
May your wrath conquer the cursed beings and save the land. Fight like hell and avenge your father. Explore a giant castle filled with monsters and get stronger to withstand the forces of hell in this boomershooter, metroidvania adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About

Explore and fight your way trough a giant castle filled with all kinds of monsters. Find new gear, learn new skills and level up to better your chances against evil. ALARIC is a blend of classic boomershooters and traditional metroidvanias.

Enjoy some custom heavy metal music mixed with some medieval elements. The music will change and intensify based on what's going on.

Explore a giant castle and uncover the dark history of this place. Gain new powerups and find new ways to traverse the map.

Prepare for danger.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 19reviews | 89% | — | $7.3K |
| $12.75−15% | 2ratings | 70% | — | 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.
Reviews
the game is good. the only other review is from a dude that doesnt like metroidvanias. thats fine but why buy one to leave a bad review. just play dusk. that said its not perfect but it has a cool atmosphere, fun combat, cool exploration, metroidvania progression, runs perfect on steamdeck. 7.5 out of 10
I think the only way I could see myself giving this game a positive rec was if it were free. It’s kinda clunky, and at no point did I really have fun, despite it being quite playable. If anyone says this is better than mid (mid would be quite the compliment) they are lying or drinking some kind of koolaid. You want more retro FPS games? There’s great obscure stuff like Nightmare Reaper, A.W.O.L., Zortch, Meatgrinder, Chop Goblins, Extraneum, Herald of Havoc etc. The game isn’t remotely close to those. You want great obscure first-person metroidvania and/or adventure games? Then play great stuff like Supraland (and Six Inches Under), Frogmonster, Northern Journey, Prey (2017) and AntiChamber. Even the games I don’t like as much (but did more or less enjoy) like All would cry beware, Powerslave Exhumed, Vomitoreum, Lycanthorn 2 and Paradox Vector compare favourably to Alaric, they feel far less janky and raw. If you instead look at this game through a lens of sympathy (solo devs first game) then there is plenty of things you could compliment and you could even say they did a decent job, but at the end of the day, Steam Recs ought to be primarily for the consumer, rather than 100 false positive reviews born out of sympathy for someone's efforts to come up through the field. I’ll list a few gripes. On their own they are minor, but together they only contribute to the clunky mediocrity of the experience: -The interact key (E) should also work to close dialogue boxes. It’s weird going up to interact by pressing E and then having to remember to press the mouse to close it. -Enemies and chests respawn when you exit rooms. Whenever there’s a potion in a chest by a door, you can abuse it and max out your potions because every time you exit the room it resets the chest. It’s mildly tedious going into the loading screens and back and forth to remax like this. Ideally the game should either: max potions out when you collect one OR don’t respawn them. -Music loops are godawful and repetitive. The music does do a cool trick where it ramps up and gets metal, but most of the time you’re not listening to that. -Combat is basic and boring. Occasionally there will be a boss where you strafe in a circle and jump which is a little more like it, but yeah.. There is no kind of autosave after killing a boss. I died after clearing a boss and a bunch of rooms and decided to stop there seeing as none of that was saved. I could have spent 10 minutes redoing that section very easily, but I am bored out of my mind playing this one.
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Languages: English
Alaric definetly is an amazing and unique game, it does have some roughness around the edges, but boy do I love the CUBE. Alaric combines BOOMERSHOOTER action with METROIDVAINIA mechanics and vibes. Its like smoking cigaretts on a nice summer evening with a beer in your left hand. YUMMERS. It’s like Doom, but if Doom-Guy wore a cape and had unresolved family trauma 🤘 The Soundtrack Slaps So Hard It Should Be Illegal (like rlly for a metal fan this is just it, at least it is for me) its the kind of game that feels like someone blended Castlevania, Doom, Devil May Cry, and a heavy‑metal album, threw some sicc art direction into the mix, nodded and shiped it. One of the best aspects of ALARIC is definetly the music with the atmosphere and artstyle. Love the retro look, especially epic once you walk up to the castle, its storming, rain pouring I just love how epic everything looks. And the combat is as you would expect it to be from a boomer shooter with a few tweaks which rlly bring everything together. For the weapons I have seen ( without spoilers): Whips Guns Kicks Probably emotional damage If you enjoy boomershooters you are definetly at the right adress, get it for yourself, with that pricetag you can only win imo.
