
Fight as the outcast heroes of Talamh in a fierce battle to retake magic from Sun King Azra’s grasp in Absolum, an original roguelite beat ‘em up by Dotemu.
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.
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): 7.29/day in the week to Aug 31 → 8.57/day in the week after.
About

Crafted with passion by the dream team that redefined side-scrolling beat 'em ups, Absolum mixes top-of-the-class combat action with modern roguelite elements, bringing all the vibes of the fantasy arcade hits of the past into an immersive adventure set in the original world of Talamh.

Talamh has been shattered by a magical cataclysm caused by ambitious wizards, leaving magic mistrusted by the common folk. Sun King Azra took advantage of this panic, enslaving wizards through his Crimson Order and placing loyal princes to rule over the conquered realms.
As Azra’s forces claim more and more lands, the high enchantress Uchawi and a small group of rebels rise from the shadows, wielding forbidden magic to challenge his oppressive regime and defy his absolute magic power.


Meet the outcast heroes of Talamh, each with their unique fighting style.
From the shadows of Yeldrim, Galandra emerges as an unstoppable force of nature. Her colossal sword strikes with deadly precision, combined with chilling, destructive necromantic powers. Her calm demeanor is a thin veil, barely concealing the furious anger brewing inside her.
Karl is the last free dwarf of Talamh. Armed with an ancestral blunderbuss and his bare fists, he’s a master of close-range brawls and explosive tactics. What he lacks in reach at mid-range, he makes up for with raw strength and quick thinking, making him a stalwart ally in the revolt against Azra's oppression.
During their ordeals, two mysterious heroes will join them on a quest to overthrow the Sun King: Brome, a wizard prodigy on a mission to preserve the future generations of his people, and the enigmatic Cider, a nimble skirmisher in search of answers among the scattered fragments of their own soul.

Absolum combines Dotemu and Guard Crush’s mastery in beat ‘em up gameplay with Supamonks' best-in-class art and animation. With its fast-paced action and endless replayability, Absolum will challenge you with multiple paths to explore and unpredictable encounters for a new experience each time you play.


Take down Azra’s elite guard with a mix of rapid combo chains and spellcasting powers, unleashing moves that feel as raw as they are strategic. Use magical counters and rare items to turn the tide in your favor and experience a combat system that demands skill and timing, pushing you to craft new strategies at every run to wreak havoc among the enemy ranks.

Lead the uprising against Azra's regime as a lone hero, or team up with a friend on your couch or online. Combine your elemental powers and synchronize your attacks into incredible chained combos!
The world of Talamh is an intricate tapestry brimming with secrets, stories, and betrayals. From the majestic mines of Grandery to the lush forests of Jaroba, every step of your odyssey will be accompanied by a magnificent soundtrack by composer Gareth Coker (Ori, Halo Infinite, Prince of Persia), with collaborations from Yuka Kitamura (Dark Souls, Elden Ring), Mick Gordon (Doom Eternal, Atomic Heart), and more!

