
TUNIC
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 TUNIC
In TUNIC, a small fox explores a ruined, interconnected land of forests, ruins and catacombs. Find items, face monsters and bosses, and rebuild a mysterious instruction manual whose pages reveal maps, hints and techniques. Steam player rating: 91% positive from 16,849 reviews.
Credits
Lowest recorded in 36 months
$4.962026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
Show 24 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Bulgarian | Yes | Yes | Yes |
| Czech | Yes | Yes | Yes |
| Danish | Yes | Yes | Yes |
| Dutch | Yes | Yes | Yes |
| Finnish | Yes | Yes | Yes |
| Greek | Yes | Yes | Yes |
| Hungarian | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | Yes |
| Norwegian | Yes | Yes | Yes |
| Polish | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Romanian | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Spanish-Latin America | Yes | Yes | Yes |
| Swedish | Yes | Yes | Yes |
| Turkish | Yes | Yes | Yes |
| Ukrainian | Yes | Yes | Yes |
| Portuguese | Yes | Yes | Yes |
| Arabic | Yes | Yes | Yes |
Steam PC edition data · 2026-10-19
02Before you buy
Controls
The Steam PC version has full controller support, and the description says it is best experienced with a gamepad or controller.
Manual
Reconstruct the instruction manual page by page to reveal maps, hints and techniques.
03Frequently asked questions
What do you do in TUNIC?
Explore connected forests, ruins and catacombs, collect items, and fight monsters and bosses.
Can I play solo?
Yes. Single-player is listed for the Steam PC version.
What is combat like?
Combat includes dodging, blocking, parrying and striking.
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.
I wish Steam had a third option to say "I didn't enjoy it overall, but understand some people will love this game to death." Here's the basic question: do you like souls-like games AND puzzle games? Yes? Then chances are good that you will love this game. Because really, Tunic is two games: a souls-like, and THEN a puzzle game. In that order. Sequentially. As in, once you beat the souls-like, then you play a puzzle game. See, there are two endings. To get the first, you play a souls-like: fight and explore through a series of challenging dungeons and bosses culminating in a tough final boss. I loved this first game! In particular, it's absolutely jam-packed with hidden shortcuts and treasures. The surprises-per-hour rate on this first game is very high, and I was constantly delighted. And after 11 hours of joy, I beat the final boss, and got the bad ending. Enter the second game: a series of puzzles you solve to get the good ending. Is it a BAD series of puzzles? No. But it's not really what I signed up for! The skills I built over the prior 11 hours were made completely irrelevant by this puzzle game. The puzzle game took me about 5 hours, after looking up two specific things. I am dumb, so had I tried it blind, I absolutely never would have gotten the good ending. The choice to lock the good ending behind a second, totally different game is an interesting one. Artistically, I respect the hell out of it. But I didn't really enjoy playing through it. All that said, if this sounds like your cup of tea, then I heavily encourage you to try Tunic out.Show moreShow less
First impression is great, very polished game. Looking forward to play further. Runs perfectly on the Steam Deck. Update: game finished in 30 hours, but there are still many secrets to find. First impression was right, everything is on point in Tunic, controls, visuals, soundtrack. The whole game is a big mystery but solving secrets is very awarding. I'll give it a 9.5/10. Must buy for adventure fans.Show moreShow less
If you love mysteries, cryptography, guessing games, being confused, good art, and top-down combat, you'll like this game a lot. I like the art and the combat, but as it turns out, I can't stand the rest. This isn't a game for everyone- it's a game for a certain kind of person- which is how games ought to be designed. I am just not that person.Show moreShow less
This is the original NES Zelda with some modern Souls-esque touches and a cute fox You'll probably get lost. You probably won't know what to do. The manual and the signposts are speaking gibberish and everything has to be a some obscure secret that everyone else seems to know already, but you're just barely figuring out. You'll eventually memorize every enemy strategy, but the bosses will continue to demand a lot of your skill But that's all still NES/SNES-era adventure gaming. Not everything is given to you, and a lot is held in reserve, tantalizingly just out of reach. Resist the temptation to read Nintendo Power walkthroughs unless you're really stuck, and enjoy. This game's very worth the price of entryShow moreShow less
Atrocious combat completely spoils what is otherwise a gorgeous and actually quite interesting exploration-based puzzler, but even the puzzling elements are made needlessly obtuse by the game's refusal to actually tell you what the things in your inventory are. It puts forward Dark Souls-style 'what if you lost all your money/XP when you die' combat as a key design element, but then doesn't actually let you directly buy stat improvements with it, instead hiding those behind a double-confirm where you can only upgrade if you've found a corresponding coupon to a given stat. Imagine if Legend of Zelda made you spend 200 rupees every time you want another heart container, but also you still have to find the heart container. Combining that with stamina-based rolling and blocking(assuming you even can block; the game actively hides the shield behind several challenges to actually get) and a healing system so obviously inspired by Estus Flasks that it may as well have just