Бумершутеры я люблю, но делать игру "под старину" - это не значит, что можно делать спустя рукава. Alaric просто скучная. Здесь не за что зацепиться. Геймплей? Он надоедает практически сразу. Проблема не в его простоте: беги вперёд и кликай мышкой, - а в том, что нечем эту простоту компенсировать. Зрелищности нет, экшна нет. Дизайн? Рядовые зомби (это ведь зомби?) напомнили таковых из Red lake (и тут даже есть такие же зомби, но моделька у них в два раза больше - тоже как в RL), грибочки как будто сбежали из какой-то рофлоигры (а у нас тут сюжет про месть владыке демонов). Оружие сделано скучно (пистолеты выглядят как леговские пистолетики), какого-то импакта от него нет (а дробовик в итоге слабее пистолета). И оно не перезаряжается. То есть у вас есть двустволка, но сочной анимации не завезли: выстреливайте все 40 патронов, как из пулемёта. Локации - во дворах замка похоже на Worms 3d какой-нибудь. А в замках пустота и разве что разбиваемые канделябры (с них лутаются патроны и монетки). Когда игра вдруг ставит где-то ящики и/или бочки, появляется мысль, что это для секретика поставлено, чтобы куда-то запрыгнуть. Ну потому что обычно не балует даже этим. Но нет. Просто бочки и просто ящики. Короче, самое стильное, что есть в игре - вступительная заставка. Зачем было делать её такой резко контрастной по стилистике? Враги? Помимо того, что они однообразны и выглядят нелепо, двигаются деревяно, они не создают интересных ситуаций. Максимум: в тебя на небольшой арене кинут кучу болванчиков. Всё их различие: одни бьют, другие швыряют проджектайлы. Единственный босс (кроме вступительного), которого я видел: это просто та же моделька, но большего размера. Огромный гриб. Почему грибы служат владыке демонов? Кто решил, что это круто выглядит? Механики? Зачем в игре есть хил отдельным расходником? Это не делает сложнее или интереснее. Это как будто лишнее. ГГ мог бы постепенно восстанавливаться, выбивать хилки из врагов/предметов и ничего бы не поменялось. Почему нет системы автосейвов? Создание отдельных комнат для сохранения - оно зачем? Оно может только раздражать, если забудешь "посидеть на троне" и придётся потом перезагружаться (погибните вы вряд ли, а вот поймать баг - легчайше; я собрал два: застрял в текстурах). Зачем в такой игре торговец и система улучшений? Представьте если бы в тетрисе можно было покупать улучшения. Например, чтобы квадрат становился ещё квадратнее. Зачем покупать хилки, если сундуки с хилками обновляются после прохождения через дверь и можно "нафармить"? Зачем в игре система диалогов и выбор (!) реплик? Всё перечисленное как будто бы лишнее для продукта с таким унылым геймплеем. Музыка? Тема первой миссии начинает раздражать уже на середине пути, потому что успевает пойти уже на десятый круг к этому моменту. А металлические запилы - это мы уже в Doom слышали. Сюжет? Хз, зачем он тут. Он не цепляет. Детали подаются в диалогах. Понадобится подзорная труба или лупа, чтобы разбирать эти буковки. Пример удачного бумершутера - тот же Cultic, проект кратно более интересный, стильный и не дающий заскучать. Буквально все аспекты, что плохо сделаны в Alaric, нормально реализованы в Cultic. Да одна только анимация перезарядки, где как будто не хватает фпсов, уделывает Alaric.
