
You are Nephilim: a human-angel hybrid forged to defend humanity with supernatural powers. Fight solo or with a friend to annihilate demons and challenge brutal bosses in relentless melée combat. Rise, violent one. The prophecy is yours to fulfill.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About

The city of Gildenarch has fallen. Once a holy jewel, it is overrun by demons, undead, vampires, and Hellgrowth abominations. Humanity's last hope is the Order of the Crimson Moon, and its most feared weapon is you.
Whether you crusade alone or slay together in co-op, the prophecy is yours to fulfill.

Embody a Nephilim, a human-angel hybrid forged to defend the world from Hell. Master supernatural powers, weapons, melée combat, and angelic transformations to fight through brutal missions and survive boss encounters with the Dead Gods.

Blood-soaked Melée Combat - Fight hordes of abominations with relentless, visceral combat
Single Player or Co-Op - Crusade solo or slay together
High Risk, High Reward Missions - Every successful run presents new missions, modifiers, and skill achievements
Upgrade to Superhuman - Evolving Nephilim powers bestow temporary abilities for devastating attacks
Seek Sanctuary Between Runs - The Church is your home base for upgrades, NPC interactions, and War Table planning
Set Your Difficulty - Dynamic difficulty scaling allows every mission to match your skill - but with higher difficulties come greater rewards
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 673 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Rarissimamente ho acquistato un gioco al day one, ma a 'sto giro ero fiducioso e con aspettative alte, ed ho approfittato del fatto che fosse proposto ad un prezzo più che onesto in un epoca che presenta titoli saturi e vuoti al prezzo di un rene. Mi sono trovato davanti un gioco nato rotto, ma con grosso margine di miglioramento! Crimson Moon non è privo di difetti, il più evidente e problematico è la telecamera, la quale si presenta il nemico principale del giocatore, creando non poche difficoltà in varie situazioni (es: combattere nemici superiori a numeri uno (1); aree troppo piccole con nemici troppo grossi e potrei continuare...); server poco stabili che spesso fanno crashare le run sul più bello con conseguente restart dall'inizio, irritante soprattutto se si gioca in cooperativa ; mancanza di moveset variegati per le armi che si presentano ahimé tutte uguali fra di loro ; hitbox dei nemici che decide di funzionare solo quando dice lei Detto ciò presenta a mio avviso anche lati positivi : l'idea alla base è molto valida ; l'estetica gotica fa la sua figura (accusati di aver usato IA, quando basta leggere la pagina del negozio per rendersi conto che è una calunnia, basta leggere la pagina del negozio) ; la OST spacca, facendosi piacere anche da chi non è amante del powermetal / metal in generale ; le varie finisher sui nemici sono soddisfacenti e le boss fight si sono rivelate più oneste e divertenti di quanto mi aspettassi. Non ho per niente apprezzato il bombardamento di recensioni negative fatto da gente che ha giocato 40 minuti scarsi, lamentandosi di qualsiasi cosa in maniera infantile e stupida, presentando blande motivazioni che mettono in risalto il loro essere pigri, viziati e mancanti di spirito critico, aspettando di trovarsi davanti il nuovo capolavoro di From Software. Ricordatevi sempre che si tratta di un gioco indie creato da uno studio con pochi sviluppatori, non di un quadrupla A con i miliardi alle spalle, messo in vendita a 20 euro. Alla fine è un gioco valido, divertente da giocare in compagnia, ad oggi consiglio di aspettare qualche aggiornamento che migliori le prestazioni e il bilanciamento di certe meccaniche di gioco. Voto finale 6,5 / 10
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Latest in each market: best PL #22, worst US #89 · 12 markets collected
US · last 30 days
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 - Latin America, Japanese, Portuguese - Brazil, Simplified Chinese*languages with full audio support
| $39.99 |
