
EXPLORE YOUR WAY. Awoken to a world ruined by war, Alma must traverse the vast city of Arcadia before the life force of her friends and herself withers away. Time is ticking, and every moment matters. Who will you save, and who will you leave to turn UNSIGHTED?
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.
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; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 2.2Kreviews | 93% | — | $314K |
| $19.99 | 1Kratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unsighted is a game I respect a lot, even though I stopped playing after around 19 hours. Most of the game is genuinely good. The combat is fast and responsive, the pixel art is excellent, the music and atmosphere are strong, and the game has a lot of replay value with its builds, chips, secrets, routes, timer system, and New Game+. I also really respect the developers for making the timer optional. The timer is one of the most interesting ideas in the game, but giving players the option to disable it was a great decision. My problem was not the timer. My problem was the exploration. After many hours, the backtracking, puzzles, and “where do I go now?” moments became too tedious for me. For a game that is not extremely large, navigation started to feel more confusing and exhausting than fun. I often felt like I was fighting the map more than enjoying the adventure. That is what eventually made me stop. Not the combat, not the art, not the timer, not the core ideas. Those are all solid. It was the exploration flow and puzzle/backtracking structure that killed my momentum. Its clearly a well-made and creative game, and I can see why many people love it. But if you dislike getting lost, heavy backtracking, or unclear exploration paths, it can become frustrating despite all its strengths.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 21: 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, French, German, Japanese, Korean, Simplified Chinese, Spanish - Latin America
| $19.99 |
| 289ratings |
| 93% |
| — |
| not modelled |
| $19.99 | 70ratings | 70% | — | not modelled |
| $19.99 | — | — | — | 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 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Uma relíquia brasileira, um jogo completo, um prato bem feito de strogonoff. Inclusive, escrever strogonoff me da exatamente a mesma dor de cabeça que escrever o nome desse jogo, burro demais. Traz mecânica muito interessante de tempo limite para cada personagem, que apesar de não ser muito aprofundado, da uma certa dó deixar acabar o tempo deles, ainda mais quando foi alguém muito útil. Ambientação, gameplay e fator replay muito bem explorados, é bem divertido de se jogar! A liberdade que esse jogo propõe é absurda, vc pode explorar qualquer lugar, fabricar as armas e itens que quiser sem bloqueio nenhum e salvar quem vc acha q merece viver. Na mesma medida que o jogo traz muita mecânica interessante, ele peca em não conseguir ter mais conteúdo. Pensa que alguém fez um pratão de lasanha(suponha que vc ama lasanha) ai te entregam um pedacinho bem pequeno... po eu queria mais né, é isso que eu senti nesse jogo. Tem muita mecânica legal mas pouco tempo pra aproveitar, EU QUERO MAIS! O combate contra boss também peca um pouco no sentido de faltar mais, só que entrega algo divertido e recompensador. Minha avaliação final é que eu quero mais desse jogo, ele é muito legal e acaba muito rápido, sinto que se tivesse mais orçamento ele teria sido gigante! 9/10, melhor jogo BR até agora. Fiz mt analogia com comida né, talvez eu devo ir almoçar, morto de fome.
mó wokezada
Just finished my first blind playthrough of the game, and what an absolutely hidden gem!! Smooth combat with even smoother music, and a short but sweet experience all around. If you're interested you will not be disappointed at all Anyways time to slave over being a completionist surely this will go well
An endless chain of frustrations that interupt a solid combat system. You can only hit so many one-way doors before it breaks you.