Although you begin the game at full strength with access to all the important abilities, this only serves as a brief tutorial because you control a man until he meets his demise. From there, the story shifts to Alaric, the man’s son, who has been imprisoned and forced to work in a quarry. After years of hardship and relentless training, he grows strong enough to lead a rebellion and marches toward the castle to complete what his father started: killing his tyrannical uncle. The controls are solid and offer plenty of flexibility. The basics revolve around movement and shooting, with each mouse button assigned to a different weapon, allowing you to fire them individually or both at the same time. Aiming is rewarded because enemies take double damage when hit in their weak spots, although body shots are still effective enough to dispatch them quickly. Weak points are never highlighted, so you have to figure them out through observation, but they generally follow common sense, such as aiming for the head on humanoid enemies. Ammo is limited, but there are several ways to replenish it. Kicking enemies grants a small amount of ammunition, while destroying candles rewards either ammo or coins. Because of this, both the kick and the whip are useful alternatives when you want to conserve bullets. Traversal is enjoyable thanks to a jump that can be chained into a double jump, as well as an air dash or a whip grapple you gain later. Keeping your eyes open when entering a new room is essential because enemies are never present beforehand. Instead, they spawn only after you cross invisible trigger points. This creates constant surprises since you rarely know what awaits until you've repeated the encounter enough times to memorize it. Enemy placements are fixed rather than random, but defeating them only clears the room temporarily. Entering another area through a door resets every encounter, forcing you to fight them again if you return. This design choice is one of the game's biggest frustrations. If you enter a room from one direction, enemies appear in front of you as expected. Enter from the opposite side, however, and they may spawn behind you after crossing the invisible trigger. If you're rushing through a level, you'll often turn around later only to discover an entire group of enemies chasing you. Because of this, it's disappointing that the game lacks any kind of radar or enemy detection system. It's impossible to know exactly when new enemies have spawned, and many blend seamlessly into the environment. More than once, I found myself checking the room ahead, only to suddenly start taking damage from enemies that had quietly appeared behind me. Larger encounters are accompanied by some genuinely great music, but even this has an odd flaw, as the combat track often continues playing after every enemy has already been defeated. Most doors lead to new sections of the castle, while others take you to save rooms where you can save your progress, though not restore your health. Locked doors require keys found inside specific treasure chests, which are the only ones that don’t respawn. Everything else respawns when you leave and re-enter a room, including enemies, candles, and regular chests with health potions or money, making resource farming easy. Despite all his years of training, Alaric starts at level one without any of the powerful abilities you briefly experienced while controlling his father. Every defeated enemy grants experience, eventually leading to a level up where you choose between three passive upgrades: increased kick and whip damage, additional defense, or a higher critical hit chance. The only upgrade that really matters is Defense. Critical only affects Kick and Whip, while the damage boost is basically wasted since your main source of damage is your guns. If you invest in the wrong upgrades, you can completely sabotage your game because you'll take much more damage and end up getting one-shot by bosses. Weapon upgrades instead come from a merchant who appears at various locations throughout the castle. In exchange for gold, he sells improvements to weapon damage, fire rate, potion capacity, and the amount each potion heals. Damage and fire rate must be upgraded separately for every weapon, and while prices steadily increase, it's easy to grind money if you discover a nearby chest that continually respawns. You begin with a revolver before eventually unlocking a shotgun, sniper crossbow, and a few more surprises. The crossbow also serves a secondary purpose by cutting ropes that hold up platforms required for progression. Thankfully, all weapons share the same universal ammo pool, and you can freely equip different weapon combinations in each hand. Sadly, dual-wielding completely ruins weapon switching. Instead of quickly cycling with the mouse wheel, you're forced to use the number keys. In the middle of a fight, it's easy to press the wrong key, switch the weapon in your other hand, or even pull out the lantern since it's part of the same weapon list. During intense encounters, this almost guarantees you'll take unnecessary hits or die. Despite checking many of the usual boxes, the game falls short if you're expecting a true metroidvania. The clearest sign is the complete absence of a map or fast travel system. As a result, there's very little incentive to revisit previous areas because there are no meaningful secrets