
Betrayer: Curse of the Spine - Prologue is an Action-Adventure Metroidvania. This is just a taste of the full game which will feature decision making, crafting, fast-paced combat, multiple endings, intricate storytelling, an open world to explore, and more!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Genres
Stats
Languages: English
Engagement
Reviews
Birden fazla sonu olan güzel grafikli aksiyon oyunu şahsen ben grafiklerini ve harita dizaynlarını acayip beğendim ücretsiz bir oyuna göre başyapıt.
NB 推荐出中文
Seems like a fun game to play, nothing too much out of the ordinary sadly. My only complaint is that there is no volume control. Review at: https://www.youtube.com/watch?v=G92xqHpJBwo
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $909 | 8 | 88% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $181.9K | 648 | 87% | $17.99 | |
| $79.1K | 289 | 81% | $14.99 |
Hours played at review time, across 37 reviews with recorded playtime.
This is essentially a demo of the full game, but it delivers a wonderful experience and easily pushes the player to actually buy the full product. Two thumbs up for a perfect first taste of a potentially wonderful game. Congratulations to the creators for their beautiful work. I really had a good time.
Too much time adding mechanics, not enough polishing what's there.
Betrayer: Curse of the Spine - Prologue bir Aksiyon-Macera Metroidvania'sıdır. Bu, karar verme, ustalık, hızlı dövüş, çoklu sonlar, karmaşık hikaye anlatımı, keşfedilecek açık bir dünya ve daha fazlasını içeren tam oyunun sadece bir tadı!
Betrayer: Curse of the Spine - Prologue serves as an introductory chapter to an ambitious dark-fantasy action adventure that blends Metroidvania-style exploration with platforming, combat, crafting, and narrative choices. Developed by TripleCh3rry and published by Proponent Games, it establishes the foundations of a larger journey rather than attempting to deliver a fully resolved adventure on its own. The prologue follows Aidan through a mysterious and dangerous world where discovering what happened, understanding his connection to the surrounding events, and simply staying alive become closely intertwined objectives. Atmosphere is one of the experience's strongest qualities. The setting carries an ominous fantasy tone, using pixel-art environments and unsettling circumstances to create the impression that there is considerably more happening beneath the surface. Instead of immediately explaining every part of the world, the story encourages curiosity. Questions surrounding Aidan, the places he explores, and the strange events unfolding around him provide much of the motivation to continue. This restrained approach to storytelling works particularly well for an introductory chapter because it establishes mysteries without prematurely revealing everything the larger adventure could explore. Exploration follows a side-scrolling format and incorporates elements associated with Metroidvania games. Traversing the environment involves more than simply walking from one encounter to another, as platforming and environmental hazards require attention and reasonably accurate movement. Difficult sections can demand repeated attempts, making persistence an important part of progression. The challenge gives successful traversal a satisfying quality, although players who dislike trial-and-error platforming may find certain moments more demanding than expected. The prologue generally works best for players comfortable with learning through failure and gradually improving their timing. Combat adds another layer of danger to exploration. Positioning, movement, timing, and appropriate equipment all contribute to surviving encounters, preventing the action from becoming purely about attacking as quickly as possible. The transition between exploration, platforming, and fighting keeps the pace varied. There is enough mechanical substance to demonstrate the intended combat direction, although the limited length of the prologue means enemy encounters and character development cannot evolve as extensively as they could in a complete campaign. Crafting gives the adventure an additional progression component. Players can create useful items such as restorative potions and mixtures that improve combat effectiveness, while weapons and armor contribute to preparation and character development. This system encourages players to think about what they may need before confronting another dangerous area rather than depending entirely on reflexes. Crafting does not reach extraordinary complexity during this introductory portion, but its presence suggests a broader design in which exploration, resource management, equipment, and combat are intended to support one another. Narrative choice is another promising feature. Decisions are positioned as meaningful parts of the adventure, with the broader concept supporting different outcomes and multiple endings. That gives the world more potential replay value and creates the possibility that choices will influence more than immediate dialogue. Within a prologue, however, it is naturally difficult to demonstrate the full consequences of a branching narrative structure. Players are shown the foundation of the idea rather than its complete payoff, making this one of several mechanics whose true potential lies beyond the boundaries of the introductory chapter. The biggest weakness is therefore also an unavoidable consequence of the game's purpose. This is a prologue, and it feels like one. Just as the story becomes interesting and its collection of mechanics begins establishing a rhythm, the limited scope prevents the adventure from developing into the kind of extensive journey normally expected from a Metroidvania-inspired title. Character progression, crafting, exploration, narrative decisions, and combat all have room to become deeper. Players approaching it as a preview of a larger concept will likely appreciate it more than those expecting a substantial standalone campaign. Controller support complements the platforming and action-focused design and makes the controls naturally suited to a gamepad. For Steam Deck users, there is no official Valve Steam Deck compatibility classification identifying the game as Verified or Playable. It should therefore be considered officially unrated for Steam Deck rather than guaranteed compatible. Its controller-friendly 2D design may make experimentation on the handheld appealing, but users should be prepared for the possibility of compatibility adjustments or other issues until an official Steam Deck status is established. Betrayer: Curse of the Spine - Prologue ultimately provides a promising taste of a dark and mysterious action adventure. Its combination of atmospheric pixel-art presentation, exploration, demanding platforming, equipment, crafting, combat, and player choice gives it more ambition than a straightforward introductory platformer. The short format keeps several systems from reaching their full potential, but it also provides a convenient way to determine whether the larger concept is appealing. For players who enjoy mysterious fantasy worlds, challenging 2D traversal, action-oriented combat, and Metroidvania influences, this prologue offers an interesting opening with enough distinctive ideas to leave curiosity about where Aidan's journey could eventually lead. Rating: 7/10
Anytime you move through any loading screen all breakable objects and enemies respawn. Feels more like bad programming than an intentional choice. Skill balance is a complete mess. Tiny stat bonuses are mixed with essential upgrades. Once you buy the explosive arrows upgrade you are forever stuck with it and will always damage yourself when shooting arrows at close range. Screen scrolling can only snap to the nearest pixel. Because the pixels are very large, it makes camera movement jumpier than it should be. This is most obvious when the camera moves slowly to center on the player after moving. This game badly needs re-balancing and polish. Game features need to be removed and re-added in a more sensible way. The problems in this game remind me of what Star Wars could have been like without the the Biggs and Luke scenes removed.
a Fun platformer side scroller. Enjoyable
That was fun! A very long demo, pretty addictive, it took me almost six hours to complete. Lots of fun exploring the areas. After two hours I noticed there is another entrance to the castle, even though it's clearly visible on the map, haha. Also I'm a big fan of the cat spell. One thing I don't like is how the game slows down when it gets dark, this also happens frequently in the underground area. But overall it's a good game.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.