
All heroes got corrupted! Unlock a diverse cast of crafty professionals, use their unique skills, create your own builds and defend your home by eliminating hordes of monsters. Gather materials, rebuild your village and craft your way to the origin of this malignous curse!
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/day in the week to Jul 30 → 0.14/day in the week after.
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
Select from a variety of upgrades in this Action Roguelite, to create unique builds catered to each character on each run. Are you going to be a Chef focused on serving deserts or roasting your foes? A Seamstress that will patch your enemies together or massacre them with yarn balls? Which material would you choose for your statues: wood or marble? Find your own crafty way to SURVIVE!
Choose from a variety of crafters and artisans with their own unique set of skills and mechanics, for different gameplay experiences. Between cooking your enemies, sewing them together or building statues that will crush your foes, there will always be a crafty way to defend your home!
Gather materials from enemies and use them to upgrade your village, unlocking new characters, extra buffs and grow your power even further.
Toggle skills between manual and auto casting individually! Find the ones that work best in each mode, mixing and matching to fit your own playstyle! Everything on manual? All Skills on auto? Or a mix of both? It is up to you!
Fight in a diverse set of different biomes, with their own challenges, added through updates;
A wide variety of crafters and artisans, with more being added through updates;
Different skill trees on each character for you to discover, with over 300 skills available in total;
Quick play sessions for busy gamers;
Food System allows you to customize your play even further;
Smithing and Weaving System bringing over 80 new passive skills to customize each character's playstyle.
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−50% | 763reviews | 83% | — | $221.4K |
| $11.99 | — | — | — | 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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
When I first started this game, it captured my attention, stole me from another game I purchased in a pack. I am a fanatic for the bullet-heaven genre, I play them all as I am able, steam, ps5, switch, anything I can reach. Crafty Survivors surprised me with some fresh ideas....Initially. Clocking a bit over 25 hours at the point of this review, it's safe to say that yes, you will get your value's worth of game play. However, this is a genre of game centered around the time sink, repeating runs to get a bit further, to grow stronger, to become an unstoppable demon on the field, only to find another level of being you must grind more to overcome. It's a study, a development both personal and casual, understanding mechanics, exploiting builds, all that dopamine crashing stuff. Crafty Survivors fails at this point. The levels are repetitive and pointless, leaving little to the imagination in terms of build and strategy. Some levels have multiple paths, which if main, you must finish the zone at least twice; others, there is an 'explorer' mode, meaning you can just run it again as a character that can unlock the next path with no opposition, a blank map to tediously rush through on the borders just to use a singular skill for an exit. There are quite a few characters to choose from, except they take so long to unlock, they may as well not exist at all, save for those 'explorer' mode unlockable paths. With Crafty Survivors, you gain a character named Sewvia fairly early on; there is no point in any capacity to use anyone but her. Dodge is so incredibly important in this game, and everyone I have seen thus far has ONE dodge....Sewvia starts with three, which also damages and ties in to other necessary skills that stun and decimate, and can get up to six dodges that have a good chance of not depleting, increasing her power with each. You do get the building options in your town to increase power, mats, all that good stuff....but it costs so much gold, so many new mats, that it's only ever efficient to progress as fast as possible. What's more, gold is the only true currency to ever care about; there are zone spawn that drop unique mats, but once you collect one, you can purchase it with a merchant that appears so frequently even at base level, why should you grind at all? You can use a bank that accrues interest per run, and you can get merchants that sell mats you have encountered as mentioned, some requiring different matter of payment. So obviously, prioritize the banking, and the game becomes incredibly trivial....Except for the fact that difficulty spikes to absurd and unexpected levels, upgrade cost becoming grossly unbalanced. You even receive buildings that automatically accrue pricey mats, so why do little else then dump your gold into them? There comes a moment where you unlock statues that can increase, decrease, or eliminate enemy spawn time; with Sewvia, the only option is to max enemy spawn just so you can complete the boring levels quicker for power; NO OTHER CHARACTER CAN SURVIVE THIS AS I HAVE SEEN REASONABLY THUS FAR. There is not a single reason to not use this spawn statue other than wanting to win as someone other than Sewvia, though this drags out the game play to unbearable levels of monotony. When you encounter bosses, known mostly as Corrupted Heroes, the