absolute underrated
There is a lot I like about Unsighted, but it also features several mechanics that I strongly dislike, particularly for a game that seems designed to be replayed. The core combat is simple but enjoyable, the world has some interesting systems, and there is a lot of flexibility in how you approach subsequent playthroughs. Unfortunately, the amount of puzzle solving and traversal friction makes me much less interested in ever playing it again. One thing I really appreciate is that dialogue and cutscenes can be skipped. There is one particularly annoying exception: if you don't use your cogs, the fairy character will stop you to remind you that you can craft them. This dialogue cannot be skipped, meaning you get an unskippable reminder about a mechanic you've already been introduced to. It's a small thing, but it is exactly the kind of unnecessary interruption that gets more annoying every time you replay a game. There is also some strange padding after completing dungeons. The player is teleported into a black, empty-looking space where platforms rise out of the ground, with little indication of where you're actually supposed to go. It's short, but it doesn't feel like it adds anything to the experience, and you're going to see it multiple times throughout a playthrough. [h2]Combat[/h2] The core combat is good. You have a three-hit attack chain, a charged spinning attack, and the ability to parry attacks within a generous timing window. Successfully parrying an enemy opens them up for a critical attack, which makes learning enemy patterns rewarding. My biggest issue is that the game heavily incentivizes parrying. You can dodge and attack normally, but you're giving up a significant damage opportunity by not engaging with the parry system. If you don't enjoy parry-focused combat, I don't think you'll get as much out of Unsighted's combat as someone who does. Enemy variety is decent. New enemies are introduced in different areas, which helps give those areas their own identity, although the enemy pool started to feel repetitive toward the end. The bosses are generally fun, although they can feel somewhat puzzle-like themselves. They also summon additional enemies, something I'm usually critical of, but the extra enemies have relatively manageable health pools here, so they never bothered me too much. I still think most of these encounters would be better without them. The game also has a decent amount of weapon variety in theory. There are fast and slow melee weapons, different elemental properties, and multiple ranged weapons. Unfortunately, the loadout system gets in the way of actually using much of this variety. [h2]Loadouts and Traversal Tools[/h2] This is one of the game's more frustrating systems for me. You obtain numerous traversal tools, but these tools have to be equipped in your loadout in order to use them. You can create multiple loadouts, but you also acquire enough traversal tools that they quickly start competing with your combat equipment. For example, you eventually obtain a shovel and a fishing pole that use the same button. Rather than requiring the player to manually swap between these tools, I think they would have benefited from a dedicated system similar to how loadouts work. As it stands, if you want to keep your traversal tools readily available, you sacrifice slots that could otherwise be used for weapons and combat equipment. This also means that the game's weapon variety isn't as meaningful as it initially appears. If you're unwilling to constantly open menus and change equipment, you simply don't have enough room to carry everything you'd like to use. [h2]Puzzles[/h2] This is where the game really loses me. I personally hate puzzles in games that aren't primarily puzzle games. Some of the puzzles here did make me feel clever when I solved them, but I still think the game would have been better without them. They don't add meaningful value to the experience for me; they simply interrupt the parts of the game I actually want to play. It gets even more frustrating when puzzles require specific tools or equipment. You have to stop what you're doing, change your loadout, use the tool, and then potentially change everything back. It breaks the momentum of what is otherwise a pretty enjoyable action game. The dungeons are particularly guilty of this. I didn't find any of them particularly fun because each one seems built around a gimmick. One dungeon focuses on using a boomerang to light plants on fire. The boomerang is slow and unpleasant to control. Another makes visibility difficult by requiring you to repeatedly turn lights on and off. Another is covered in ice, making movement slippery while also incorporating sliding block puzzles. Another has wind that pushes and pulls the player around the environment, turning sections into a patience test. Another has two different states that the player needs to switch between, creating a lot of stop-and-go gameplay. None of these were particularly enjoyable for me. They aren't necessarily poorly designed puzzles, they're simply things I don't want to be doing in this type of game. There is an interesting idea behind some of the game's puzzles, however. Unsighted gives the player knowledge that can be carried into subsequent playthroughs. You might discover a password for a door, for example, and then