
Choose your doctrine and preach across medieval Italy in this real-time strategy roguelike. Gather your diverse cast of followers, venture out to convince and convert new believers, conquer towns, and strive to become a saint in your lifetime—or die trying.
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): 0.14/day in the week to Sep 10 → 0.14/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.
About
Harness the fervent belief of your followers to conquer and convert as many city-states as possible, paving your way to Sainthood. There are many obstacles to success, but with perseverance you can Become a Saint during your lifetime!
March your followers into small-scale battles, selecting the most strategic units to convert each location.
Unlock and recruit up to 16 different units based on your doctrine
Units have strengths and weaknesses, with special abilities against certain foes and synergies with other units.
Utilize the terrain to gain advantage and deploy an infallible strategy against your opponents.
Bless your units and curse your foes with Saintly powers.
Take direct control of units at any time to make full use of their potential.
Make choices during your journey that will define your political and spiritual traits. This will impact your following, economy, and conversion strategy throughout the game. Each playthrough presents different moral, cultural, and religious choices, creating many different paths for you to lead down.
Even in death, there is an opportunity to learn. Should your sainthood be cut short, new challenges and strategies will await your new incarnation. The better you do, the sooner your saint will be remembered in the annals of history, so strive to spread your word further and faster than ever.
Explore 14th century medieval Italy and its society: beauty and brilliance thrive in the shadow of turmoil, making Italy a masterpiece painted with both glory and grief – all they need now is a new Saint to guide them!
Genres
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like games like these for my steam deck. Easy to play and enjoy. Very addicting once you get the hang of it.
The game is fine, and I can imagine it becoming very fun if I sank more time into learning all of the mechanics. I played through 3 different lives of saints. I enjoyed myself enough to want to play more, but not for $7 (purchased in a Steam sale). I bought other games I enjoy so much more for $3-$5 in Steam sales - games like Hotline Miami, Hollow Knight, and Hypnospace Outlaw. I feel that I would be able to recommend this game if it were cheaper during Steam sales. I know $7 sounds very stingy, but comparing it to other similarly-priced titles, I think there’s better ways to spend your money.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Russian, Spanish - Latin America, Ukrainian, Japanese, Simplified Chinese, Traditional Chinese, Indonesian, Korean +1 more
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Becoming Saint, developed by Open Lab Games and published by Firesquid and 2P Games, is an unconventional strategy game that blends historical themes with roguelike structure and tactical gameplay. Set in medieval Italy, the game places players in the role of a charismatic preacher attempting to establish a new religious movement and ultimately achieve sainthood. Rather than focusing on traditional military conquest or empire management, the game explores the spread of belief and influence through persuasion, doctrine, and organization. This unusual premise immediately distinguishes it from most strategy games, offering a blend of historical satire, tactical encounters, and narrative decision-making that creates a surprisingly unique gameplay experience. The structure of the game revolves around traveling across a fragmented medieval landscape composed of towns, cities, and territories that can be influenced or converted to the player’s ideology. Each playthrough begins with the formation of a new religious doctrine, which acts as the guiding philosophy for the movement the player will attempt to build. The doctrine defines how followers behave, what values they promote, and what strategies will be most effective when spreading the faith. Some