

Noita
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Noita
Noita is a magical action roguelite where every pixel is physically simulated. Create spells, fight through procedurally generated environments, and alter the world by burning, melting, freezing, or exploding its materials. Steam players rate it 95% positive across 81,589 reviews. Its release date is October 15, 2020. The Steam PC interface languages include Simplified Chinese, English, French, German, Spanish, Japanese, Korean, Portuguese-Brazil, Russian, Italian, and Polish.
Credits
Lowest recorded in 36 months
$7.992024-04-08 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Italian | Yes | — | — |
| Polish | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Spellcraft and physics
Combine spells of your own creation while interacting with a world where every pixel is simulated. Materials can burn, explode, or melt.
Procedural runs
Each run explores a procedurally generated world, from coal mines to freezing wastelands. Death is permanent, and what you learn can help on the next attempt.
Steam PC language support
The Steam PC version lists {supportedLanguages} for its interface.
03Frequently asked questions
What kind of game is Noita?
It is a magical action roguelite built around spell creation, combat, exploration, and simulated pixel physics.
Does the world change between runs?
Yes. The world is procedurally generated, so each playthrough offers a unique world and environments to discover.
What happens when the player dies?
Death is permanent. The game encourages using what you learned to progress further on a later adventure.
“Every pixel is a physics particle and every wand is a programming grammar — the roguelite genre's strategic depth ceiling.”
Our Verdict
## Overall
Commercial Standing and the Critical/Player Split
Noita's industry-recognition profile is the standard reference for indie roguelite success. On the critical side: Metacritic 76, OpenCritic 79 (Strong tier, recommended by 74% of critics), PC Gamer 86, indie outlets averaging in the upper eighties. On the player side: Steam Overwhelmingly Positive with roughly 95% positive across more than 77,000 reviews; Metacritic user score 8.1. The Chinese-language press tracks the same pattern: Gamersky player consensus around 9.0, Gcores around 9.0, 3DM strongly positive. The critical-average underweighting comes from "too hard, learning curve too steep" — exactly the dimensions that disappear once a player crosses the threshold, which is why the player verdict consistently overshoots the critical one.
The commercial numbers are textbook indie success. Steam cumulative sales sit in the 500,000-to-1,000,000 unit range with gross revenue around $89.5 million — for a three-person studio, the per-developer revenue is industry-leading. Workshop uploads run into the thousands; Steam concurrent peak landed near 10,000 at launch, with a steady long-tail of 1,000 to 3,000 daily concurrents years later. The awards shelf includes three IGF nominations (the Seumas McNally Grand Prize, Excellence in Design, and Nuovo), a Game Developers Choice Best Technology nomination, a Steam Awards Most Innovative Gameplay nomination, and a double-win at the Finnish Game Awards 2021 (Finnish Game of the Year and Big Screen Game of the Year).
Buyer's Profile and Version Guidance
The buyer profile reads cleanly. Hardcore roguelite players, physics-sandbox enthusiasts, players unfazed by a steep learning curve, players who want to spend 100 hours mastering a single system — if any of those describe you, Noita is the genre's strategic-depth ceiling and a confident purchase. If you can buy into "every pixel is a physics particle plus every wand is a programming grammar plus nine biomes with distinct mechanics plus sustained free updates," you'll find Noita compounds over hundreds of hours. The Chinese community's recurring phrase is "the roguelite genre's EVE Online" — surface presentation is a 2D action roguelite, but the actual depth is an effectively unbounded systems simulation, and once you've sunk 100 hours into it you can't put it down.
The non-buyer profile is just as clear. Players chasing fast, immediately gratifying runs; players impatient with deep-system learning; controller-first players should look elsewhere. The "wand editing plus material reactions plus permadeath plus extreme learning curve" stack is real friction for the first 30 hours — you genuinely need to study every modifier, every material reaction, every biome's enemy roster to get consistent. If "I just want to have fun right now" is your priority, Dead Cells or Hades are the right purchases. If "I want to study a system for 100 hours" is your priority, Noita is the right purchase. Controller players in particular should think twice — Noita's precision aim and continuous wand-firing are fundamentally keyboard-and-mouse-tuned, and the pad experience takes a real downgrade. Version guidance: the Steam base game plus the community-translation patch plus the Wand Workshop mod is all you need. No paid DLC exists, no additional purchases required. Steam's historical discount cadence regularly drops the title 60%-plus off (the floor sale is roughly $1 USD in some regions), which makes the entry cost trivially low. Chinese-speaking buyers don't need to hesitate on language: the official build ships with full Simplified Chinese for menus, the spell encyclopedia, perk descriptions, and enemy entries, and the community translation patch repairs the remaining terminology drift.
