
Engage in fluid 2D pixel art swordplay, hunt down witches, fight monsters and experience the age of high adventure. Enter the guild of the Crimson Capes and explore a fantasy world of Sword and Sorcery.
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): 0.67/day in the week to Jul 21 → 0.2/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
Milon the Tempest, is a witch-hunter on a mission to take down a conspiracy of wizards. As the Left Hand of the King, he is responsible for doing the work that Knights and Emissaries of the King cannot be associated with.
He is leading the Crimson Capes, a guild of witch-hunters taking on missions throughout the kingdom of Amvros. During the events of the story you will discover that there are more sinister powers at play and you will come to understand the true meaning of power.
You can take control of any hero you want, at all times. Discover each unique fighting style and skill tree. Join in the asymmetrical multiplayer and hunt in online co-op with other Capes, or invade a hunt as a Deathblade.
Fight using moves and guards based on realistic fighting techniques. Perform feints, thrusts, cuts and spinning moves to open up your enemies for a fatal hit.
Each hero has magical abilities to compliment their fighting style. You can harness the winds and command thunder, raise flames or call upon darkness to engulf you. As you gain more experience you can expand on your physical and magical skills.
Take the heads of your opponents, bring them down to their knees for a finishing blow, or spill their insides out. Deliver the Law of the King and make an example out of your enemies.
Raid old ruins and magic towers, climb down dark caverns and explore mystical forests. Magical artifacts are waiting to be discovered in every corner of the world, which you can explore at your own pace and in any order you like.
Genres
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Indie is the future of gaming, this kind of game, just pure gameplay, short but plenty of bosses, no repetitiveness BS, just gameplay :)
Crimson Capes is a lite-metroidvania mixed with the reflex-dependent combat of a Dark Souls (or more appropriately, Sekiro). And it actually works very well. So the game takes place in a brutal, low-magic world filled with witches and beasts and the undead. Your king sets you on a quest to assassinate four local witches, each headquartered in four different parts of the world. To complete your quest, you'll traverse varied and distinct zones with different enemies and obstacles. The metroidvania part comes from getting items that will help you progress and backtracking to previous zones. There are many hidden areas and a multitude of bosses, some actually pretty cool and interesting. The combat is brutal, engaging, and rewarding. It's not too in-depth; you have light and heavy attacks, a dodge roll, and a parry. You can upgrade to get some new moves, but I never really found myself relying on these and primarily stuck to the basic moves to get by. I really liked the combat because when I died, it felt fair. My deaths were usually because I didn't parry enough or I got reckless. But when I did succeed, there was a definite satisfaction from cutting down a seemingly impossible foe with my reflexes and skills, and it felt great. There are other characters that you can recruit and they play a little differently. For example, one uses knives for quick attacks while your main character wields a heavy claymore. There are also items you can equip which will have different enhancements or effects. I'd also like to point out that the story was surprisingly interesting and there were a couple of plot twists at the end that I didn't see coming. I should also add that the graphics, although somewhat basic, were serviceable. I liked the almost stop-motion animation of the characters and the variety of backgrounds and locations. The art itself looked like the scrapbook of a high schooler, but there was a definite charm to it all. As a negative, the game lacks music variety and sometimes even goes silent for stretches. I thought it could use more sound effects and maybe some voice acting. I also finished the game but missed an achievement and I don't have the will to play all over again to get it. I hate getting locked out of achievements! Overall, I'd give this game a 8.5 out of 10. It's really good and you'll get a solid 15-16 hours of quality gameplay for a reasonable price.
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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
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Co-op is buggy in some areas, but not enough to hinder enjoyment. Bring a friend or three. Really good animations for a pixelated sidescroller, apperently they were mocapped similarly to classic mk games, I think. I also liked the background layers, making the game feel way larger than it already is. Big Passion project over here, I strongly reccomend it.