waiting to be uncovered. You can find lore notes filled with background information and collectible coats that provide small stat bonuses, but neither feels rewarding. The only exception are doors that can be broken with a skill you get near the end, and they lead to a second ending. In practice, the game is much more linear than it first appears. While the castle contains numerous interconnected rooms that create the illusion of exploration, there is always a single intended path forward. Progress usually involves finding the room containing a platforming challenge, surviving a large ambush to obtain a key, or unlocking a movement ability needed to bypass an obstacle. Every other room simply ends with a chest containing health or money. The castle itself constantly changes themes as you progress, and several locations are genuinely impressive. The low poly art style gives the entire adventure a distinct charm, making each new area interesting even if their primary purpose is to serve as another combat arena. Enemy variety is respectable, but once you've invested in damage upgrades, most fall after only a handful of shots. Bosses follow a similar pattern and block progress to the next section, but aside from a couple of ridiculously difficult bosses near the end, they're all manageable. Each arena conveniently provides ammo refills so you're never at risk of running dry. As long as you approach it knowing it isn't a traditional metroidvania, the game is fun to play. Unlocking new movement abilities and flying around combat arenas feels nice, and the satisfying movement and fast-paced gunplay is engaging. I just wish the exploration side had been given the same level of attention because the castle itself is interesting enough that it deserved more meaningful secrets and reasons to revisit earlier areas.
I can see this being a good game in the future but this should have been an early access game there is some minor quirks that seem fine at first but get grating it needs alot more polish but if it gets that polish i can see it being a great game The music when entering a new area should probably have a phase out then phase back in and unless it's a different song it should try and stay at the same place it was The enemies respawning when you leave a room and go back in they should only respawn either on a timer or when you make it to a throne room to save the game And then I would like to see a better level up menu instead of just going to your inventory maybe something like dark souls where you have to make it to the throne room to level up but if you want it to stay as it is I fully understand that I won't put all of my gripes here because not all of them are due to polish and it's just me either being bad or just not liking something small but it's good so far and hope it gets the love it deserves
Alaric is a hard game at times (especially when you have a shaky dominant hand). I did, however, enjoy it! The idea of a boomer shooter Metroidvania mix got me excited about a year ago and i love it! 10/10 Sidenote 1: Controller aiming is sensitive as heck BUT i went into the steam input settings and was able to lower it to a good speed. Sidenote 2: I found it easier than with mouse and keyboard with the state of my dominant hand
muito bom, gostei bastante das mecânicas e o combate rápido
Was looking forward to this and it has not disappointed. My 2 favorite genres coming together in damn good harmony and a much welcome dessert to Mina the Hollower. My cup runneth over
Alaric has a great atmosphere and some really beautiful locations in a low poly retro appearance. Developed in the unreal engine, the quaint style brings back memories of playing a late 90's PlayStation or N64 game. You start with a whip and pretty quickly get a pair of guns and gain the ability to kick which will restore a bit of ammo. You can alternate your guns, kick and whip to do some basic combos, which are useful due the large amount of enemies that can attack at once. There is no map and no fast travel, but most of the game is linear and I almost never got lost except in a few rare occasions, when in doubt, look up. Most of the exploration involves a bit of platforming which is actually very solid and feels great. getting to the next main area usually involves acquiring new abilities and finding keys to open doors. The controls work very well but they are intended for keyboard and mouse. headshots are a thing and most enemy hitboxes can be small. There are no I-frames when hit, so you can get chain killed if you're unlucky this mostly happens with boss AOE Waves on the ground. I still don't like the ranged enemies, some of which have high hp, and a lot of enemy encounters are won by letting them chase you around a room, or just circle strafe, baiting them. You can't respec your stats when leveling, so prioritize crit chance and defense. There are places where you can walk into to a room and get infinite keys and bags of gold, which is good for farming, but there are entire areas that can be skipped completely by going back and stocking up on keys. I don't know if this was intended. Overall I am very impressed by Alaric. For a project made by a solo developer, it's a robust game that provides fun combat and exploration while keeping a great retro feel. Video Review Here: https://youtu.be/wPiWlZcUj68?si=3tLFd21KDksvbUtJ
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