called them that results in a player progression that doesn't just feel wonky, it feels actively bent. Boss design feels overly-punitive, with combos that punish you for failing to avoid the first hit by making it impossible to dodge any others, and the gating of upgrades means you can't even grind past a challenging foe. Your own attacks feel unresponsive, difficult to properly range, and there's shockingly little variety to the point the only way the game can make non-boss enemies challenging is throwing big clots of them at you. There's some genuinely good ideas in here, like the main collectible being pages of an actual game manual that give you additional context on the world and mechanics. But it's tied down and ultimately dragged-under by an unnecessary overfocus on combat that isn't rewarding to play and isn't satisfying to beat. It wants to be Zelda Fez Souls, but in trying to serve multiple masters, it ends up serving none of them very well at all.Show moreShow less
(originally published on Gamepur.com) One of the first games I ever owned was The Legend of Zelda: Link’s Awakening, on the original Game Boy. It looks laughably dated now — it did come out in 1993, to be fair — but it’s got a special spot in my heart to this day. I still get that rush of nostalgic exhilaration when I think about the exploration and mystery baked into that game, and the hours I poured into my Game Boy Pocket over the Christmas of 1996. Tunic, from developer Andrew Shouldice and publishers Finji, wears its influences plainly on its sleeve. It’s easy to see the inspiration it’s taken from the Zelda series, particularly Link’s Awakening. The main character, an adorable little fox, wears a green tunic and wields a sword in one hand, a blue-and-red-patterned shield in the other. You even start off by waking up on a beach and must piece together the mystery of the island on which you’re stranded as you progress through the game. The art style, too, is reminiscent of Nintendo’s remake of Link’s Awakening from a few years ago, with its simple but lovingly-crafted visuals. This is no mere copy of a more established game series, though. Tunic has an astonishing amount of depth to it, and the elements it borrows from other games, whether aesthetic, narrative, or mechanical, all serve the game’s own unique identity. At first glance, Tunic is a fairly straightforward adventure game. You wake up on a beach, find a weapon, bash some monsters, and just have a good old explore. There’s a lot of Zelda DNA in there, but there’s also a significant amount of Dark Souls as well. Perhaps it’s considered gauche to compare things to Dark Souls these days, but the parallels are undeniable. From the dramatic and tough-as-nails bosses, to the shrines scattered about the map that serve as checkpoints, and even to the initial objective of ringing two massive bells, it’s clear that FromSoft was not far from the developer’s mind. Combat will be familiar to anyone who’s played an isometric Soulslike. Enemies telegraph their attacks with just enough of a window to let you react accordingly once you learn the tells. You have to manage your health, stamina, and, later on, magic bars accordingly. You can roll, at the cost of a bit of stamina, and the invincibility frames granted during that animation will be key to surviving encounters. The bosses are absolutely brutal, but with patience and a little bit of luck you’ll be able to feel that intoxicating sense of satisfaction in taking them down. There are a couple of little quality-of-life and accessibility options available too — if your twitch reflexes aren’t what they used to be, you can turn on invincibility or infinite stamina and just enjoy the story or hunt for secrets. That brings me to the other major way that this unassuming little adventure cribs from Dark Soul: its approach to story and secrets. Where other games may hold your hand and guide you gently through your quest, Tunic leaves clues for you to piece together, crumb by crumb. Most often this takes the form, in a delightfully meta twist, of pages of a retro instruction manual for the game itself. With gorgeous hand-drawn art — also evocative of the promotional material for early Zelda games and the like — and intriguing things scribbled in the margins for the eagle-eyed, these collectibles are a joy to behold. Scattered all across the game, they will introduce players to basic concepts and bits of lore as well as providing a jumping-off point for the myriad secrets waiting to be discovered. The obtuse way that Tunic handles even basic game concepts may well be a sticking point for some players. I enjoyed figuring it all out immensely, but when information like how to level up stats and what certain consumable items do is hidden away inside collectible manual pages, there’s certainly a risk of alienating some players. It should be added, too, that the manual features only a bare smattering of English (or your chosen language) across pages upon pages of an invented and impenetrable language — potentially a point of confusion or frustration for some. Still, the important stuff is fairly easy to parse, and the charming illustrations and pleasingly soothing music help to take the edge off if you’re starting to feel confused. The publishers have also made it clear that they endorse and encourage a bit of good old-fashioned community discussion when it comes to deciphering the game’s lore and secrets. In the press Discord server the team set up for the purpose of sharing strategies and the like, it almost felt like we were back in the schoolyard, swapping urban legends, outlandish theories, and secret codes. Except this time they actually yielded results, which was a wondrous feeling. In the end, despite the debt that it owes to series like The Legend of Zelda and Dark