unbalance begins to reel at your mind. No matter your health, no matter your strength, these bosses are so insanely balanced towards dodging, that your choice in Sewvia truly becomes apparent. I do enjoy this game, I will continue to grind until I've locked it all down...But it's a chore, a thing I do while the game is muted and my music is blaring. I did see some comments about rush, lack of proper funding, and that is truly disheartening. There is so much here to love, so much to look to for the genre's progression, and I wish only the best to the devs to build on this grand base of a game. However, there are existing titles that do it better, give you more for your time and life. Last comes builds. I do love that each character has their own pool, but....Honestly there is truly only one 'right' way to play each character. You do unlock the standard 'banish' 'reserve' and 'reroll', but there is barely a point to this, especially for how long it takes to unlock, and how you have no idea when these upgrades become available (buildings don't tell you what they unlock before upgrades, one at a time with increasing cost, only ever seeing what's next after you pay for the first). The pool of skills is so shallow, that you get what you want too easily. Further, there is no point at all in banishing 'skills' since you have five slots, and once they are filled, nothing else will show, save for an even smaller pool of passives, which you only need three points in. Passives are so limited as well as congruent per character, that banish two or three, and you have a clear choice every level. I write this as a negative review purely for the love of the genre, and those seeking more like me. It's worth it, honestly, play it if you can, have the stomach, the need as I do. I'm likely to sink another 25 hours myself....But I'm diehard, stubborn; there is too little here to recommend when there are more fleshed out options. I truly hope the devs become notable enough, supported, that their visions can be met. Because, in the end, why I am stuck playing this shell of a game, is it 'has' that spice, that idea, that scratch to the itch, that 'nothing a sequel can't fix' feeling that burns at your thoughts, that you wish for, wait for, yearn for.
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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, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This survivor-like does the same thing [b]Keeper's Toll[/b] does, where every character feels like they only have a couple of different builds - it's too limited. This is the problem with making all abilities character specific: Rather than the run progression becoming a wild ride to power, it's more like a predictable procession.
Suuuuuper grindy. Crafty Survivors has a genuinely interesting cast of characters, each with a distinct playstyle. Unfortunately, that’s about where my praise ends. The core gameplay loop becomes repetitive very quickly. Unlocking a new character provides a brief change of pace, but after a few runs, the novelty wears off and it’s back to the same slow grind through the stages. Progression feels drawn out rather than rewarding, making the game feel more like a chore than something I’m excited to keep playing. There are some creative ideas here, especially in the character designs, but the repetitive stages and excessive grind make it difficult to stay invested.
Ooookay, the first couple hours of this were kinda meh, became cooler unlocking first unlockable character...and only progressively getting more and more *AWESOME* . Every new building, new feature within the building, oh surprise there's secret paths that can find whole new features. Every new unlock just makes me grin. The variety in how each character plays really adds a nice amount of change, difficulty can vary in a great way. I really cannot glaze this game enough to express how happy it makes me. Great progression, great gameplay, beautiful art, great variety, cute story-esque bits. Adore <3
Fun at first, grindy in the middle, fun at the end again. From the "Survivors" name you might expect something like Vampire Survivors: get abilities until the screen is full of bullets and the enemies are dying en masse. After you see the dodge mechanics and bosses you might expect something more like Death Must Die. Instead, it seems more like it's intended to be a more skill-based action roguelike (something like Death Must Die is slowly moving towards). Good character selection eventually, but most characters unlocked early are hard to use and it takes until almost the very end to unlock some of the most fun ones (Keyra / Newsom). The game works against itself by having some characters drop special resources (Rodrigo for fish, Mausolea for candy) that you need to progress, and requiring them in sufficient amounts that you practically have to run these characters for most of the game. On the positive side, Rodrigo is incredibly strong (high damage with crab trap, easy to get lots of hearts with the net and the basic attack) and Mausolea is my favourite character (I run a summonless build with an Elixired Fungal Vortex). You can get fish from the Fisherman's Hut and candy from the Graveyard, but you need to play the characters in the relevant zones first before you can unlock the levels for the areas required (for the Hut, the Graveyard does not have this issue outside the Haunted Grounds). I played most of the game on Malignous with Cursed Bait (which