
A modern re-imagining of the classic ASCII dungeon crawler. Choose your hero and descend into a procedurally generated world constructed entirely from ASCII letters. Can you survive?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 12 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0/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






Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.24−85% | 170reviews | 76% | — | $7.2K |
| $14.99 | 581ratings | 85% | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm a few years late to this party... I mostly find games on sale so it's a bit harder to say no to a game listed at $15 being $1 (If it isn't an obvious scam game) This game draws major inspiration from Gauntlet and mixes it up with a bit of Necropolis (If anyone gets that reference) Pros - The art concept is amazing! - There's CO-OP - The Characters start different, but the game lets you build skills however you like - Comfortable responsive controller support (Apparently using kb&m is a bad idea) - Interactive & breakable environments (Some reviews were complaining about having to break everything to gain exp. You really don't have to do this, but you might have to in order to find a key) - Multiple save files - Create your own dungeons - Exploration with a tiny bit of puzzle solving Cons - The EXACT same first con as everyone else; Pits killing you sucks! If you're in a attack combo and you kill or knock the enemy off the edge, you cannot stop your combo. I haven't died from anything else besides pits in all my runs. I don't get the whole "jumping is hard" because you can jump/double jump the gaps just fine, they just suck in certain situations, like when you're coming towards the screen because you can't change your camera angle to show in front of the character instead, or if you're running away from an explosive enemy and you just barely get hit by their explosion off the edge. There's plenty of ways to fall into a pit, and it's ridiculous that it ends your run. - The only thing that you keep with you between runs is the book that explains enemies (I should mention that I haven't won a run yet. That might change things, but I don't think it will). There's nothing to build up to or help you with future runs besides your own knowledge and skill This is a con, but it's discussing more of the confusion in the reviews over the game itself. - I don't think this game is difficult. I'm not trying to brag or think I'm a better gamer. I just don't understand what the other reviews are discussing when it comes to that. It's not in any fashion difficult; The enemies are easy and all fairly the same concept (some have different elements and there's ranged, regular, tiny latching, and explosive enemies). The procedural generated dungeons are easy to navigate. You get an overabundance of loot that you can use to make different potions/weapons. It's easy to gain experience for your character, and your abilities/weapons are extremely overpowered. You can block EVERYTHING. Getting hit (even with explosions) deals very little damage, and you constantly get food/items to heal and feed your hunger (I'm often finding myself eating food to fight starvation instead of healing). I'm not asking for Dark Souls content, but some sort of variety in the enemy's actions would be nice. Everything is a full frontal assault with little blocking in the enemy's actions. The archers are only annoying because they stun your movement slightly. - Traps are a JOKE! They hurt the enemies as well, and they're so visible that you feel like an idiot if you set one off. - The maps become super repetitive. It's room hallway room locked door and another hallway to another room with the key. There's a few branching paths, but the exploration is fairly linear even for procedural generation. With the complaints I gave... Why am I giving it a thumbs up? It's fun mindless gaming that I see myself coming back to play. It's easy to leave and come back with a very small learning curve. It was $1 which means it has the possibility of going on sale for $1 again.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Brut@l is an unusual and visually striking roguelike that attempts to bridge the gap between the earliest text-based dungeon crawlers and modern action-driven gameplay. Developed by Stormcloud Games Limited and published by Rising Star Games, it revolves around a bold idea: take the ASCII symbols that formed the architecture, enemies, and weapons of classic roguelikes and recreate them as three-dimensional objects in a fully animated dungeon. This concept immediately gives the game its identity. Instead of stone walls, you move through corridors made of floating characters; instead of sculpted weapons, you forge blades and hammers built from letters. The result is a modern dungeon crawler whose foundations are built on nostalgia, yet reinterpreted through stylized lighting, bold contrast, and frantic real-time combat. The basic structure of Brut@l is straightforward: choose one of four heroes — Warrior, Amazon, Ranger, or Mage — and descend into a procedurally generated 26-floor dungeon with permadeath in place. Each run begins humbly, with little more than a torch, a shield, and your bare fists. As you explore, you uncover ASCII letters used to craft weapons, recipes that allow you to enchant gear, potions with unpredictable side effects, and scattered loot that can determine whether your run thrives or ends abruptly. The crafting system, while simple compared to deep RPGs, adds both creativity and tension; you never know whether the next letter you collect will complete the blueprint for a powerful weapon or contribute to a potion that might save — or doom — your character. Combat is one of Brut@l’s primary pillars, and it has an immediacy that contrasts sharply with the old-school aesthetics. Enemies are numerous, aggressive, and varied: skeleton archers pepper you with ranged attacks, orcs swing with heavy, punishing blows, and elemental creatures apply status effects that force you to reposition or rethink your approach entirely. Each weapon type comes with its own rhythm and a unique heavy attack, adding depth to your loadout choices. In a good run, fights feel weighty and energizing, especially when a well-timed strike or dodge turns a losing encounter into a narrow victory. The real-time combat gives Brut@l a distinct personality among grid-based and turn-based roguelikes; it feels more like an arcade brawler fused with dungeon-crawler structure, which will appeal to players who prefer action