doctrines encourage aggressive expansion and confrontation, while others favor diplomacy, charity, or subtle influence. Because these ideological choices shape the entire campaign, each playthrough develops its own identity, encouraging experimentation with different belief systems and approaches. As the player travels through the world, they recruit followers who represent different roles within the movement. These followers form the core of the player’s influence during encounters with rival factions or opposing authorities. Instead of traditional warfare involving armies and large-scale battles, confrontations in Becoming Saint are represented through small tactical encounters where groups of followers face off against opposing forces. The game incorporates elements of real-time tactics and autobattler mechanics, meaning that positioning, unit composition, and timing all influence the outcome of these ideological clashes. Choosing the right combination of followers and abilities becomes essential when attempting to overcome stronger opposition or defend newly converted territories. The roguelike structure adds another layer of depth to the experience. Campaigns unfold in runs where players attempt to expand their religious influence across Italy, but failure is always a possibility. Losing followers, failing critical encounters, or losing momentum in spreading belief can end a campaign prematurely. When this happens, the game encourages players to begin again with new ideas and strategies, experimenting with different doctrines and follower combinations. Over time, players learn how various systems interact and how different ideological paths affect the flow of the game. This repeated cycle of experimentation gives the game strong replay value despite its relatively focused scope. Narrative events play an important role in shaping each run. As players move between cities and regions, they encounter story-driven situations that present moral choices or political dilemmas. These events often involve interactions with townspeople, rival preachers, local authorities, or influential figures who react to the growing presence of the new movement. The decisions made during these encounters can influence public perception, strengthen or weaken the player’s following, and alter the direction of the campaign. Because these narrative moments are dynamically generated rather than fixed, each playthrough develops its own sequence of events, turning the game into a constantly evolving story about influence, belief, and ambition. The historical setting contributes significantly to the game’s atmosphere. Medieval Italy is portrayed as a patchwork of competing cities, religious factions, and political tensions. This environment creates fertile ground for a new religious movement to emerge, but it also means that resistance is inevitable. Established authorities may oppose the player’s influence, rival ideologies may challenge their doctrine, and communities may react unpredictably to attempts at conversion. The game balances historical inspiration with a touch of satire, often highlighting the strange and sometimes absurd nature of ideological struggles during the period. Visually, Becoming Saint adopts a stylized art direction that combines historical elements with playful exaggeration. Characters are illustrated with distinctive designs that give personality to followers, rivals, and townspeople encountered throughout the journey. Environments depict medieval settlements and landscapes with a slightly cartoonish flair, emphasizing the game’s satirical tone. While the graphics are relatively modest compared to large strategy productions, the artistic style effectively supports the game’s themes and helps convey the strange mixture of devotion, ambition, and opportunism that defines the player’s quest for sainthood. The audio design complements the setting with atmospheric music that evokes the medieval era while maintaining a subtle sense of tension. Soft instrumental tracks accompany exploration and narrative moments, while more energetic cues highlight tactical encounters or important decisions. Sound effects are minimal but functional, ensuring that combat actions and interactions remain