
An ancient power lies hidden, deep within Coldfire Keep, threatening the peaceful town of Newsettle. Now four friends must take it upon themselves to become heroes, and venture into the depths on a quest to secure their town's future.
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.
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.
About
An ancient power lies hidden, deep within Coldfire Keep, threatening the peaceful town of Newsettle.
Now four friends must take it upon themselves to become heroes, and venture into the depths on a quest to secure their town's future.
Coldfire Keep is a traditional, old-school dungeon crawler, lovingly hand-crafted for fans of the genre. Featuring grid-based movement, and active turn-based combat, Coldfire Keep draws inspiration from classic late 80's and early 90's dungeon crawling adventures.
Gorgeous 3D environments.
A massive dungeon to explore.
Monsters, loot, puzzles, and hidden secrets!
Multiple control methods.
A spiritual successor to The Deep Paths: Labyrinth Of Andokost is in development! A brand new adventure awaits...
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a mobile ported "3d" ripoff of the ancient Eye of the Beholder games where you negotiate a dungeon grid from a first person view. As usual, mobile gaming makes gaming worse for everyone. This is incredibly dumbed down to appeal to mobile peasants. Everything is limited/simplified/bare minimum kind of functionality. It's a shame to see a great gaming concept ruined by mobile devs. If you want to play this kind of game, you can get an awesome experience playing the original Eye of the Beholder series, or the Legend of Grimrock series. Give this mobile peasant refuse a miss.
https://youtu.be/z7gHltZ6oNg Missing many of the expected features for a dungeon crawling RPG such as character customization at level up makes for a very bare bones experience that is easily surpassed by other title's offerings.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
1. şahıs zindan savaşları kontroller çok kötü iyi olsaymış oynanırdı
★★★☆☆ (3/5) Coldfire Keep is an old-school dungeon crawler that tries to capture the feel of classics like Dungeon Master and Legend of Grimrock. If you're into grid-based movement, turn-based combat, and dark, labyrinthine corridors filled with puzzles and monsters, this game might scratch that nostalgic itch. The visuals are decent but nothing groundbreaking, and the UI can feel a bit clunky at times. The combat is straightforward but lacks depth, making encounters feel repetitive after a while. The puzzles are a highlight, though, offering some challenging moments that require real thought. However, the game does suffer from some balancing issues, and progression can feel grindy. Overall, Coldfire Keep is a decent dungeon crawler for fans of the genre, but it doesn’t quite reach the level of the classics it aims to emulate. Worth a try if you're looking for a nostalgic adventure, but don’t expect anything revolutionary.
I know it got a lot of bad reviews and most of them are true but be honest. What do you expect from a low price game like this? It delivered some hours of distraction. That's fine with me. I don't know how they came up with turn based because it isn't really turn based. The only thing that was really bad was the end. No epiloge...just game ends.............................
Coldfire Keep is a deliberately old-school first-person dungeon crawler developed and published by Steve Jarman, designed as a tribute to the grid-based RPGs that defined a formative era of computer gaming. From the moment you step into its shadowy corridors, the game makes no attempt to disguise its influences, instead embracing a methodical pace, turn-based encounters, and careful exploration as its core pillars. It is a title built for players who value patience, mapping, and tactical forethought over spectacle, presenting a compact but earnest adventure that prioritizes classic design philosophies above modern conveniences. The premise is intentionally understated, providing just enough narrative framework to motivate the descent without overshadowing the gameplay itself. An ancient evil stirs beneath the town of Newsettle, its containment failing as the mysterious Coldfire Crystal loses its power. In response, a small group of adventurers descends into the depths of Coldfire Keep to uncover the truth and prevent catastrophe. The story unfolds quietly through scattered notes, environmental hints, and occasional bits of lore rather than overt storytelling, allowing the dungeon itself to become the primary narrator. This restrained approach suits the game’s atmosphere, creating a sense of isolation and gradual revelation as the deeper levels reveal the consequences of long-forgotten decisions. Gameplay adheres closely to traditional grid-based movement, with each step, turn, and action performed deliberately within a square-by-square framework. Exploration is slow and purposeful, encouraging players to pay attention to their surroundings, memorize routes, and rely on mapping tools to avoid getting lost in the maze-like layouts. Combat is turn-based and tactical, emphasizing positioning, party composition, and efficient use of abilities rather than reflexes. Encounters often feel tense not because of overwhelming numbers, but because resources must be managed carefully and poor decisions can quickly spiral into costly mistakes. This measured approach gives each battle weight, reinforcing the sense that survival is earned rather than guaranteed. Puzzle design is woven naturally into the dungeon structure, offering classic challenges such as switches, hidden passages, and environmental riddles that require observation and logical thinking. While many of these puzzles follow familiar conventions, they are integrated thoughtfully enough to break up combat and reinforce exploration without feeling like arbitrary obstacles. Progress often depends on thorough investigation, rewarding players who experiment, backtrack, and scrutinize every corner of the environment. This reinforces the game’s broader philosophy of patience and attentiveness, making discovery feel earned rather than handed out. Visually, Coldfire Keep is modest and utilitarian, favoring clarity and consistency over flourish. The environments rely on repeated textures and straightforward geometry, which can make certain areas feel visually similar over time, but this simplicity also contributes to readability and immersion. Enemy designs are functional rather than elaborate, clearly communicating threats without excessive visual noise. Sound design is similarly restrained, leaning on ambient effects