over deliberation. However, the movement and platforming elements of the game often reveal its rough edges. Many floors are filled with pits, moving platforms, and narrow passages that require precise control. Unfortunately, the character movement can feel slightly loose or floaty, making it easy to misjudge jumps and fall into instant-death hazards. Because runs are lengthy and death is final, losing a promising character to an awkward platforming moment can be far more frustrating than falling in battle. This inconsistency is one of the most commonly cited issues and can interrupt the flow of an otherwise enjoyable descent. It highlights the tension between the game's ambitions and its execution — the core of the combat and crafting works well, but the platforming often undermines it. Visually, Brut@l remains its own greatest advocate. The ASCII-inspired 3D art style is not just a gimmick but an engaging stylistic choice that gives the whole game a unique atmosphere. The stark black-and-white base aesthetic allows colored visual effects to stand out sharply — fire glows vividly, lava pools reflect light dynamically, and enchanted weapons shimmer in neon hues. This layering of color over monochrome structure creates a sense of progression: as you make your way deeper into the dungeon, the environment begins to feel more alive, more dangerous, and more otherworldly. The presentation is complemented by a thumping soundtrack and punchy sound effects that enhance the sense of intensity during combat. Replayability is woven throughout the game, starting with its procedural dungeon layouts and extending into its crafting system and co-op play. Local two-player co-op is a welcome feature, turning the dungeon crawl into a chaotic, collaborative battle where triumphs feel communal and failures sting twice as much. Even more compelling is the built-in Dungeon Creator, which allows players to design custom levels and share them via Steam Workshop. This feature extends the game’s lifespan significantly, especially for players who enjoy expressing creativity or testing themselves against community-made challenges. While not everyone will dive into the creator, its inclusion shows how much Brut@l values variety and player-driven content. Yet despite its visual flair and fun combat, Brut@l does struggle with depth and long-term variety. Once you understand the basic mechanics and have mastered a few reliable strategies — especially powerful enchanted weapons — later floors can lose some of their tension. The procedural generation occasionally produces repetitive or overly simple room layouts, and the core loop of fighting, collecting letters, crafting, and descending can grow predictable. Though the game’s pace is brisk and its style polished, it doesn’t evolve enough to keep every run feeling distinct after many hours, especially compared to more complex roguelikes. Ultimately, Brut@l is a distinctive and memorable entry in the roguelike genre. Its ASCII-inspired visuals, fast combat, and creative crafting system give it a personality few games can match, and its willingness to experiment earns it lasting charm. It is at its best when you are locked in a tense brawl, managing resources, and forging new weapons from scattered symbols. But it is also occasionally hindered by loose platforming and a sense of repetition that sets in during extended play. For players who love stylish, action-driven dungeon crawlers with roguelike structure — and who appreciate a bold aesthetic twist — Brut@l offers a fun, challenging, and visually unique journey. For those looking for precision platforming or deep systemic complexity, its shortcomings may stand out more clearly. Even so, the game’s creative spark makes it a noteworthy adventure for fans of roguelikes with an experimental edge. Rating: 7/10
Неплохая игра, разработчики сэкономили на визуале, за-то сделали прикольную боёвку, на несколько часов игры я думаю эта игра потянет)
Smacked keyboard with head it became axe. Wife saw now demands renovation. I said lets go basement treasure and beer await. She bonked me but kept weapon.
你这跳跃距离设置得也太傻屄了,稍微远一点的地方就落身死,玩什么?
I f**king love this game, and I've yet to beat it- Though I do love beating my head at this wall over and over again and learning new things each time. When/If I beat the game and if remember to update my review, I will. At time of writing I have less than 10 hours, BUT I have a handful of hours on the PS4 version as well. Most of my hours were/are there still. Things of note: - You need to play w/ controller, preferably one w/ rumble vibrations like a dual shock PS4 controller honestly. This is because there are some small enemies that can be hard to see when they attach to the player's body and deal damage. If you have a rumble controller, it'll buzz telling you there is a lil guy on yah. - The death pits suck, no they don't get easier imo - I still have no idea how to deal with the poison and lava flooring on some sections - The co-op seems to be local only, but that is okay - There are lots of moving pieces to manage like food, health, mana, special attack charge, inventory space, potion materials, etc. You WILL (or should) continue to improve the more you play, and its a lot of fun :D
3/5 star
Сомнительно, но окей.
Эта игра представляет графику выполненную при помощи символов, что и написано в описании. Поиграв в эту игру час, я могу сделать маленький вывод по своим ощущениям. Плюсы: + Рандомная генерация с сидами. + Возможность крафта, как обычного оружия, так и зачарованного. + Малая хардкорность. + Дерево навыков. Развивайся как хочешь. Минусы: - Однообразие. Здесь нет каких-то вещей, которые могут как-то менять геймплей. Находишь оружие и оно отличается от других только типом атаки, либо уроном. - Почти одинаковые персонажи. Персонажи представляют собой 4 класса: Амазонка, Рейнджер, Воин и Маг. Их отличия только в скине щита (у мага посох) и начальный набор перков. Моя оценка 7 / 10. Игра понравилась, но вот из-за этих минусов верну деньги, так как любитель различного геймплея. Надеюсь в далньейших обновлениях разнообразят игру введением уникальных механик. Если вам поднадоел Исаак, то можно приобрести эту игру. Разрабам удачи!
「Rogue」をそのまま3Dアクションにしたというわかる人にしかわからない出オチのようなコンセプトのゲーム。 荷物管理や灯りと食料の確保、操作の複雑さといった要素は大幅に緩和され、現代的な遊び心地です。 今から少し前、ローグライクといえば不思議のダンジョンだったりヴァンサバ系列のローグライトだった時代に突如現れた、 ローグから派生ツリーを伸ばしたローグライクアクション。 不思議のダンジョンが再注目された2024年において、このゲームも再注目されてほしいと思う次第。
Players by region
Where this game's players are, estimated from review languages.
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