I only turned off for some of the end-game character-specific boss fights). The levels are long enough with the Bait that I dread to think what it must have been like going through before it. I swapped down to Normal to halve the number of enemies (and their health) after the first three zones, which made progress slightly faster. Even with all the difficulty modifiers I never had much of a problem passing the levels with Rodrigo, or some of the other characters after I unlocked their Forge and Tailor upgrades. The first Tailor upgrade to double the invincibility time on dodge is a game-changer that means you can do things like dodge into a crowd of enemies, fire a shot, then escape out the other side to churn through them faster. The Forge and Tailor upgrades also work against playing multiple characters, as you invest points into each character individually. Some are easier to upgrade than others: Rodrigo needs his fish, Mausolea needs her candy, the other characters need resources you can buy in the shop. After you unlock the Farm, you can grow vegetables and sell them to have as much gold as you'll need. The Bank is a terrible way to make gold comparatively. Most upgrades are very weak and progress feels very slow. Food-wise, the foods that give attack and skill damage over time, and Stone Soup that gives block chance over time seem stand-outs. Block chance is really good and it's difficult to get much of it, and anything that makes you better over time ends up giving a pretty decent boost. For statues, the only stand-out is the one that lets normal enemies drop chests, which gives you loads of levels. I was glad for the Laboratory offering non-character-specific skills, some of which seemed better than most character-specific skills. Fungal Vortex especially can one-shot a boss: I'm not sure specifically how, but I think if you can pull enough clouds, especially black clouds, the tornados can end up doing 40k damage each (and it charges all the way on auto unless you dodge, which is appreciated). The crab claw does a lot of damage but is hard to aim. The mud circle, sand circle and Hoggert roar were all appreciated as decently damaging character-centred AoE attacks, and all the Spectral weapons are quite damaging (and the sword offers sustain) but tricky to aim. You can also pull in an Elixir just for the passive and banish the attacks, as you have a lot of free banishes. Specific complaints I have: rerolls, banishes and reserves appear to have no key assigned, so you have to use the mouse for these, which is a bit awkward. The late-game Dungeons and Overgrown Lizards challenge sends the adventurers in the order mage, cleric, archer, thief, warrior. The warrior is the easiest by far, and the mage is the hardest and most annoying to fight, so I would have rather these were swapped to give you a chance to level up against an easier opponent. The mage teleports often, making it hard to do damage, has a large undodgable grid attack, and has an ice attack which 1) hits you with an ice block, which 2) fires off tornados after it hits and 3) has a damaging circle around it. With dodge invincibility boosted you can dodge the initial attack and just run out the circle before the invincibility fades; without the boost I don't know how you're supposed to deal with this. As it's a late-game challenge maybe it's just balanced around you having it. With Cursed Bait, the caverns summon masses of enemies right at the start, and on some levels this makes them lag tremendously -- e.g. the bears. It also makes the levels much harder, but this is also fun.
one of the best survivor roguelikes on steam. the character roster is incredibly unique with fun builds that create varied play styles. the controls and freedom to customize your build during each run is very well done on controller. its a little grindy but at least for a survivor roguelike it has a purpose with a storyline told through text. if you want to sink a ton of time into a roguelike with great art and game design this is it.
If you're a fan of Survivor games then this one is definitely worth checking out. Each character requires you to adapt a different playstyle, not only making each character feel unique, but greatly adding to the replayability of each level. It feels as if the game has much more potential to grow from here, so hopefully it does.
- short runs (about 10 mins), respects your time - easy to learn abilities for each character - upgradable town - plays well on Steam Deck
Neat premise, but repetitive and poor balancing. There's basically no choice of upgrades since you get so much of everything that you can almost max everything that uses each new resource as soon as that resource unlocks. Each character seems to play the same every run, so there's not as much variety as most games in this genre. The town upgrades had promise, but since they're so cheap and so strictly limited by game progression, they may as well not exist - there's no choice, you're just capped by whatever level you're at.
There are interesting mechanics and characters, but fighting the same enemies on the same map gets boring after 30 minutes, let alone 2 hours. It took me 2 hours to get to the next map and was pumped for some different looking enemies just to be greeted by the same purple slimes. At that point, any patience and hope I had for this game vanished and I just quit.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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