
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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 673 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I used to boot up Destiny to put together a build, try it out in a few strikes and wind down for the evening. This scratches a very similar itch. Excited to see where this goes.
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.
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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
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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
So far I’m really enjoying this. It’s exactly what I thought and hoped it’d be: an RPG themed rouge-light that is focused on combat and loot. It reminds me of Darksiders meets lords of the fallen and hades, with tiered loot. The level of detail in the environments and art design is extremely impressive for a $20 early access game, and I’m really enjoying the gameplay loop. I hope this game can overcome the initial negative keybinding reviews and see success and be supported, because I love what they have here so far, and I think it has a ton of potential. I haven’t tried on my Steam deck yet but it runs beautifully on my 4060 laptop.
This is a good game, speaking on value proposition, gameplay mechanics and difficulty. If you have a weak stomach for gore, this might not be the game for you. Game is decently optimized as well, no hitching or lagging.
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.
Lo jugué con mi esposo, y a pesar de que tiene algunas fallas técnicas y bugs, está bueno, los jefes están sencillos pero están bien, en general nos gusto mucho a los dos
Holy terrible dog ♥♥♥♥. I have been watching for this to come out for like a year. Stoked it wasn't gonna be early access(please stop EA, just stop). Playtest status at best. Where to start? What does rage do? Increases damage? By how much? Stacks? How many? How long does a stack last? How much "mana" does ANY ability use? Guess. Build variety? Nope. Fire, Frost(which I guess doesn't actually do damage), bleed or rage. Not sure what bleed actually does. Why is my screen bordered in red? Rage? on fire? any status ailment or buff? Who knows!?!?!?! Upgrading equipment: Why would I upgrade an item when it doesn't get stronger? Just increases rarity. Does that do anything? How much will it increase by? Stats will show an increase but the attached modifier/boon? You got it, don't know. And then there's the Jank. And Holy Jank is the Jank beefy. I'm a good sport. I know it is just a $20 game, but twenty bucks is still twenty bucks. I WILL get my money"s worth. But I forced myself through the last few levels(hours btw) to get to the beyond janktified final boss. Which was just one of the other bosses with all the other bosses abilities. Yeah, stupid AF! The home "base" - Ugh, Dialog - weak. Story - lame. Seriously guys, wtf!?! It took more than two hours to discover how polished this turd is and I can only think of one term: Rip Off! I played for 9 hours with a friend. Started decent enough but then the reality sets in(see above). Some Boss fights were fun. Parry though? idk, did I parry it? No real weight to combat. Combined we found two weapons that do "crushing" damage. Everything else is slashing damage. I could keep going but you get the picture here. Every aspect - Swing and a miss. - Stay Away!!
In 2 ore e mezza sono crashato 1 volta e ho perso la connessione 1 volta, mentre la persona che giocava con me ha perso la connessione 3 volte. Mi pare che sia un bel problema di stabilità. Sarebbe bello potersi concentrare su dare consigli e miglioramenti, ma qua non siamo nemmeno al punto di poter giocare una partita completa...
Que contar. Tenía muchas ganas de probar este juego porque a nivel de publicidad se había vendido bastante bien. Pero nada más lejos de la realidad. El sistema de combate es malo, no mediocre, malo. La cámara contra enemigos grandes o que se desplacen con saltos es terriblemente mala con giros bruscos. Las animaciones de combate no está bien pulidas y hace que el "parry" sea más difícil de ejecutar. El daño que hacen los enemigos es desproporcionado si se empieza a jugar en normal., la obtención de recursos tampoco es proporcionada si se empieza a jugar en "fácil". Entiendo que no se quiera que vayas con armaduras épicas en tu primera partida, pero tampoco que se tarde tanto en el progreso. Los bocadillos de lore que aparecen cuando recoges los pergaminos están buggeados y no se pueden leer. El tracking de los proyectiles de los enemigos es desproporcionado. No solamente con flechas, también los magos, etc. El juego en si tiene potencial. Las bases no están mal pero tiene un camino demasiado grande para mejorar. Ya sea en variedad de armas, variedad de bonificaciones ( las cuales sigo sin saber si se agrupan o solo puedes tener una de cada), variedad de poderes, etc. Actualmente, no lo recomiendo a no ser que quieras probarlo una tarde con unos amigos y por algún casual os enganche. Seguiré jugando porque quiero ver que es lo que puede ofrecer pasándose más niveles. Pero no, no recomiendo invertir más que el dinero el tiempo en este juego en su estado actual. Aunque rompiendo una lanza a su favor las animaciones de ejecución a enemigos grandes están chulas, la paleta de colores también, usa colores muy vivos aunque los escenarios están mayoritariamente muertos o apagados.
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