clear without distracting from the strategic thinking required during gameplay. One of the most interesting aspects of Becoming Saint is how it transforms the concept of ideological influence into a strategic challenge. Instead of managing traditional resources like gold or territory, the player manages belief, loyalty, and reputation. Convincing a town to embrace the movement requires careful planning and the right combination of followers and doctrine choices. These systems create a strategic layer that feels different from the usual conquest-based approach found in many strategy games. However, the game’s experimental design also leads to some limitations. The tactical encounters, while engaging, can sometimes feel simplistic compared to larger real-time strategy titles. The relatively small scale of each battle means that depth comes more from strategic preparation than from complex battlefield tactics. Additionally, players who prefer structured campaigns or clearly defined objectives may find the roguelike structure somewhat unpredictable, as each run depends heavily on the decisions made along the way. Despite these shortcomings, Becoming Saint remains a refreshing and creative entry in the strategy genre. Its blend of historical inspiration, roguelike experimentation, and ideological gameplay offers something genuinely different from typical strategy experiences. By turning the spread of belief into a tactical and narrative challenge, the game invites players to explore questions of influence, leadership, and conviction in a world where ideas can be just as powerful as armies. Overall, Becoming Saint succeeds as a bold and imaginative strategy game that embraces its unusual concept with confidence. While its systems may not match the depth of large-scale strategy epics, its originality, replayability, and distinctive theme make it a memorable experience for players looking for something outside the conventional strategy formula. Rating: 7/10
感觉这游戏有点无聊。
컨셉은 좋은데, 게임플레이 자체가 재미가 덜하고, 중간에 선택지 간에 딜레이가 많아서 게임이 늘어짐..ㅠ
아...뭔가 대단히 어정쩡한, 재미가 있는데 없는 게임이었다. 일단 신부가 되는 길이 아니고 성자가 되는 길이다. 참고하시길. 자신의 뜻을 설파해서 추종자를 모으고 도시를 공격하여 개종시키면 된다. 이 얼마나 흥분되는 콘셉트란 말인가? 처음에 시작하면 엄청 재미있다. 매 전투 전마다 교리를 정하고, 교리에 따라 모이는 사람들 중에서 추종자를 모아서 사람들을 때려잡고 다닌다? 재미있게 몰아서 열심히 했다. 그런데, 게임을 끝내고 나서 갑자기 힘이 빠져서 건드리고 싶지 않아졌다. 가장 심각한 문제는 세이브로드 오류다. 나도 한 번만 하고 말아서 자세히 설명하긴 힘든데 하여간 어떤 상황에서 껐다 켜게 되면 있던 추종자가 다 사라진다. 버그 문제는 다른 리뷰에 많은 것 같으니 확인하시길. 시스템상 가장 큰 문제는 전투다. 그냥 턴제로 하든지 제대로 세미턴으로 하든지, 이건 괜히 실시간으로 만들겠다고 하다가 영 불편한 물건이 나왔다. 일시정지는 가능하긴 하다. 추종자에게 이동 지침만 주고 실행하면, 적이 내 뜻대로 움직이지 않아서 혼란상이 펼쳐진다. 삼국지6 같은 느낌이다. 그런데 일시정지를 넣어 놨다는 건 순간순간 작전을 고치고 명령을 내리라는 것 아닌가. 명령을 내리면 한 턴 뒤에 실행된다. 실시간처럼 보여도 때리는 걸 잘 보면 분명 액션 턴이라는 게 있다. 아 뭐...잘 봐주려면 "원래 명령이 하달되는 시간이 걸리지 않느냐" 할 수 있는데, 이 전투는 몇십명 단위라서 그런 사정 봐 줄 생각이 들지 않는다. (은하영웅전설도 아니고.) 또 내가 누군가에 가호나 저주를 내리는 것도, 조금 늦게 실행된다. 이건 왜? 그런 주제에 특정 목표 공격 명령은 못 내린다. 병력 간 상성이 있어서 잘 맞추면 분명 유리한데, 추종자들이 그걸 맞춰서 공격하는 게 아니다. 근데 공격 지정이 불가하므로 내가 열심히 이동 이동해 가면서 추종자가 '그 병력'만 치도록 맞춰 줘야 한다. 그런데 이동 명령도 상당히 불편하다. 보내려고 하는 장소에 누가 가기로 되어 있으면 다른 병력은 못 간다. 이건 턴제 특성 아닌가? 실시간이면 일단 가다가 막혀야 하는 것 아닌가? 그러다 보면 도중에 길을 또 바꿀 수도 있는 거고. 좀 화가 나서 중구난방으로 쓰다 보니 길어졌는데, 간단히 말하면 실시간을 표방하면서, 기본 체계는 턴제로 깔아놓고, 전투 템포는 실시간인데, 나의 반응은 턴이다. 전투 후에는 전투 결과를 보여준다. 개종 성패, 이탈리아 내 추종지 현황과 수입, 식량 지출 등. 근데 이 템포가 또 느리다. 마치 계단을 내려가는데, 계단이 바보처럼 만들어져 있어서 왼발이 한 단 내려가고 나서 오른발이 그 다음 단으로 내려가기에는 계단 폭이 넓어 왼발과 같은 단을 딛어야 하는 상황이다. 게임 진행이 부드럽지 않고 턱턱 걸리는 느낌이다. 차라리 마우스를 클릭하면 다음 상황을 보여주게 하는 게 나았을 것이다. (내가 마우스를 연타했기 때문에 기능이 있을 수도 있긴 하다. 그러나 그렇더라도, 정보가 뜨기 전의 긴 모션이 스킵되지 않고 다 나타나므로 체감하지 못했다.) 이건 몇몇 일본 게임에서 보이는 그런 의도적 불편함이나 느린 템포와 다르다. 이 게임은 보드게임처럼 되어 있어서 빠르게 하려면 얼마든 가능하다. 모션 속도 옵션을 만들어 주든지. 많지도 않은 정보를 보는데 전투 사이사이마다 꽤 긴 시간을 가만히 봐야 하니 열의가 점점 식는다. 무력으로 개종시켜서 성자가 된다는 주제만큼은 아주 재미있으므로 개선되기를 간절히 바람.
背景设定和美术都是非常棒的,中世纪爱好者确实抵抗不了这一口,但作为游戏来说很难给到好评。用语晦涩个人倒觉得问题不太大(可能玩的时候已经修正了?之前选过的选项会注明效果,多周目的情况下凑bd是不太困扰的),主要还是战斗太坐牢了,没有一键加速真的非常奇怪,尤其大后期打一些战力很悬殊的小城镇的时候,一直点着鼠标很痛苦。目前加速的倍速也不够高,只是比起不加聊胜于无而已。战斗后的结算也希望有可以加速或者跳过的选项(后期完全只想冲冲冲立马进入下一关)。总之就是当成战斗爽来玩战斗不太爽,当成策略游戏玩指挥战斗的操作又有点难受(这点上感觉bad north做得很棒操作很舒服),战斗和结算长甚至还会损耗打赢后的成就感,导致整个游戏体验很难好起来。但话又说回来,游戏底子还是很好的,如果后续有更新和优化的话会修改评论。
不好玩。
Eh.
何意味?
Players by region
Where this game's players are, estimated from review languages.
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