[h1]🩸Красивий арт, убогий сюжет🩸[/h1] [b]На жаль - Не рекомендовано.[/b] Гра точно не вартує своїх грошей [i](якщо і брати, то тільки зі знижкою)[/i] Чому[b] Crimson Capes [/b]не працює як треба: [list] [*]«Умовна» метроїдванія. Кажу «умовна», бо зазвичай у цьому жанрі, коли бачиш прохід, то щоб туди потрапити треба здібність, якої в тебе ще немає. Наприклад подвійний стрибок)) Тут на це забили. По дорозі якісь нові здібності для пересування відсутні [*]Секіро на мінімалках [i](дуже мінімальних)[/i]. Гра хвалиться механікою парирування. Але якщо в неймовірній [b]Nine Sols[/b] https://store.steampowered.com/app/1809540/Nine_Sols/ навколо цього побудований весь кайф боївки, то тут абсолютно всіх ворогів я пройшов тупим затикуванням одною кнопкою. Просто б'єш, іноді парируєш, знову б'єш, всьо При цьому керування желейне і тягуче, а нормального доджу взагалі немає, якшо шо [*]Мертва механіка гільдії. Можна відкривати нових персонажів зі своїми здібностями. Скільки разів я за них грав? Аж два. І то лише тому, що гра змусила це робити, бо інакше по сюжету не пройти. Сенсу перемикатися немає - ти зі старту вливаєш усе в прокачку гг, і на його фоні інші персонажі виглядають просто слабкими. Може в коопі воно й працює, але перевіряти не буду [/list] Фінал - це вишенька на торті Абсолютно тупа кінцівка від якої згорів. Спойлер[spoiler] гільдію гг зрадила його ж власна ДРУЖИНА. Вона вирішила вбити і чоловіка, і їхнє спільне немовля з абсолютно невідомих причин. Проходить 20 років, гг з другом знаходять її, йдуть мститися. Нізвідки з'являється якийсь безсмертний тіп і просто розмотує і гг, і його друга.[/spoiler] Кінець. Чого ми досягли? Та хз. З плюсів - хіба що візуал прикольний. Ну і ще розроби намутили посібник, який у ПДФ відкриваєш у браузері й він наче як допомагає пройти лінійну гру)
Here off the back of Windmills, which rules. First impressions, this is like the higher budget sequel; Takes the 16 bit platformer and propels to a 90's PC spec combat adventure. Again, what's not to love. Great writing, great gameplay - hand made heaven
I really like the fluid combat system that the devs incorporated in this game, challenging but extremely satisfying if pulled off correctly. The theme and especially the dialogues are also very good. However, the parry and deflect mechanic in this game is just not good. Some enemy have very fast combo that there is no room for a drain stamina attack after you have successfully deflect them. And most of the time I have to trade blood with them to get their stamina bar to zero. Not to mention several consecutive deflects do not drain the enemy stamina at all. An easy fix is to make the enemy staggered after you have deflected them many times in a row. This would fix the combat system in my opinion.
Tür içerisinde birbirinden esinlenen hatta kopya çeken oyunlar görmeye alışmışken Crimson Capes’in kendine ait bir kimliğe sahip olmasını ve orijinal bir oynanış sunmasını beğendim. Kusurları var ama verilen emeği de kesinlikle görmezden gelmemek lazım. [b]Artıları:[/b] Beraberinde gelen kılavuza kadar son derece eski kafa bir yaklaşıma sahip Rotoskop tekniğiyle hazırlanan animasyonlar çok başarılı Vahşet seviyesi bu tür bir oyundan görmeyi beklediğim seviyede Level atlayamamak hoş bir değişiklik Yan görevler ve oyun dünyasında gizemler gayet güzel Av mantığını beğendim Souls benzeri bir invasion sistemi var [b]Eksileri:[/b] Animasyonlar fazla hantal Kontrollere verilen tepki çok başarılı değil Bazı özellikler gereksiz karmaşa yaratmış Tüm savaşlar “def et ve saldır” yaklaşımı ile sınırlı Oyunun sonu biraz ani gelişiyor ve havada kalıyor Müzik ve sesler bakımından pek başarılı sayılmaz İncelemenin tamamı için: [url=https://oyungezer.com.tr/inceleme/crimson-capes-inceleme]Crimson Capes - İnceleme[/url]
This game is just straight up gameplay. Which is good because it has a solid combat system. It is a little bit short, but for the price point seems reasonable.
