte en la habilidad más poderosa del juego. [u][b]Un combate sencillo de entender... exigente de dominar[/b][/u] Aunque la exploración ocupa el papel protagonista, el combate tiene una importancia considerable. Los enfrentamientos mezclan ataques rápidos, esquivas, gestión de resistencia y un sistema que recuerda ligeramente a los Souls, obligando a observar el comportamiento de cada enemigo antes de lanzarnos al ataque. Los jefes destacan especialmente por exigir paciencia, posicionamiento y aprender patrones más que por depender únicamente de los reflejos. Sin reinventar el género, el sistema resulta satisfactorio y acompaña muy bien el ritmo de la aventura. https://steamcommunity.com/sharedfiles/filedetails/?id=3767219974 [u][b]El manual más importante del videojuego moderno[/b][/u] Pocas veces un objeto aparentemente tan simple consigue convertirse en una de las mejores mecánicas de todo un videojuego. A medida que avanzamos encontramos páginas de un supuesto manual físico, inspirado en aquellos libros de instrucciones que acompañaban a los juegos de los años ochenta y noventa. Lo brillante es que ese manual no sirve únicamente para explicar controles. Está lleno de pistas, anotaciones, dibujos, mapas y pequeños detalles que el jugador debe interpretar por sí mismo. [u][b]Un mundo pequeño... que parece inmenso[/b][/u] Visualmente, TUNIC desprende encanto desde el primer minuto. Su dirección artística apuesta por colores vivos, escenarios cuidadosamente construidos y una iluminación que consigue transmitir una constante sensación de aventura. La banda sonora acompaña cada descubrimiento con enorme delicadeza, alternando momentos de calma con otros donde la tensión aumenta de forma casi imperceptible. Todo parece diseñado para invitar al jugador a detenerse unos segundos y preguntarse: "¿Qué habrá detrás de aquella puerta?" Y casi siempre merece la pena averiguarlo. [u][b]Sobre el desarrollador[/b][/u] Hablar de Andrew Shouldice es hablar de perseverancia. El desarrollo de TUNIC comenzó alrededor de 2015 y se prolongó durante más de siete años, con Shouldice encargándose del diseño y la visión principal del proyecto. El resultado es una obra profundamente personal que demuestra cómo una idea bien ejecutada puede dejar una huella mucho mayor que muchas superproducciones. El apoyo de Finji, una editora muy vinculada al panorama independiente, permitió que esa visión llegara al público sin perder su identidad. [u][b]Lo mejor[/b][/u] -Una exploración basada en la curiosidad y el descubrimiento. -El brillante uso del manual como parte de la jugabilidad. -Dirección artística con muchísimo encanto. -Excelente diseño de puzles y secretos. -Un mundo que recompensa constantemente la observación. https://steamcommunity.com/sharedfiles/filedetails/?id=3767221789 [u][b]Conclusión[/b][/u] TUNIC demuestra que todavía es posible sorprender al jugador sin recurrir a grandes artificios. No necesita un mundo gigantesco ni cientos de horas de contenido para dejar huella. Le basta con confiar plenamente en nuestra curiosidad. Cada nuevo camino descubierto, cada página recuperada y cada misterio resuelto generan una satisfacción difícil de encontrar en otros juegos, precisamente porque casi nunca sentimos que alguien nos haya llevado de la mano. Es una aventura que recupera una forma de diseñar videojuegos que parecía olvidada: aquella donde el mayor premio no era un objeto legendario, sino esa sonrisa que aparece cuando, después de mucho observar, finalmente entiendes cómo funcionaba todo desde el principio. [code][h2]Mentor/Curator:[/h2] https://store.steampowered.com/curator/32511459-GarsupialGames/[/code]
Tunic подкупает стильной графикой, атмосферной музыкой и интересной идеей с внутриигровым руководством, но реализация вызывает массу вопросов. Крайне неотзывчивая и однообразная боевая система, кривые хитбоксы, плохо сбалансированные боссы и затянутый бэктрекинг. Вместо чувства исследования игрок нередко испытывает растерянность: непонятно, куда идти, многие механики и улучшения объясняются слишком поздно или вовсе остаются неочевидными. Большая часть прохождения сводится к повторным пробежкам по уже знакомым локациям, поиску страниц мануала и обязательных предметов. При этом сюжет практически отсутствует, а секреты и загадки для получения истинной концовки многим кажутся чрезмерно запутанными. В итоге игра производит впечатление красивого, но переоценённого проекта с сильной концепцией и слабым геймдизайном, который понравится далеко не каждому.
I always saw this put up there as a "metroidbrania" and I've always associated the label with outer wilds and such so I had high hopes. this is a poorly executed soulslike with a dash of fez and it fails to even imply its story properly so the player can still understand the broad strokes. if you want a game that lets you learn things on your own over time with a great story, play outer wilds. if you want a solid souls-esque isometric game, play deaths door. if you want a game that tells its story functionally with implied yet illegible text, theres hyper light drifter. and if you want cryptic as hell puzzles, go play fez. this game tries to do a great many things, and failed to focus on any so it just kinda felt hollow, and then the ending sealed it as a game I personally have no enjoyment for.
Only non-Zelda to truly scratch my Zelda itch. Absolutely magical.
I have to rip off the bandage real quick. The intro of this game is truly terrible. I understand that this game is entirely dependant on the manual, and the whole point is that Nothing at all is said for the entire duration no matter what, but... Oh man. It makes for an extremely rough start, especially if you're looking for a puzzle game first and foremost. But when you manage to get past it, my god is it a gorgeous and well crafted video game. You feel rewarded and lost for a while, but the little knowledge you've gathered during your confusion and frustration at the start drives you to discover more. And there's a bunch of things everywhere. Definitely not recommended as a first Metroidbrainia (that would go for Fez), but the harshness of it gives it another layer of spice not many games can offer.
Tunic gives me a lot of the same feelings I had while playing Death’s Door. It has a great blend of exploration, combat, mystery, and discovering secrets as you go. The world is full of surprises, and figuring things out yourself makes every discovery feel rewarding. The combat isn’t as seamless as Death’s Door, and it doesn’t have the same crazy magic abilities, but if you’re looking for something with a little more RPG depth, Tunic might be the game for you. If you played Tunic, go give Death’s Door a try and let me know what you think.
There's a lot to like about Tunic, but it has, and I am not exaggerating, some of the worst combat I've ever played in a video game. It is not fun. The exploration and discovery stuff is neat, I'm intrigued about the world. But actually playing the game is completely miserable. I quite like isometric combat too. The problem is that it's poorly made, unforgivably so. I'll be honest, I'll probably take another crack at it because there are things I like about the game. But, moment to moment, interacting with it, I am not having any fun at all.
Очень долго я шла к этому приключению. Наверно ровно год. И Вот появилось нужное время и настроение ;3 и прям поперло. Шпарить по 6 часов игры за раз. Никогда в нечто похожее не играла и поэтому я в полном восторге. Сильные вайбы FEZ и это дало толчок обшаривать каждый угол и выходить на хорошую концовку. Не без помощи ,но вроде как что можно было посмотрела всё. Последняя катсцена стоит всех сложностей и испытании. Но загадочки конечно... Чтобы это всё решить это нужно конечно быть сверхгением не иначе. Визуал, Геймплей, Музыка - Здесь классно всё! Теперь хочется поиграть во что-то похожее. В Игре есть Новая игра+ и несомненно попытаюсь пройти и ее и добить оставшиеся 4 ачивки! Милые Лиси спасут мир :3
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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