
Play in multiple dimensions at the same time, traveling through them at will in this innovative 2D platformer that defies boundaries! I'm Eva, by the way, and I promise we'll have fun! Or maybe not... Maybe we'll both suffer horribly... How should I know? I'm just a video game character...
Modeled estimate, not a reported figure. How we estimate →
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 Aug 17 → 0.29/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.
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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.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
We are Eva is an inventive 2D precision platformer that builds its identity around traveling between dimensions rather than relying exclusively on traditional jumping challenges. Developed and published by Totally Normal Creature, it follows Eva, a strange and energetic creature whose existence spans multiple worlds. When those worlds come under threat, she becomes the unlikely hero responsible for dealing with the problem. The story provides enough context to motivate the adventure without overshadowing the gameplay, while Eva's self-aware personality adds humor and a playful sense that she knows perfectly well that she is starring in a video game. Dimension switching is the mechanic that separates the experience from a conventional precision platformer. Eva can move between different versions of reality, and each dimension can introduce its own environmental properties and gameplay rules. One world might allow an ability that another restricts, while hazards that make one route impossible can potentially be bypassed by changing dimensions at the correct moment. Some dimensions can even fundamentally alter Eva's circumstances, including whether she can breathe or fly. The result is a platformer where understanding the environment is just as important as having quick reflexes. Movement gradually becomes more demanding as the game combines conventional platforming abilities with dimensional manipulation. Jumping, double jumping, wall-based movement, obstacle avoidance, and rapid switches between worlds can all become parts of the same sequence. Instead of simply identifying the next platform and jumping toward it, players frequently need to determine which reality provides the conditions required to continue. The concept gives many challenges the structure of small environmental puzzles, with execution becoming the second half of the solution after the player figures out what needs to happen. A particularly unusual feature is the way levels can change after Eva dies. Precision platformers commonly depend on repeating identical sequences until muscle memory takes over, but this game introduces an element of adaptation into that familiar cycle. Failure may return the player to a challenge that is not arranged exactly as before, encouraging continued observation rather than pure memorization. This makes repeated attempts feel less mechanical, although players who specifically enjoy mastering perfectly fixed obstacle patterns may find the variability somewhat disruptive. Fortunately, experimentation is encouraged rather than heavily punished. Eva effectively has unlimited attempts, allowing difficult sections to be approached as problems that can be studied through repeated failures. Dying can reveal useful information about movement timing, dimensional properties, or alternative paths. The game also promotes a degree of freedom in how obstacles are approached, rewarding players who understand the mechanics well enough to discover solutions that may not initially seem obvious. This freedom helps prevent the central dimension-switching concept from becoming a simple sequence of predetermined button presses. Eva herself gives the experience considerably more personality than its mechanical premise alone would provide. She is cheeky, confident, and openly aware of the artificial nature of her adventure. The humor frequently plays with the relationship between the protagonist, the player, and the game itself. This fourth-wall-breaking approach gives the otherwise challenging experience a lighter atmosphere. It will naturally appeal more to players who enjoy self-referential humor, but it helps distinguish Eva from the largely silent protagonists commonly found in mechanically focused platformers. The pixel-art presentation fits the game's compact and mechanically driven design. Different environments and dimensions provide visual variety while maintaining the clarity necessary for precise platforming. Readability is particularly important when the player must react to hazards while simultaneously thinking about which dimension should be active. Rather than attempting elaborate visual spectacle, the presentation keeps attention on movement, environmental differences, and the immediate platforming challenge. There is also meaningful incentive for players who enjoy completion and competitive improvement. The game includes achievements and leaderboards alongside controller support and Steam Cloud functionality. Leaderboards complement the platforming especially well because players who become comfortable with Eva's abilities can focus on improving their performance after simply surviving the stages. Achievement hunters likewise have additional objectives to pursue beyond finishing the main progression. Steam Deck compatibility is a notable advantage. The game is officially Steam Deck Verified, with its core functionality working through the handheld's controls and its interface remaining usable on the smaller display. Controller prompts and general navigation are appropriately supported, while the game can run using settings suitable for the device. Its viewpoint and methodical pacing also translate naturally to portable play, although demanding visual settings can still make sensible performance adjustments worthwhile for players prioritizing battery life or consistent performance. The greatest potential drawback is the difficulty created by combining precision movement with rapid dimensional thinking. Players who dislike repeated deaths may find some sequences frustrating, especially when they are still learning how the different worlds behave. Dynamic changes following death can further complicate the learning process. For players who appreciate experimentation, however, those same elements create an engaging rhythm of observation, failure, adjustment, and eventual mastery. We are Eva ultimately succeeds by taking a straightforward platforming foundation and making its dimensional mechanic central to movement, puzzles, level design, and player decision-making. Its combination of precise controls, shifting environments, unlimited attempts, unconventional level behavior, pixel-art presentation, and a humorous protagonist creates a focused indie platformer with a recognizable personality. It is best suited to players who enjoy challenging games that demand both mechanical accuracy and creative thinking rather than reflexes alone. Rating: 8/10
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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, Ukrainian
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
may be doxxing myself a lil bit here but when I saw this I had to play it. Why? Because my actual real life name is Eva. I had to. So I did play it, and I ♥♥♥♥♥♥♥ SUCK at this game. I'm ♥♥♥♥♥♥♥ at it I'm TRASH!!!!! anyways it's still very good and I really like it yay :D
Якщо ми Єва то хто я відокремлено від Єви справжня загадка!
적당히 할만한 퍼즐 + 플랫포머.... 인 줄 알았는데 저혈압 치료제 보라색을 도저히 못 참겠어서 결국 유기
почему нет на русском языке?
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $46.7M | 147.4K | 97% | $19.99 | |
| $28.1K | 119 | 97% | $9.99 | |
| $18.2K | 137 | 99% | $5.99 | |
| $4.1K | 106 | 84% | $1.99 | |
| $17K | 48 | 96% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $28.3K | 442 | 46% | $2.99 | |
| $28.2K | 73 | 78% | $14.99 | |
| $28.2K | 119 | 71% | $9.99 | |
| $28.2K | 119 | 76% | $9.99 | |
| $28.2K | 102 | 80% | $9.99 | |
| $28.3K | 112 | 79% | $9.99 |