Souls, the game that kept springing to mind as I worked my way through Tunic’s late and post-game was Lucas Pope’s Return of the Obra Dinn. Tunic obviously features a lot more action and hack-and-slashing than Obra Dinn, but the sheer depth of the puzzles and secrets tickles that same bit of the brain. Everything you need to know is right there in front of you, hiding in the folds of the environment and the manual’s marginalia — you just need to figure out how to piece it together. As enjoyable as the combat and the main story were, it was the puzzles that I couldn’t stop thinking about, and the feeling of solving each one was practically euphoric. Tunic’s cutesy aesthetic and tips of the hat to other games serve almost as a jumping-off point, a familiar-feeling touchstone to draw players in. Beyond that, the experience is entirely its own, with satisfying and challenging combat, secrets that gradually unfurl, and a quiet and contemplative story with its own twists and revelations. It’s a beautiful and polished little game that asks a lot of its players at times, but it has every confidence that they will rise to the occasion. As the game’s creators put it: “Keep your wits about you and be brave, little fox!”Show moreShow less
My original review for Tunic was positive, but I've decided that I shouldn't just say what I feel like I'm "supposed" to say about the game. This is MY review and I'm going to leave MY opinions. THIS IS A DARK SOULS GAME IN ZELDA DRAG . The Steam tags are not there to be pedantic. This is not a game like Cuphead or the N. Sane Trilogy where people used "like Dark Souls" as a synonym for "difficult." This is a soulslike. The combat is Dark Souls, the going to where you previously died to pick up your stuff is Dark Souls, the stupid flasks that take four seconds to heal you is Dark Souls. If you love Dark Souls, great! I hate soulslikes. But as someone who loves Zelda games like a Link to the Past and was hoping for something like that, playing this game made me feel like I'd been tricked out of playing the game I actually paid for. This is made worse by the fact that whenever I asked people who recommended me the game what it was about, they'd always go "teehee, that's a spoiler!" Bug off. The game is also obtuse by design. If you hate that feeling of "where do I go? what do I do? I feel underleveled for this area..." in Metroidvanias, avoid this game like the plague. Tunic never stops to give you any kind of direction, and after you get your sword the invisible hand guiding you forward all but vanishes. You're supposed to piece everything together by finding pieces of the game's manual as collectibles on the map, and it (and all the ingame text) is written in runes. You can piece some of it together through visuals, but you still need to find the appopriate pages for what you need. Even with the pages, I still couldn't figure out what to do half the time. There's a level up system, but how am I supposed to activate it? Apparently there's a piece of the manual hidden in the far corner of the map that explains it, but I can only imagine how helpful it does so when it can only do it in runes. Overall I feel like this game is made for millenials wishing to relive the very specific experience of playing Zelda (or a similarly open game) before they could read, or playing a foreign game written entirely in another language, complete with Dark Souls type gameplay to "modernize" it. Neat concept, but I can't relate to the experience at all. Rather than immersed, the whole time I felt frustrated.Show moreShow less
Unfortunately, you are illiterate.Show moreShow less
I love Zelda, soulslikes, and metroidvanias but this game just didn't do it for me. It's not terrible, and it's close to being good, but overall I just found it annoying. Everybody compares it to Zelda and while the visuals and themes are very Zelda-ish there aren't actually any puzzles to solve to progress. It's very much a souls game level design where you run from checkpoint to checkpoint. The only puzzles are these weird Dpad input combos that you don't even know about until the end of the game. Some of them are clever but some are really annoying. That would be fine if it really leaned into the soulslike elements but the combat just isn't good enough to carry the game. A lot of bosses/enemies are super annoying as they constantly jump back. Funnily enough you can use that against them and get them up against the wall and just wail on them as they keep trying to jump back. Combat lacks the finesse and tuning of souls games and the strategy and puzzle element of Zelda games. Exploration was very meh as well. 90% of the secrets are just things hidden by the camera perspective or darkness. So you run along the edge of the wall until you fumble through a passage or the interact button appears. It became very tedious running into every wall obscured by the camera to see if there was anything behind it. These kinds of games don't really need a story or clear directions so the gibberish dialogue isn't a big deal but my god at least tell us what stuff does. You can figure out what most of the items do easily enough but the cards are often just stat buffs or conditional stat buffs that you usually won't notice. The gibberish/picture book manual is hit or miss. I like the overall concept but they took it too far. It also makes picking the game back up very difficult. You gotta keep this one fresh in your mind because there is no indication of where you have been or where to go next. A lot of the shortcuts are obscured by the camera so unless you remember where they're at it will take forever to navigate the world as you gotta run into every obscured area again looking for things hidden by the camera again.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.