Controllers are required to use the local multiplayer feature.
Sums Steam only; PlayStation, Xbox, 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 | $24.99 | 10.7Kreviews | 92% | — | $5.9M |
| $24.99 | 4.9Kratings | 96% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1065 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I adore this game, it is beautiful. The combat is incredible, playing this on a hitbox feels just as much in the flow as playing street fighter. I cannot give this a positive review until multiplayer has a way to deal with the crashes. For a game designed to play with one other player, it's frurstrating that 40% of our games end in a random disconnect and a mutual waste of our time. Extremely disheartening. If this is ever resolved, I'd post a positive review instead 100%.
This game feels like it was pulled from an alternate timeline where beatemups have been the world's most popular genre for decades and this is the culmination of all of that.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 7.33/day in the week to Jul 21 → 10.4/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Ukrainian*languages with full audio support
| $18.74−25% |
| 1.5Kratings |
| 88% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolum is seriously so good. I haven’t had this much fun with a beat ’em up since Castle Crashers, and I honestly forgot how much I missed this genre until playing it. The gameplay is just fun as hell, whether you’re playing solo or running co-op with friends. But the best part for me has to be the art style. This game looks amazing, and that alone gives it so much personality. Everything about it just feels fun and satisfying. If you’ve been thinking about trying it, just do it.
[b]BY FAR THE BEST BEAT 'EM UP I HAVE PLAYED SINCE THE GOLDEN ERA OF THE GENRE IN THE 90s.[/b] As a former comic book artist, I must highlight the [b]gorgeous artstyle[/b], which reminds me of Gabriel Bá's work (Umbrella Academy, Daytripper, How to Talk to Girls at Parties, and 10 Pãezinhos). Noice roguelite elements with [b]HIGH REPLAYABILITY[/b] and fair character progression. On your replays, you constantly encounter new story content, bosses, events, and environmental interactions. The builds differ visually and mechanically, offering various meaningful combinations. The negative aspect is the presence of [b]FULL CRASHES[/b] during scenes with a lot of enemies and visual effects (not always, but also not rare). Avoid chickens!!! A must-play for old timers and fans of the genre.
The sort of sword-and-sorcery beat-em-up that would have ruled arcades back in the day. Could use SLIGHTLY more wizard frogs.
WHAT A PLEASANT SURPRISE! Yes, I do recommend Absolum. I've bought it because my close friend recommended this game so we could play together, and it wasn't until way later that I finally join him. And let me tell you: this game is so much fun, and I had the best experience because I've played in co-op -which is the best way to play in my opinion. If you want to play solo, that's totally fine, but be aware that this is a side scrolling beat 'em up rogue like type of game and it doesn't hold your hand. Game is hard and you gotta pay attention to your specific build during your run. One criticism though: It's tricky to join a session in co-op when you want to invite your friend here on Steam. It just doesn't connect and both of you gotta start the game as administrator for it to work. Weird. However joining with randoms works fine. In a nutshell, Absolum is fun, challenging, beautiful, unique and now it has cross play with other platforms. That said, if you like this genre, go for it. It's worth it!
Guardian Heroes + Hades. I like the general construction of the game. You can get sort of RNG screwed on your drops, similar to Hades, but because the runs are shorter, you're not as annoyed by dying with dumb powerups and starting over. The writing and voice acting are really nice. For me, the characters are way more interesting than you see in most games today. The combat feels good. Sometimes I'm chaining combos together over and over, popup, juggle, knockdown, juggle, popup, knockdown, popup, wallbounce, juggle, etc. A lot of your math is shown to you but there is still some hidden math behind breaking a target's stance to make them vulnerable, especially if they are a glowing enemy that has special resistance (but not immunity) to knockdowns and popups. Each character has different timing to each of their moves. Not every move is explained in the tutorial, so try to experiment, you may find a key that helps you unlock a whole strategy that makes the combat feel more natural and easy. Because each character has different arcs and timing and so forth, it means you need to play each