and subtle cues rather than dramatic musical scores. This understated presentation reinforces the game’s oppressive atmosphere, though it may feel sparse to players accustomed to more elaborate audiovisual storytelling. The interface and controls reflect the game’s indie origins and old-school aspirations, occasionally at the expense of modern quality-of-life features. Inventory management, mapping, and party interaction can feel clunky until players acclimate, and certain actions require more steps than contemporary design would typically allow. These quirks can disrupt flow at times, particularly during longer sessions, but they also contribute to the sense that every decision carries weight. Players who approach the game with patience and a willingness to adapt often find that these rough edges become manageable rather than obstructive. Reception to Coldfire Keep tends to hinge on expectations. Players seeking a faithful return to classic dungeon crawling often praise its deliberate pacing, handcrafted level design, and respect for genre traditions. Others, expecting modern polish or narrative depth, may find its visuals dated and its mechanics unforgiving. The game does little to compromise between these perspectives, instead committing fully to its chosen identity. This focus makes it a niche experience, but one that resonates strongly with its intended audience. Ultimately, Coldfire Keep stands as a sincere homage to an older style of role-playing game design, offering a thoughtful and challenging dungeon crawl that rewards careful play and exploration. It may lack the flash and accessibility of modern RPGs, but its strength lies in its consistency and respect for the genre’s roots. For players who miss the tension of cautious movement, the satisfaction of mastering a labyrinth, and the slow burn of uncovering secrets one step at a time, Coldfire Keep delivers a rewarding journey defined by atmosphere, discipline, and classic design values. Rating: 5/10
Looks uncompleted. For example, you cannot turn off music in options, because there are no "options". Pros + Level design is good + Animations is ok Cons - All walls made with one texture - Character leveling uninteresting and dull - Battles after level 3 don't contain any difficulties or interest. Monsters is very slow and stupid. Dropped after 10 level.
crap
It is repetitive but fun.
This is half a game. There is half of a user interface. There is half of a combat system. There is half of a skill system. There is half of a mercantile system. There is half of an automap system. There is half of a bestiary. I could go on, brother. The dungeon is many levels deep, but there is only one shop, at the top of it, where you can rest and buy equipment. However, you can only buy food rations, fishing tackle, and some third thing I've totally forgotten because you will NEVER return to the shop. Outside of the fishing gear, everything you need is in the dungeon. You're probably thinking that there must be loot in the dungeon that you can drag back to the merchant to sell for coin. There is loot, and you will make a ton of gold, but the merchant doesn't buy ANYTHING from you. You will be dropping, presumably, valuable gear in the dungeon to rot just to lighten your load. There are teleporters on every level you can find to bring you back up so you can return to the merchant, but you never will. The gold is ♥♥♥♥ all worthless. It's so pointless that it's inclusion almost feels like the developer trolling the player. You will find better and better gear as you make your way further and further into the dungeon. At least, I think it's better. It's hard to know. I swapped a piece of Chain Mail out for the marginally better Plate Mail I found and my Armor Class actually fell (it's supposed to rise with better armor in this game). There are four stats: Brawn, Agility, Intellect, and Vitality. Warriors need brawn, Rogues need Agility, Casters need Intellect, and Shamans need Vitality. Presumably. See, Intellect is supposed to add to any character's resistance, but enemies don't use magic against you, so.... meh. Vitality is supposed to increase your health, but adding points at a level up doesn't seem to do squat. Agility is supposed to increase reaction time, but not in my experience. My characters all became able to do another action in order of whoever went first. Brawn is strength and meant to increase melee damage, but I doubt it ♥♥♥♥♥♥♥ matters a whit. My Fighter and Rogue were hitting for roughly the same ♥♥♥♥ damage despite differing stats. Arrows barely do any damage, and you miss most of the time anyway. The Caster has the best attack: the spell 'Sparks'. There's a threatening sounding spell for you. Might as well get it out of the way: the combat is ♥♥♥♥♥♥♥ garbage. Enemies only ever do melee damage. They don't cast spells. They don't poison. There is very little to fear from a single enemy ever, but that doesn't keep it from being a slow, boring affair akin to watching paint dry while your brain rots from the fumes. But the game has fishing! Fishing is never bor-.... There is a story to the game too. That's all I have to say about that. There is an automap but it is damn near worthless. I only ever checked it when I was unsure if I was in a new part of the dungeon or not because there is only one dungeon texture in the whole game. The user interface is puzzling. In 99% of PC games the ESC key takes you to a game menu; not here. You will have no idea what spells are active because there are no status effect hints ANYWHERE. No text above portraits, no icons, no colored dots... nothing. You will cast spells in combat that you don't need to cast yet because the spell is already active. You'll cast it - see a message that it's already active, so your spell / turn was wasted, and then a combat message right after that fail that the spell is now inactive. Gee. Thanks. The skill system is nothing to mention really - some characters gain spells with leveling. That's it. Spell mana was never an issue in combat because it replenishes so quickly. Good thing, I guess. If this ♥♥♥♥ combat was drawn out any longer I never would have finished this game. But I did finish the game. Here's the thing: this is nearly a decent game. I almost enjoyed it, despite all of it's numerous short-comings. Though I'd really like to know the answer to this question: "Why does this ♥♥♥♥♥♥ little blobber make my system run so hot? " If you have already played every other blobber out there, this exists. If you haven't, well, you should play the other games first.
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.
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