
Cryptical Path is an action rogue-lite that pushes the boundaries of the genre. Play the Architect, build your own rooms, and tame an ever-changing labyrinth you've been summoned in.
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 165reviews | 88% | — | $58.6K |
| $14.99 | 11ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Très bon jeu ! Belle DA et VFX, bien réfléchit sur le build des salles, je me demandais si ça ajouterait vraiment quelque chose mais c'est intéressant la stratégie que ça rajoute. Le gameplay est super frénétique et facile à prendre en main c'est vraiment hautement satisfaisant. C'est dur juste comme il faut. J'aime beaucoup le mix jeu de plateforme et roguelike. Bref très bon jeu qui mérite plus de succès! Bémol sur le fait qu'on ait une sorte d'arme, mais je comprend que ça soit plus cher à développer.
vraiment bien
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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, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America
| $14.99 |
| 11ratings |
| 67% |
| — |
| not modelled |
| $14.99 | — | — | — | 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.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Il faut s'y plonger, mais une fois qu'on est dedans, c'est dur d'en décroché. On a juste envie de relancer pour vivre une ennième partie qui se démarque des précédentes. La tension est palpable !
Ok, I enjoyed it I have to admit. Although I'd like to have more weapons at some point.
Vraiment un nice Roguelite qui s'avère à être un peu difficile initiallement, mais peut être brisé de manière assez massive avec les différents build possible La mécanique de création de pièce ajoute un petit quelque chose aussi!
Bon jeu, même si je n'apprécie pas des masses le fealing de l'arme principale
Overall, it's not a bad roguelike, but there feels to be a disconnect between items and having them play off each other. A few items can play off each other, but rarely, rarely want to work together and some items flat out break things in the wrong way. It's a tad dangerous to choose taking a boost with a negative because most of the items I've seen aren't that great of boon after using it for a while. Trade your normal melee attack for a stationary damaging orb? Sounds ok on paper, but causes you to have a long, drawn out fight each room and the range...hurts. Want to try and crit build? let's lower your base damage? In short, lower your total damage to crit more often and harder...thanks? The other major point I have to bring up to the devs, the auto ledge step up might need to be toned down or removed. I've gotten hit from stepping up ledges into attacks or dashed into a edge only to step up, follow through, and end inside a spike pit on the other side. This normally would be fine, but on the mid air, fall through able platforms? Was that really necessary? I don't like being all negatives, but I love the idea behind building your own map. I enjoy the making and designing how the run will be done. The control management, the curses for going over, and overall looks are fun, interesting, and I do enjoy the conversation between our main character and his butler. If I have any issue it's being a bit too greedy on putting down too many rooms and causes far too many wasted hp before the boss battle. Normal combat isn't bad and a fair number of items do give the combat a bit more kick, but overriding the normal melee might need another look. Boss battles are honestly the best part, I enjoy them a lot, learning how to read their patterns, the design, and feeling of victory. If anything, they caught me off guard as I got into act 2 and 3. I am so glad they change things up after the acts. If anything, I wouldn't mind seeing a little more fairness with the first boss. When she starts a attack and your next to one of the "soft spots" you almost always will take damage because they now are on fire, but it's a suddle flame effect. I can see why some see the bosses a bit too hard, but treat it as a boss, not a low level grunt. Find a opening, get a few hits in, back off, and repeat. The upgrade system could be expanded to include a few more options. I would honestly prefer having three options to choose from over two, but I will not deny the use of skipping a item for control. Nothing kills a run faster than being forced to take a upgrade that hampers your current build. Perhaps a upgrade that give a flat damage boost than just a rarity boost which...I fail to see the difference between a common item and legendary item. A modified number doesn't really makes me want to that that over this; or either in some cases. Even a upgrade that discounts or gives you a new part to build with would be helpful over just a fancy blueprint (let me correct that, giving you a way to quickly remind yourself what those blueprints are over trying to remember mid run would be far better). At the end of the day, building a blueprint of what you want "may" help you, but just building the room itself is both cheaper AND you can doesn't require any set up. Having one block placed by the map generation either prevents or allows ANY of those blueprints to fit and that's not even including the control cost (and subsequent loss for making a mistake). The story is simple and I'm honestly interested in hearing more. If I have one note on that, it would be giving the characters a actual voice. You gave your trailer a great sounding voice and I can easily see (hear) him having these conversations with his foe and the butler. As for bugs, I only encounter one that was...during a conversation (with the Butler in the hub), somehow the character tags which said who was talking got flipped. So somehow I had Architect talking like the butler and the butler complimenting himself. Very minor and besides that everything was done just fine. Overall, balance of items needs work, the game looks and plays great, difficulty isn't too hard, it's harder than most roguelike games at the start of a run (even with upgrades), and if the devs are going to continue to tweak and update the game, I would love to see what they plan on doing. This is a great concept and should be expanded upon.
Excellent jeu, très belle découverte. Intuitif, fluide, l'univers est vraiment top. Conquise avec peu de temps de jeu. Le fait de décider du chemin à emprunter est vraiment top.
jeu brillant ! La nouvelle astuce consiste à choisir son destin en quelque sorte...il m'a fallu un tuto pour comprendre comment creer des salles et soudain la difficulté devient accessoire et le jeu prends toute son ampleur. beaucoup d heures de FUN ABSOLUE !!! Je recommande VIVEMENT !!!
Le fait de pouvoir construire sois même notre donjon, c'est excellent !
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Players by region
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