Historical Standing and the Irreplaceable Point
Set the commercial figures aside and Noita's lasting contribution is straightforward — it is the roguelite category's strategic-depth ceiling since 2020. Nolla Games' formation model itself is the durable lesson: three established indie veterans pooled their work to ship a debut release together. Petri Purho brought the physics-experimentation lineage from Crayon Physics Deluxe; Olli Harjola brought the spatial-puzzle sensibility from The Swapper; Arvi Teikari brought the rule-rewriting design DNA from Baba Is You. The three traditions combined into Noita produced the "playable physics plus spatial manipulation plus rule rewriting" three-layer composite mechanism that no single studio working alone seems to have produced.
Noita lines up alongside The Binding of Isaac, Slay the Spire, Dead Cells, and Hades as the five flagship indie roguelites of the 2014-to-2020 window — the Isaac item-combo school, the Slay the Spire deck-construction school, the Dead Cells weapon-feel school, the Hades character-narrative school, and the Noita wand-programming school. Each tradition has its own signature; Noita's strategic-depth signature has not been seriously challenged in its category since launch. The composite 8.5 score affirms the design completeness (Falling Everything Engine plus wand editing plus the nine biomes plus the free-update model plus the Workshop mod ecosystem), the gameplay-system ceiling (9.5 gameplay is the highest dimension), the content-depth industry benchmark (9.0 content is the second-highest), and honestly acknowledges the minimalist story (6.5, the lowest dimension), the steep learning curve (the first 30 hours offer essentially no chance of completion), the limited controller support, and the minor translation drift. It isn't the year's most visually ostentatious game. It is the most strategically deep roguelite since 2020, and the cornerstone release of Nolla Games' three-veteran indie studio model.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Thought the language was made up but it was just finnishShow moreShow less
The game is everything that is advertised, a great physics sandbox. BUT, after level 3 it turns into a very hectic bullet-hell shooter, and the fun of methodically interacting with the physics is pushed away, because there is no time to pay attention to anything except for dodging enemies. If they could tone down the bullet-hell part so it does not get in the way of the main feature, experimenting with physics, then it would be one of the best physics-based games in the last few years. The game can still be hard at lower levels, but the difficulty should be created from enemies slowly wearing the player down or cornering him. So there is time to interact with the environment. I like physics-based games, but I do not like bullet-hell games. Difficulty should not be attached to speed of gameplay. It should keep the pacing of the upper levels, but make the enemies harder to kill, without making their projectiles harder to dodge.Show moreShow less
hahah niocee!Show moreShow less
You're looking at my hours played, and at the Overwhelmingly Positive rating, and you're wondering why I'm not recommending it. Well, I'm wondering too. This was one of the very few games I actually felt hyped about, and I bought it as soon as it was released. I've had fun with it, and it's a competently made game with a fun central gimmick. So what gives? At its core, it's pretty simple: While Noita is fun, it's also really miserly when it comes to doling out that fun. And that's something that just really rubs me the wrong way. Pay Your Taxes One of the frustrating things Noita does is something more Rogue-like games do. The game's mechanics are conditional under a tax you have to pay, and that tax is you being forced not to use the mechanics. In Noita it comes in the form of a time tax and an inventory tax. See, when you start a new game, Noita isn't fun. Your starting items are garbage, so you have to find good items before you can start having fun. But the first level is purpose-made to be absolute trash to navigate with a fresh character, and the items you can find there are often poor. There are other forms of time tax, such as the character being really slow, but most of it is that first level. The other tax is the inventory tax. See, the point of Noita is that you make your own magic wands from wands you find in the levels. These are random and often not very good. In standard play you can only edit items in the saferoom at the end of the level, which means you always have to sacrifice one of your four and slots to carry found wands to the end of the level. Pray to RNGesus Yes, yes, I know, complaining about RNG in a Roguelike. The problem is, a good run in this game depends on luck to an extreme degree. For instance, there's no real healing in Noita (with a scant few exceptions), and you will take damage. In fact, the reason you now start with a flask of water is because catching on fire before you could get one was a run-ending first level problem. So your capacity to look for new stuff depends on your health, which you can increase with an item found in the levels. If you have bad luck and don't find many, that's most likely a junk run for you. Can't find good wands or spells in the levels or at the saferoom? Junk run. Bad perk selection? Junk run. Bad luck in one level makes you much more susceptible to bad luck in the following level, because it directly limits your capacity for exploration. And it doesn't end there, oh no. There's a wizard enemy who can teleport your butt to random places on the map. Better hope it's not too harsh. The worms that traverse the level can straight up destroy the saferoom, for which the game blames you, spawning a strong enemy in every saferoom that you have to fight. It's even in the enemy placement, because damage comes easy in Noita. Clear an obstacle and see a lightning wizard? Good luck with your new run. In the correct