character and figure out which click with you. There are reasons to play all the characters, but I'd recommend using the easiest one first so you can get general progress, then you can revisit the others later. There's a lot to find in each run. Even if you have junk powerups, you can still explore new paths and unlock other things. I wouldn't expect this game to solve this problem but sometimes I am annoyed by the common issue where you've spent 30 minutes working through a run, and you get beat by some new enemy with complicated patterns, and you have to do another whole 30 minute run to get another try. If that enemy beats you in 5 seconds, you didn't learn much to help you get further next time. That has annoyed me a bit, where I've done so many runs and my next goal can only be to defeat the one new enemy, but I never get enough time in that fight to really understand it and learn it, I just have to luck my way through surviving long enough to see the patterns of their first phase. As in Hades 1, you do benefit a lot more from powerups that help you ignore damage or be able to take more punishment. Surviving longer, even if your attacks are weak, means you can do more and get further. However, if you luck your way into some overpowered powerup combinations, you can end some fights in 4 seconds and take no damage. The chances of getting those drops together is basically zero but part of the cycle of the runs is learning to see the possibilities of your drop options and making strategic choices. If I can make my base attack do pushback and burn damage, and give my strong attack something that exploits those things, I can hurt enemies real bad and keep them away from me until I go in for the killing blow on my terms. The drops have worked out like that a couple times, usually I've just got a bunch of random abilities that don't really work together and I'm questioning whether I should jump into a firepit and just start over rather than be annoyed for ten more minutes. Most beat-em-ups today are extremely shallow and dull. And most roguelites are not worth reading about. Guardian Heroes has long been the standard that no beat-em-up bothered to challenge. Absolum rises and meets it, and even beats in some important ways. Absolum defies the trends and does most of it right, and excels in cool ways. I'm really pleased to have discovered this game. It's a once-in-a-generation bullseye of intersecting subgenres and features and artistic expressions.
Great rogue-lite beat 'em up that keeps things interesting by introducing quests as you continue to make runs. If you're a fan of beat 'em ups but find they can get a little boring without any good progression, this may be the one for you.
Absolum é um jogão. Imagine um D&D Shadow over Mystara (esse é só pros véio), feito pela mesma galera que nos trouxe Streets of Rage 4. Oq vc tem é um beat'em up com uma gameplay extremamente precisa, e uma evolução roguelike q vc realmente sente as melhorias depois de cada run. O visual de cartoon também é lindo e acompanhado de uma trilha sonora espetacular faz Absolum ser mais do que recomendado. Excelente jogando solo, ainda melhor em co-op. Eu sempre digo e repito aqui, acorde todo dia agradecendo pela existência dos games indies.
基本上就是一个各方面都劣化很多的丐版哈迪斯,不如哈迪斯2,甚至不如多年前的哈迪斯1。本来想给差评的,但之后制作组可能会修复,所以先给个好评。 缺点: 1 整个肉鸽部分都是割裂的,而且做得稀巴烂。感觉制作组像是本来做了一个横版动作游戏,都已经快做完了,然后组内有人突发奇想我们缝个肉鸽进去吧,然后大家好啊好啊然后打开哈迪斯一顿抄最后把肉鸽缝进去了。游戏中的仪式(祝福)数量少得可怜,而且雷同程度极高,在拿到轮椅或者足够产生质变的双重仪式之前全是蚊子腿,奖励里面大量混杂着金币和局外成长资源,玩起来缺乏推图动力。而最重要的核心机制和角色性能(灵感)偏偏又被放进肉鸽里,而玩家能获得的灵感选择空间小(只能二选一),重Roll还要局外资源,还有一大堆没什么强度的混子凑数灵感污染卡池。在你的局外资源多到随心所欲重Roll之前凑成胡局非常费劲,而一旦凑不出胡局这局基本就是在慢性死亡了。 2 游戏体验很奇怪,并不是说特别难或者特别简单,而是游戏反复在特别难和特别简单里打转,感觉制作组并没有很认真精心调校自己的游戏。在打BOSS之前竟然是一长段无回血的超级小怪和霸体精英怪连战,这一段连战会给钱但没有商店让你消费,超级连战之后马上接有4条命和八个以上阶段的最终boss,你没看错是4条命,隔壁极端爹也就3条命,你上来是4条命,你比极端爹都牛逼。一周目通关后解锁腐化,而腐化会超级巨大加大游戏难度,我盲测大概是从隔壁16热左右暴涨到50热的水平,腐化由于剧情设定不能自主开关,一旦卡在路上别无选择。腐化里面还有大量被滥用的血牛霸体多动症怪,而玩家手又非常短,拿着大剑的角色也是用拳脚攻击,同时又极度缺乏各种控制手段,导致近战的玩家打贴图叠在一起的多个霸体精英怪简直就是在坐牢。我方没有倒地保护也没有浮空保护,受身状态下也很难回击,一旦被连就是一整套,搭配前面说的回血少简直酸爽。 还有一个很神奇的点就是游戏中几乎没有任何可以增加金币的手段,在这种情况下玩家非常穷,基本消费不起商店,但又有两个道具可以几倍甚至几十倍的增加金币获取效率,直接变成无限金币。显然制作组完全没有考虑过平衡这方面的数值。 3 虽然是肉鸽游戏,但由于刚才所说的两点,游戏的可重复游玩性很差,深度非常浅,剧情虽然有但是和没有没差多少,整个世界也不会随着反复通关持续被推进来让玩家获得大量新文本剧情。局外升级部分过于浅薄,三种局外资源里有两种只需通关两次就差不多可以全收集,第一种甚至不需要通关都能毕业,在毕业之后资源完全失去作用,只能用来重Roll和开局携带指定道具——由于道具之间存在巨大的强度不平衡,主动选择超高强度的道具等于一进去就变成爽局,从而更快地让玩家玩腻。精心绘制的地图和玩腻的速度完全不成正比,我的游戏时长已经算是有挂机和反复试错的时长了,对于正常操作直奔最终剧情的玩家来说,差不多10个小时左右就会失去乐趣,速度比隔壁球比伦都快一倍以上,以这个价格来说性价比很差。 总得来说正如最前所说《绝对魔权》就是一个丐版的哈迪斯——某种意义上来说这个评价不算贬义,哈迪斯以一套非常标准的工业化流程连续两代取得了巨大成功,学习哈迪斯并不算思路出了问题,但很遗憾地是《绝对魔权》的结果呈现出来不尽人意,哈迪斯的缺点基本被照搬,优点却没有学到多少,最后赖以求生的还是这套还算优秀的横版动作清图的底层逻辑,在底层逻辑之上,制作组所做的一切似乎都在南辕北撤,令人遗憾
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
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