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 674 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bem, simples e honesto.. NÃO está pronto, se você pensar em horas que vai se divertir, se ele jogo custasse 10 reais ( 2$ dolar) não se paga, por multiplos pontos. - 1. inteligencia dos inimigos simplesmente está a frente do jogador em todos os aspectos( se você usar o dash, o inimigo vai mirar a habilidade ou ataque onde fica o final do seu dash, fazendo com que SEMPRE ou 90% das vezes ele vai te acertar sim) - 2. Eu claramente consigo ver que os devs nunca jogaram um soulslike na vida, pois é simples. Esse jogo em sua essência não é um soulslike apenas um jogo onde os inimigos são programas para serem mais inteligentes, forte e rapidos que jogador (um jogo onde os inimigos são programas para MATAR o jogador e não serem mortos para o jogador progredir) - 3. Eu tambem vejo que os devs nunca jogaram um Rogue Like \ Lite, porque não tem nada aleatorio nesse jogo, em nenhum aspecto, o primeiro mapa é o primeiro mapa, mesma rota, mesmo inimigos e você precisa matar o mesmo numero exatos de inimigos para progredir, depois de morrer 2 vezes você simplesmente não sente mais vontade alguma de progredir nesse mapa tosco que não te proporciona a "emoção Roguelike\lite onde vai haver poderes ou buffs para "ajudar" progredir". - 4. Agora vamo passar o belo pano, e fizer "mas é acesso antecipado", sim claro mas até quando esse pano vai segurar um jogo travado, cru e que vende 2 propostas e FALHA MISERAVELMENTE EM AMBAS, esse jogo não é soulslike, e nem sequer é um roguelike\lite, como vocês tem a pachorra de classificar esse jogo a não ser uma merda generica que o chat GPT disse, porque se não fosse as 2 horas jogadas eu claramente pediria reembolso, mas vou ser sincero eu nem sequer cogitei a possibilidade de pedir reembolso porque eu ACREDITEI que esse jogo tinha salvação, mas ao que tudo indica não tem, e eu fui alem chamei um amigo pra jogar pra gente testar os "limites desse tão falado roguelike e soulslike" e VEJA BEM, primeiro o jogo é hospedado no servidor remota nos confins da China porque lag é oque se mais tem, segundo os BUFF e POWER-UP são IGUAL...... IGUAIS para os 2 jogadores, isso mesmo que você ouvio, o ROGUELIKE tem os exatos mesmo buff para os 2 jogadores.. claro que tem né.. claro. Eu não recomendaria para meu pior inimigo, pois eu tenho certeza que ele provavelmente iria morrer no meio da gameplay escambrosa que é esse titulo. - 5. Dito isso espero que melhorem no futuro, visto que já não há mais oque ser feito por enquanto. E gente faça uma pesquisa antes para ver oque é Soulslike e Roguelike, nem é tão dificil assim, vocês são pagos pra isso ninguem aqui tá fazendo caridade não.
I wanted to like this game, I really did. The art style is easy on the eyes, animations, sound fx, soundtrack all check out. I really like that they used hand-crafted levels instead of proc-gen, and the moment to moment combat is generally fun. 90% of the time the game's balancing feels fair. The executions are very cool, and I like the environmental storytelling the game does. The game is also quite decent for just $20. I overall had some good fun playing this game. My list of grievances is much longer though, sadly: No pause button. It's 2026, you guys aren't Fromsoft. Devs need to stop this nonsense with not allowing us to pause games. I understand this game is multiplayer, but even in singleplayer the game cannot be paused. The most frustrating thing of all are the giant Demon Brutes (like the one you fight in the tutorial). They feel like a huge slap in the face to the player every time you come across one. Since this game doesn't rebound camera off walls, your vision during this fight gets obscured by the environment constantly. This demon which you encounter as a random enemy in missions is literally more difficult than all but maybe one of the final bosses of each mission, very high damage, high HP, fairly difficult to parry, have a few very long combo strings which means your stamina bar is going to be exhausted if you like dodging, when posture-broken, you can't riposte them, and even if you want to just wail on them, they stagger like 1 mile backwards so you can't even properly punish them. To top it all off, when you finally kill one, it always drops NOTHING. This enemy is just insulting and frustrating to fight. You may as well just place a giant gate that drains half of the player's flasks, + one of their lives, and force the player to go through it, because that's what encountering this enemy feels like. the combat is generally good, but it feels very rough in certain ways. For example, you cannot pivot/turn at any point once an attack animation has started. You can't even pivot/turn in between attacks of an attack chain. This isn't a Monster Hunter game, you don't have to lock us to animations like this. Elevation changes mess up several different attacks and also ripostes. That's some 2011-level jank. The game doesn't communicate clearly when you can and cannot change your build. You have to fail a mission to finally be put into a state to be able to change your build. The merchants selling you things you can buy in between missions with the temporary currency seems pointless - my items after