
Umbraclaw tells the story of Kuon, a house cat who has died in the mortal world, after she awakens in the Soulplane, a realm of the dead. She must challenge the perilous underworld to return home to her owner in this 2D action adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Sep 9 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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 | $8.74−65% | 178reviews | 89% | — | $78.3K |
| $24.99 | 66ratings | 84% | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
演出やシステムがおもしろい! ダッシュですり抜けられないのかすり抜けられるのかわかりづらく被弾が多くなった
Nice story and gameplay
9개의 목숨을 가지고 명계를 탈출하고자 하는 고양이 쿠온의 액션 플랫포머 게임. 고양이 쿠온은 총 9개의 목숨을 가지고 있고, 한 번 죽고 부활할 때마다 아니마 파워를 하나씩 랜덤으로 얻을 수 있습니다. 그리고 약 6번 이상 죽으면 인간형 고양이 요괴로 변신하여 전투가 가능합니다. 이런 컨셉 자체는 굉장히 흥미로우나 능력 획득이 랜덤이고 진 엔딩 조건이 원래 고양이 형태로 최종 보스 클리어라 불쾌감을 주기도 하는 컨셉입니다. 마지막 보스까지 고양이 형태를 유지했는데 그놈의 마지막 보스전이 뒤지게 길어서 결국 한 틱 차이로 변신하고 말았을 때 그 절망감은 정말 불쾌했습니다. 보스 패턴은 고양이 형태에선 매우 쉬운데 요괴로 변신하면 오히려 어려워집니다. 이걸 비롯해서 고양이는 대부분을 전투 없이 지나갈 수 있도록 샛길이 있는 반면 요괴는 무조건 싸워야 하지만 몬스터들의 영악해서 난이도가 훨씬 높아집니다. 즉, 요괴 형태의 장점이 없습니다. 이러면 액션 플랫포머가 아니라 회피형 플랫포머가 되겠죠. 물론 고양이 형태라고 안 죽을 수 있는 건 아닙니다. 워낙 몹들이 영악해서 높은 곳에서 떨어졌다가 때마침 아래에서 솟아 오른 몬스터에게 죽을 수도 있는 억까가 굉장히 많은 게임입니다. 이게 한두 번 쌓이면 금방 요괴 되는 거죠. 게임 밸런스가 정밀하게 만든 것 같지는 않아요. 그리고 캐릭터 모션이 하나같이 딱딱해서 조작감이 굉장히 구린 편입니다. 하다보면 익숙해지긴 하지만 중요한 순간에 모션 딜레이 때문에 입력이 씹히면 그만큼 화나는 게 없습니다.
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Genres
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, Japanese*, Korean, French, Italian, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So this game is hard to describe, you can sort of play it like a stealth game in the sense of trying to not get hit, or try to play it as a megaman game, earning powerups when you die. However the best ending requires the first option. Might seem difficult at first, however you can gain upgrades that carry over to NG+. If you're going for the true ending, that will require 9/10 playthroughs, which you should have all, if not most the upgrades by then. This game is pretty unique in the sense that every level had to be designed to be beat while in cat form and while in human form. Instead of just making 1 generic level both could platform through. Most people seem to prefer the combat human form has to offer, I personally preferred playing as the cat and dodging everything. This is one of those games that I thought i would dislike, but ended up really enjoying it. However due to its unique style choices, you will either love it or hate it. It is meant to be played multiple times. I will admit, it is not extremely long, but long enough 9/10 playthroughs sounds a bit to much even for me. (tooks me about 2 hours while rushing through everything in human form)
Cool :)
cool game
音乐9 美术9 游戏性7 重玩价值6(如果乐意刷图刷多周目那么为8 开新档挑战最高难度不计) 虽然有最低难度兜底,但还是建议拥有基本的横版经验为前提来游玩。 以下为意义不明的东西 [spoiler]九魂的久远制作人:伙计们,我要做一款以猫咪冲出冥界为题材的游戏。 员工:我们又要做苍蓝雷霆了吗 制作人:不是。性能没那么高。 员工:那怎么安排整体框架……? 制作人:猫苏醒在冥界里,为了离开冥界,肯定要开冥界之门然后回去对不对。 员工:嗯。 制作人:设计上是这样的:玩家一开始要进入一个起点,然后以起点为基准往上下左右四个方向跑,每个方向都有一个独特的区域和一个BOSS,打过所有BOSS就能开锁了 员工:*哈欠* 制作人:啊但是四个肯定不够的,所以在大地图用尽后,还有四个锁需要你开,不过这次不用跑大地图,直接进传送门然后就能直达独特区域然后推进了!当然还有四个BOSS要你打。 员工:……额 制作人:等到你打完了之后,冥界之门就会开启,进去后你就会来到混沌领域,依旧是一本道然后把BOSS连战和真·BOSS连战都过一遍就能通关了!是不是很精彩!? 员工:…………所以 制作人:嗯? 员工:所以你告诉我我们要做的是选项受限的洛克人???? 制作人:额,好像确实是这样。 制作人:不过我们有做有趣的新东西!比如主角这只没有战斗力的猫靠闪开敌人的攻击来积攒能量来战斗的模式啦,死亡后没死而是变成下一条命然后给你新的能力啦,还有看饲主和猫之间的回忆啦…… 员工:所以我们要做选项受限题材新颖画风独特玩法神秘的洛克人? 制作人:准确来说,你得死到五魂才能有洛克人的性能(存疑),因为死了那么多次后你就可以变成人了 员工:哇还有福⺩[/spoiler]
Very underrated game. I enjoyed playing it and I think the game really had an impact on me. The art direction and soundtracks are really good! The only issues I think is that there's basically no hints whatsoever about which bad ending you might get without the help of an online guide (if you want to complete all endings, which is a requirement for the hidden ending). Getting the hidden ending is very time consuming and aside from the steam success, it isn't really worth it SPOILER : (it adds an extra scene in the best ending)
結論: 非常特別的遊戲,感覺得出來製作組想要嘗試融入別的要素 以貓咪作為主角,故事觀念也很不錯,類銀河惡魔城融合了洛克人八大BOSS的要素 加上半開放式世界觀+探索收集,真的很特別可以推薦! 優點: 背景遊戲華麗程度真的不錯 以貓咪為主角開啟回家之路的故事內容 已死亡方式隨機增加攻擊&輔助模式(後期可自訂) 八大關卡+探索要素感覺很新穎 缺點: 已收集成就需要多回合去"收集回憶石"多寡產生結局真的覺得很不好 遊戲操作手感動作靈敏度可以再調整,操作有點怪怪的 沒有辦法用多存檔的方式去解成就有點浪費時間 PS: 整體我是給過的,但如果是覺得類銀河惡魔城的玩法(只有占比30-40%) 可能會有點小失望,畢竟製作組在創新跟融入較多元素!
実績コンプまでやりこんだ感想 *実績コンプしたのが、結構前なので思い出して書いてます。 ・ゲームデザインや雰囲気に刺されて購入。難易度的には、このゲームはミスをすればするほど、主人公は強くなるし、ノーミスでいれば難易度は上がるものなので得意/不得意関係なく、遊べる感じです。主人公の形態によって、いける/いけない場所があったり、エンドが複数あるのでやりこみ要素はあるじゃないかなと思う。実績に関して、情報が少ないのでコンプまでは苦労した記憶があった。(現在は情報が豊富かもしれない)ストーリーに関してはネタバレを控えるため、特になし。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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