quantities these mechanics are all fine. The way Noita piles them up makes the game feel extremely arbitrary. Point and Shoot Noita's core mechanic is that it simulates every pixel, being probably the first real game to actually have a good reason to have pixel art. It's pretty cool, not gonna lie. The fact that you can empty a flask and dip it in liquid in the level to fill it up with is pretty unique. But it... doesn't really do a lot with this. Despite the environment being fully destructible you'll only rarely use it to tackle problems, and then half the time only by accident. There's very little interaction between the environment and the player aside from digging passages to get somewhere. When you get down to it Noita is basically just a sidescrolling shooter where you sort of get to decide what bullets you shoot. Even the kick your wizard can do to move loose objects is horrible. There's a massive delay, it's inaccurate, and sometimes barely moves an object. Oh, and enemies that are too close to an object when you kick it are likely to get no damage. This all comes back to the game just plain not wanting to give you the tools to have fun. The explosives in the levels are a good resource to blast passages if you have no digging tools, or just blow up enemies with. So why is my only way to move them around the worst kick in video game history while I'm a bloody wizard? You still here? OK, look, Noita isn't a bad game. It's more what you'd call a diamond in the rough. But boy, it's rough. You're going to have fun with it, no doubt about it, but you're also going to get pants-on-head frustrated by it. Because it's a fantastic idea marred by execution that's both really arbitrary and really afraid to give the player too many tools. Oh, and I almost forgot: One of the new features added is a perfect example of my complaints. Your wizard can drink liquid present on the map. If it's a potion or similar, you gain its effects. If it's inert, it simply disappears. Previously, you could keep doing it, and it was somewhat of a tool to lower the fluid level somewhere. The developers thought this was too powerful a tool, apparently. Your wizard now has a limited amount of stuff he can eat/drink. I wasn't aware of this thing breaking the game in any way, but OK. It doesn't end there, however. No no no, you also take damage if you overeat/drink and overeating/drinking reduces your already slow movement speed. This isn't fun. This is a garbage mechanic with no purpose other than to limit the player. The only other game I know that has a similar mechanic is Kingdom Come. That is a game with an autistic dedication to realism. This is a game where you play a spellcasting wizard with a jetpack. If I want to chug a trench of whiskey because the game hasn't deigned to give me proper digging tools yet, can you just let me do it? This feels too much like playing D&D with a DM who feels threatened by your character's capabilities.Show moreShow less
The reasons why people love and hate this game are exactly the same. The game won't offer you a goal, guide or quest - but it will offer you countless hours of exploring and experimenting with whatever you want. If you start playing with the mindset of this being your usual roguelike (or rougelite), you'll probably come out frustrated. The game never boxes you in, in fact, it wants you to use its own mechanics against it. Every wall is crossable, every enemy is defeatable, the game feels difficult, because an unbreakable material or a boss with a million health feels like a roadblock you're not meant to cross. But in Noita, you are meant to do it. The game's seemingly ridiculous difficulty stems from how non-conventional the combat is. You might not be able to take that eldritch monster straight on, but you can turn it into a sheep and teleport it into lava. Or you can dig a tunnel and just never have to deal with it. On a slightly different note, as a completionist, this game has felt incredibly satisfying to play. I'm the type of person who checks every bookshelf in a game just to read "There are some books here" fifty times, so I wasn't expecting anything big when I tried to go "out of bounds". Let me tell you, there are no bounds. Every time I tried to throw the game a curveball, it threw one right back at me. In conclision, Noita is best played if you enjoy learning the game's mechanics through trial and error. The game is more rewarding than it seems, and it encourages creative problem solving. It won't be easy, but every accomplishment will be yours.Show moreShow less
Great game, if you're not colorblind. If you're colorblind you will have a lot of trouble. You need to be able to distinguish the colors of different fluids and objects, which can make the game incredibly difficult. It really sucks getting poison immunity and unwittingly jumping into a pool of lava. I'd definitely have left a positive review if I wasn't colorblind. Thumbs down because I'm colorblind :( Edit: Still playing this game 100 hours later, despite the color-based ♥♥♥♥♥♥♥♥ that kills me every once in a while. I've gotten used to the types of monsters that spill different effects, and STILL every once in a while I get tripped up and jump in the wrong pool when I'm in a rush. I'll revise my review as soon as it becomes colorblind-friendly. Edit (Oct. 19, 2020): I came back to the game now that 1.0 has been launched, and it's *still* not colorblind-friendly. And now I have a complaint that I didn't mention before. There's no in-game explanation of mechanics, which means when you're making a decision on what to upgrade, you have to open up a browser and wiki to remind yourself what it does. Relying on a wiki that you have to alt-tab between is NOT fun. It's very tedious and bad gameplay. For a full "1.0" version of the game it seems really bad to not fully explain the features in the game.Show moreShow less
If your looking for a relaxing game this is not one of themShow moreShow less