It pains me to write such a review, because I can tell a lot of effort and passion has gone into this game, especially the animations and art. Indeed, none of these aspects of the game are an issue for me at all. If I were to critique this game only in terms of its art direction and animations, this game would be one of the best games of all time. Sadly, games cannot be assessed only on this basis, especially not Blasphemous-style soulslikes. Blasphemous is also a very gorgeous game, and had solid, rhythmic combat where every enemy seemed to be bound by the same rules as you. Alas, this is not at all the case in Crimson Capes. It felt to me that, throughout the experience, Crimson Capes wanted to have Blasphemous/Sekiro-style combat without understanding what made either of them work. As mentioned before, Blasphemous is a game that required a lot of Castlevania and Dark Souls-esque calculation, since both you and the enemies that you'd encounter would be about as fast as you. What's more, since the game was oriented around solo combat, Blasphemous was very, very careful about enemy placement and tried to make sure enemy attacks did not overlap in obnoxious ways, lest combat be an unreadable, poorly-paced mess. The bosses in Blasphemous were not horribly difficult, but also did not shy away from a mild puzzle feel, or utilized the arena in interesting ways. I have played Sekiro less, but from what I understand, Sekiro made sure that aggressive combat was highly rewarded, while also recognizing that bullying enemies with combos would be obscenely boring. Thus, Sekiro's stamina bar was a means of ensuring that you and the enemy would have to rhythmically bob in and out of combat, and so, part of mastering Sekiro's combat was the dance you'd do with both deflects and aggressive gameplay once you understood boss patterns. It is an ingenious system that few games besides the outstanding game Nine Sols has ever replicated since. I get the sense that Crimson Capes is an ambitious game, given that it tried to blend both of these influences together into a game that worked. However, two particularly pernicious problems reared their heads in this game. For one, enemies, and especially bosses, have their animation speeds and attack downtime clocked absurdly high. This seems like this was a last-minute balance change to ensure that gameplay wasn't too easy in order to keep up with the recent influx of action soulslikes that have come out in recent years. Since the game is not too long (it's about 8 hours on average, but I suspect a few hours more if you try to 100% everything), perhaps the developers were worried that their game would be seen as a disappointment to said action soulslike fans if their bosses were not difficult. However, enemy speeds being as high as they are leads to the second main issue of gameplay: combat is not impactful enough, and the game has a problem that many in the genre have experienced: enemies seem like they're having way more fun than you are. Combat is a lot of waiting, deflecting, and dodging, where you wait for your ability to hit the boss with 1, maybe 2 light attacks before they continue with their multi-hit frenzy, since deflecting is the only option you're given, and it doesn't affect poise or stamina in this game. For whatever reason, hitting the enemy is the only way to decrease enemy stamina, and enemies regenerate their stamina over time if you don't hit them. This means that if you ever want to get a critical hit on many later bosses, you'll have to rely on circumventing combat with your powers (rather than enhancing combat with said powers) or relying on RNG where a boss uses attacks with more openings than not. Interestingly, I did not feel this way about the two "hardest" bosses in the game (the lightning-themed king and light king bosses, respectively), as they had a very distinctive rhythm and aggressive pace, along with very clear openings. They are largely an exception to a pretty noxious rule. I'll close by offering the cliche "you can trust my game review because I'm not bad at these games" by noting that difficulty does not bother me, in light of the fact that I have beaten the final boss of Lies of P's DLC's Difficulty 5 iteration in 4 minutes and 27 seconds. It's a shame we live in a climate where such credentials are required to be taken seriously, but I sort of understand I suppose. The reason I make this point clear about difficulty is that I think that a gameplay loop in action soulslikes should have a satisfying loop that rewards aggressive gameplay rather than giving the player about 2 seconds of uptime before they go back to a passive snooze-fest. Sadly, I think Crimson Capes falls into this camp. It's tragic, because I think that lowering animation speeds and adding variation to how one should approach bosses could have saved it.
C'est la première fois que j'écris une critique sur Steam ! J'ai adoré Crimson Capes ! C'est bien pour plusieurs raisons selon moi : Déjà les mécaniques de combat sont vraiment bien faites, il y a la possibilité de faire des combos d'attaques très variés, des feintes, des esquives etc sans parler des accessoires et collectibles (la plume de corbeau !), bref le gameplay offre beaucoup de possibilités. Ensuite chaque partie de la map a une atmosphère qui lui est propre et il y en a pas une en dessous d'une autre. L'histoire de la guilde de "Crimson Capes" est sympa, les dialogues avec les PNJ sont bien écrits, avec de l'ironie et du sarcasme bien pensés meme si parfois je sentais que je ne comprenais pas tout puisque le jeu est en anglais et mon niveau dans cette langue est pas incroyable non plus (je suis français). Concernant les combats j'ai pas mal galéré sur certains boss (Tip'Leazar, Le Sphynx, Le Minotaure, le dernier boss...) meme s'il n'y a rien d'infaisable, tout est une question de timing comme vous vous en doutez. Pour finir, je dirai que ce que j'ai le plus aimé du jeu c'est son atmosphère originale, les déplacements des persos qui rendent le gameplay agréable et les combats bien évidemment! Bref, n'hésitez plus : allez acheter ce jeu c'est important de soutenir les jeux indés (c'est d'ailleurs pour ça que je me suis motivé à lui faire de la pub). Big up à toute l'équipe qui a travaillé sur ce jeu et qui nous permet d'y jouer pour vraiment pas cher...
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Where this game's players are, estimated from review languages.
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