use that knowledge later to bypass an entire section. Crafting recipes can work similarly, allowing you to create traversal tools earlier than you otherwise would. I can see why some players would absolutely love this. It creates shortcuts for players who learn the world and rewards knowledge on subsequent runs. Unfortunately, I don't want to write down solutions or look them up externally just to optimize another playthrough, so this system doesn't add much replay value for me. And yes, the game makes you manually enter passwords even when your character already knows the password. Why? [h2]The Unsighted Mechanic[/h2] The game's central timer is actually something I really like. Every NPC has a limited amount of time before they become Unsighted, turning into murderous husks of what they once were. You can find meteor dust throughout the world and use it to extend your own lifespan as well as the lifespan of NPCs. I think this is a clever system for several reasons. Treasure chests become more interesting when they contain meteor dust because you're not simply receiving another consumable. There's also an interesting tension created by knowing that NPCs can permanently be lost if you don't take care of them. Fully upgrading NPCs can also provide additional benefits. Some offer discounts or other minor bonuses, while others provide unique equipment or quality-of-life improvements. It gives you an actual reason to care about these characters beyond simply keeping them alive. Thankfully, the developers also allow you to disable the timer if you find the system stressful. I appreciate giving players that choice rather than forcing everyone into the same experience. [h2]Chips and Build Variety[/h2] Chips function as the game's equipment system and provide some additional build customization. Some increase melee damage, others improve healing, and there are various other bonuses that can change how you approach combat. I also like that some of these are hidden throughout the world, giving exploration a tangible reward beyond consumables. There is a lot of potential for customization here, although the loadout limitations make it harder to fully take advantage of all the equipment the game gives you. [h2]Navigation[/h2] Navigation was mostly fine for me until around the fourth boss. The game is fairly open, and while I generally understood where I was supposed to go, the signposting eventually became inadequate. I accidentally discovered that you could jump off a wall to gain enough height to reach certain areas.
Combate incrível e uma quantidade surpreendente de mecânicas e interações, os fãs de hyper light drifter não podem deixar esse passar. Ótimo trabalho Tiani e Fernada, vocês são grandes inspirações!
This game wants to be Hyper Light Drifter so bad... but it just can't.
UNSIGHTED is an action-adventure RPG developed by Studio Pixel Punk and published by Balor Games that masterfully combines fast-paced combat, intricate exploration, meaningful decision-making, and emotional storytelling into one of the most memorable indie adventures of recent years. Drawing inspiration from classic top-down action games, Metroidvania progression systems, and modern action RPG mechanics, the game creates a world that feels both nostalgic and innovative. Every aspect of the experience, from its interconnected environments to its emotionally charged narrative, works together to create a journey that remains engaging long after the final credits. The game takes place in Arcadia, a city inhabited by Automatons, sentient mechanical beings whose lives depend on a precious resource known as Anima. Following a devastating war with humanity, the supply of Anima has nearly vanished, leaving the remaining Automatons facing a terrifying reality. Once their Anima runs out, they lose their consciousness and individuality, transforming into mindless creatures known as the Unsighted. Players take control of Alma, an Automaton warrior who awakens without her memories and soon discovers that the future of Arcadia may depend on her actions. This premise immediately establishes a powerful emotional foundation because every character is living under the shadow of an inevitable end. One of the most compelling elements of UNSIGHTED is the way its narrative themes directly influence gameplay. Time is constantly moving forward, and every major character possesses a limited lifespan unless supplied with additional Anima. This creates genuine tension because resources are scarce and difficult decisions must be made. Players cannot save everyone without careful planning, and choosing who receives support becomes one of the game's most emotionally impactful mechanics. Few games integrate storytelling and gameplay so seamlessly, making every decision feel personal and significant. Fortunately, the game also provides options that allow players to adjust or remove the timer system if they prefer a more relaxed experience. This flexibility ensures that the emotional weight of the mechanic remains available for those who want it while allowing others to enjoy the story and exploration without additional pressure. The inclusion of these accessibility features demonstrates thoughtful design and respect for different playstyles. Combat is consistently excellent throughout the adventure. Alma has access to a diverse arsenal of weapons that