Unfortunately I cant agree with all the positive reviews. After all this wait, the game is just underwhelming an not fun to play. Pros: + the physics in the game work great and its a cool element, minecarts thrown in water will even start to rust + using your enviroment as a weapon or puzzle is good + good variety of enemies + lots of different wands and perks Cons: - the most annoying thing is the game is too hard....I know, git gud comment here, but seriously its so hard it comes to a point where its just not fun at all, there needs to be more balancing - the enemies have perfect auto aiming, I mean it, they can hit you with a dynamite stick mid air - I like to play my 2D games with a controller, which is possible, but you can clearly see that it wasnt intended to be played with a controller, some actions are awkward to pull off or downright impossible , like throwing away a wand you dont want anymore - enemies leave behind gold....the gold disappears really quickly, but the question is why at all? The game revolves around logical physics and elements reacting to each other, even the corpses stay and burn and so on, why does gold disappear? Its a mechanic to make it even harder on the player, it wasnt enough that gold can still be blown up or fall in lava anyway - some enemies have lava for blood or acid, which makes it almost pointless to fight them cuz even when you defeat them, the level is covered in acid or lava, also the gold cant be picked up - some elements are very hard to distinguish from another, in the ice cave for example, there is an enemy that puts out a gas that hurts you, at first glance this looks like normal harmless water steam....or purple slime and the liquid that turns you into something else for a lot of these its also not clear what benefits or disadvantages they have - wands cannot manipulate the terrain, so far I only had bombs to blow out a wall and so on, bombs are limited and it can lead to a pretty bad run if the generation is not kind on the terrain - the end portal can sometimes be covered completely in lava, which means if you dont have any means like bombs to drain the lava, its game over - you lose so much HP due to being covered in fire or acid, but there is no way to heal yourself during the run, only at the end portal there is a full heal, which makes you rush more to the exit, I dont think that is a fun playstyle - you always start with the same wand, the biomes are also always in the same order, making it pretty boring The game can still be fun at times, but the difficulty needs to be lowered in my opinion to make it fun. I dont know why so many games do the "so hard its almost impossible" trait. I wanna have fun, not go through a torture like gauntlet for nothing. The game so far has no unlockables or progression, at least make it fun.Show moreShow less
Have you ever been tripping on mushrooms and accidentally drink super rare urine off the floor because you thought it was a shield potion but it actually caused you to vomit lava on your feet but you're immune to fire so you drown instead? That's how it feels to play Noita.Show moreShow less
TLDR: Noita has fun parts sandwiched between incredibly punishing buns. Punishing in ways that aren't engaging, in ways that you can't learn or improve from. There's a thousand ways to die, aka "get Noited". Many are sudden. Wands with electricity spells will emit sparks, which fry you if you equip the wand underwater. So you learn to respect lightning. Early-game flask-chucking alchemists can highroll acid and lava flasks, which melt you in half a second. So you learn to strike from afar. When struck, freeze barrels fly around, propelled by leaking gas, and can explode for more than your max health. So you learn to keep your eye on the barrel. End-game wands have more than enough power to gib you with a ricochet. So you learn to read before firing. While such deaths may feel harsh, they lead you to an improved approach for next time. That's part of the gameplay cycle and I embrace it. But then there's other times when the game gives you no choice but to die. Early-game events totally outside your control (worm spawns) can trigger player-punishment mechanics that spawn impossibly strong and practically unavoidable enemies into inter-level "safe" zones. The devs put in measures to reduce this, but didn't remove it entirely. Interesting, because it's not like they're being asked to solve global warming or cure AIDS. This is their own game and they should have 100% control over it. A not-uncommon mid-game enemy can stunlock you with huge, painful AoE attacks. Extra fun when the knockback clips you into a few loose terrain pixels, preventing you from moving. The devs added a mechanic to free you from loose pixels, but it doesn't kick in until after ~10s, by which point the ashes of your ashes have been reduced to ashes. Basic enemies can pick up and use world-generated random wands, instakilling you from outside your screen with a single long-range end-game spell. There's no sensible counterplay. Barring possession of a real-life rabbit's paw, your best option for progress is to beeline to the next level's portal, actively avoiding exploration in a game where exploration is ostensibly a core mechanic. Depending on your luck, this paranoid approach may leave you pitifully unprepared for the final encounter, and regardless of luck you'll have skipped much of the fun along the way. Nobody wants to end their hours-long super-careful run by getting their tits nuked off by an unseeable enemy. It's frustrating and unfair to die unpreventably, and as you get better at the game, more and more of your deaths come from unpreventable causes. You have no control. You exert no agency. You are no longer playing Noita; Noita is playing you. Some hardcore masochists might tell you differently, but I say this: It's not the 80s anymore. Game technology has advanced to provide a better experience. Game design and philosophy should advance too.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.