even the first mission are generally already better than anything the merchants sell, plus their inventory never seems to change. It's always the same items. What's the point? Let us buy consumables with this temp. currency instead. I do like the game's meta progression system, however the upgrading system needs some QoL. If I have a chestplate at blue rarity, how does some other chest-plate at gray rarity compare to my blue one if I were to upgrade the grey one to blue? I should be able to view the stats, or know this, and not have to waste money upgrading just to figure it out. I dislike how little buildcraft the game feels like it has. The environments don't feel like they have a lot of interactable elements in them, making the world feel stiff, and stone-like. Weapon variety is sadly quite low, and so too is enemy variety. The game's balancing is also kind of all over the place. I mentioned earlier 90% of the time it's good. Within that last 10% lies some of the most frustrating nonsense this game has to offer. The boss of the 3rd district (Egregore? I don't remember the exact name) literally 1-shots me from full hp with his slam + triple circle attack. I have a build centered around having as much defence as possible, while also frequently taking upgrades that boost my max HP. I should not be getting 1-shot by literally anything in this game. I also sometimes break the posture of certain enemies in 2 hits, and other times take 4 or 5 hits for no discernible reason (I don't know what the enemy is called, it crawls, jumps and claws at you, looks like a demon or fiend of some sort), same weapon, same string of attacks (light attacks only). Right now the game feels like it's in early access. I hope the game gets some more love. More polish on the combat system, more build, weapon and enemy variety, fix the damn Demon Brutes (absolute minimum, make it so that they can actually drop loot. Killing one right now feels pointless and insulting). I'd be more than happy to redo this review once the game gets a bit more time to cook in the oven.
I played this game and got diarrhea. coincidence? i doubt it. Also thanks for deleting my previous review without my knowledge.
es verdad que quizás le faltan algunas cosas, pero el juego esta muy bueno entretenido y retador, el rendimiento al menos a mi me va super bien (para activar el dlss y frame generation hay que reiniciar el juego) no le hagan caso a los que se quejan por todo el juego por el precio esta bastante bien y entretenido
Has way too many bugs and glitches, game feels more like a pre-early access than a fully fleged game.
Alright, hear me out. First, thank you to the developers for listening to feedback. I previously gave feedback to another game, Abyss, and they actually responded and made changes. I respected that, so I want to do the same here because I genuinely want Crimson Moon to succeed. I've been playing PC games since around 2000, from The Sims and Half-Life to LAN games, MMOs, ARPGs, shooters, and Souls-like games. I think Crimson Moon has a lot of potential, but right now it still needs a lot of polish. [Not mentioning why I cant keep my OWN loot] ### UI / UX The UI looks great overall and is easy to understand. My main complaint is the amount of unnecessary eye movement when upgrading or comparing equipment. Sometimes the item is on one side while the important information is far on the other side. It sounds small, but after doing it repeatedly, it adds unnecessary visual scanning. I would also love better inventory tools: * Sorting * Filtering * Equipment-slot filters * Rarity filters * Keyword search * Better side-by-side comparisons You give us a lot of equipment, so please make it easier to understand what we already own. ### PERFORMANCE / STUTTERING This is probably my biggest complaint. The game stutters. Earlier I experienced very small micro-stutters. Now I sometimes get freezes lasting around one or two seconds, and sometimes the sound hitches with it. I'm also a music producer, so audio interruptions are very noticeable to me. In a combat game where dodging and parrying depend on timing, a one-second hitch is a huge problem. Please prioritize frame pacing and native performance, not just average FPS. Upscaling and frame generation are useful, but they should not replace proper optimization. ### COMBAT / INPUT BUFFERING The combat sometimes feels less responsive than it should. If I click attack multiple times, the game seems to remember those clicks for too long. Then I see an incoming attack, try to dodge or cast a skill, but my character is still processing the attacks I clicked earlier. That becomes very frustrating. Please look at the