includes swords, guns, throwing weapons, and specialized equipment. Each weapon category offers unique advantages, encouraging players to experiment and develop strategies that suit their preferences. Whether engaging enemies in close-quarters combat or attacking from a distance, the controls remain responsive and satisfying. The combat system gains additional depth through its parry mechanic. Properly timed parries allow players to interrupt enemy attacks and create opportunities for devastating counterattacks. Learning enemy patterns and mastering timing becomes an essential skill, especially during boss encounters. This mechanic adds a rewarding layer of skill-based gameplay that makes victories feel earned rather than simply the result of superior equipment. Exploration is another area where UNSIGHTED excels. Arcadia is constructed as a dense and interconnected world filled with hidden pathways, locked doors, shortcuts, secret treasures, and optional challenges. New abilities gradually expand Alma's mobility, allowing access to areas that were previously unreachable. This progression structure encourages curiosity and rewards players who pay attention to their surroundings. Every corner of the city feels intentionally designed, making exploration consistently rewarding. The game's dungeon design deserves particular recognition. Each major location introduces fresh mechanics, environmental puzzles, and unique challenges that help maintain variety throughout the adventure. Rather than relying solely on combat encounters, the game frequently asks players to use tools creatively in order to overcome obstacles. These puzzle elements provide a welcome balance to the action and contribute significantly to the overall pacing. Customization is handled through a flexible chip system that allows players to modify Alma's abilities. Different chips provide bonuses that affect combat performance, mobility, resource management, and other aspects of gameplay. Because only a limited number can be equipped at once, players are encouraged to tailor their builds according to personal preferences and specific situations. This system creates meaningful choices without becoming unnecessarily complicated. Visually, UNSIGHTED is stunning. The pixel art combines retro-inspired aesthetics with modern animation techniques to create environments filled with detail and personality. Characters are expressive, combat animations are fluid, and environmental effects enhance the atmosphere without overwhelming the screen. Every district of Arcadia feels distinct, helping the city maintain a strong sense of place despite its interconnected structure. The soundtrack complements the visuals perfectly. Music shifts naturally between emotional themes, atmospheric exploration tracks, and energetic battle compositions. The audio design consistently enhances the mood of each location and encounter, reinforcing both the urgency of the narrative and the excitement of combat. Together with the visual presentation, the soundtrack helps create a world that feels vibrant despite its tragic circumstances. The cast of characters is another major highlight. The Automatons that inhabit Arcadia are far more than quest-givers or background figures. Each possesses distinct motivations, fears, and personalities that make them feel genuinely alive. As players spend time with these characters, the threat posed by dwindling Anima reserves becomes increasingly meaningful. Their struggles and hopes help transform the broader narrative into a deeply personal story about friendship, sacrifice, and survival. Replayability is substantial thanks to multiple difficulty options, different build possibilities, alternate routes, cooperative play, and varying outcomes influenced by player decisions. The timer system alone encourages multiple playthroughs because different choices regarding resource allocation can significantly alter character fates and story developments. Additional game modes further extend longevity for players seeking extra challenges. What ultimately makes UNSIGHTED stand out is its remarkable cohesion. Every mechanic, from combat and exploration to progression and storytelling, reinforces the game's central themes. The fear of loss, the value of time, and the importance of human connection are not merely discussed through dialogue; they are experienced through gameplay. This integration creates an emotional impact that many larger productions struggle to achieve. UNSIGHTED succeeds as both an exceptional action RPG and a powerful narrative experience. Its fast-paced combat, intricate world design, meaningful choices, memorable characters, and outstanding presentation combine to create a game that consistently exceeds expectations. By blending classic inspirations with innovative ideas, it delivers an adventure that feels fresh, emotional, and immensely rewarding from beginning to end. Rating: 9/10
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $8.5M | 19.2K | 93% | $19.99 | |
| $9.8K | 655 | 43% | $0.79 | |
| $7.3K | 22 | 91% | $15.99 | |
| — | 0 | — | — | |
| $1.3M | 3.2K | 86% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $314K | 454 | 87% | $12.99 | |
| $313.9K | 469 | 63% | $24.99 | |
| $314K | 465 | 88% | $17.99 | |
| $313.8K | 1.2K | 75% | $9.99 | |
| $313.8K | 1K | 78% | $9.99 | |
| $313.7K | 551 | 87% | $44.99 |