input-buffering system. Defensive actions like dodge, parry, or certain skills should probably be allowed to interrupt queued attacks within reasonable windows. I should be punished for making a bad combat decision. I should not be punished because the game remembered multiple mouse clicks I made earlier. ### PARRYING I'm normally someone who likes parrying, but in Crimson Moon I find myself dodging more often. The timing sometimes feels more predictive than reactive. A successful parry should feel like: "I timed that perfectly." Not: "Oh... so THAT was the timing." Performance problems make this worse. When the game is smooth, I'll gladly parry. When the game is hitching, I'm not trusting a tiny parry window. ### CONTROLS Thank you for starting to improve keyboard rebinding. Please keep going and allow as much control customization as possible. Controls are cultural. Developers test games for thousands of hours using certain layouts, so those controls eventually feel natural to them. That doesn't mean they feel natural to everyone else. For example, I personally hate using Z during fast combat. My hand naturally stays around WASD, Shift, Ctrl, Space, nearby keys, and mouse buttons because that is how I have played PC games for years. Other players will have completely different habits. Especially on PC, players should be allowed to customize their controls. ### CAMERA / LOCK-ON Please take another look at the lock-on camera. Sometimes target switching feels unpredictable, especially around large enemies or groups. In melee combat, the camera is basically part of the combat system. If I'm fighting the enemy and the camera at the same time, I'm fighting two bosses. Large enemies especially need smoother, more predictable camera behavior. ### CO-OP / PROGRESSION Co-op progression also needs clearer communication. Players should always understand: What am I keeping? What am I losing? What belongs to the host? What belongs to the guest? Has my progress been saved? Even if some problems are misunderstandings rather than bugs, that still means the game is not communicating the system clearly enough. A simple visual confirmation would help a lot. ### VISUAL IDENTITY / CINEMATICS This part is more personal opinion. The game is called Crimson Moon. Use that identity more. Moonlight, red illumination, shadows, silhouettes, fog, dramatic crimson lighting during major encounters. Players should be able to see a screenshot without the UI and immediately know: "That's Crimson Moon." You already have a strong visual identity. Push it further. ### FINAL THOUGHTS I actually really like this game. That's why I'm writing this. The art direction is good. The equipment is interesting. The combat has potential. The world has personality. But right now, I don't think the game needs more content as much as it needs polish. Performance. Responsiveness. Input handling. Camera behavior. Control customization. Inventory quality-of-life. Clearer co-op communication. You already built the house. Now stop adding furniture and level the floor. Best wishes to the developers. I genuinely hope Crimson Moon succeeds, and I'll keep checking the updates. Good luck. I'm rooting for you.
I really wanted to like this game was gonna ignore the atrocious camera and let me tell you its genuinely one of the worst cameras iv had in a game one of the game's core features (Execution) and its camera is so laughably bad if you locked-on the enemy before. Was gonna ignore all that but sadly its one of those games where if you play with friends overseas with 130~ ms latency then gg we play all types of games together with 0 issues no complaints from indie games to AAA games but this game decided to make it so if you have some latency difference your character will randomly rubberband in some heavy attacks and nothing looks or feels good anymore refunding :\
1.0 is like a pre-alpha; wait the 5.0 to buy this game
This game is obviously not finished and is the Ryan Bruney of all video games. The camera angles are abysmal at times, the loot system is garbage, the upgrade system is garbage, and it's nearly impossible to make a "build" because you never know which stat of any weapon or piece of armor will disappear when you end your run. You will probably be bored within 5 hours. I only beat the game to justify the $20 I spent on it which would've been better spent on a 5th of Tito's. For anyone who wants to throw out the "git gud scrub", save yourself some time and don't because I have the platinum trophy for Elden Ring on PS5. This game may be good some day but it isn't right now. The last boss is Bull**** too.
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