
Hack, slash, and cast your way through a haunted kingdom brimming with secrets where no two builds are ever the same. As a cursed mage-knight you will unlock devastating spells, equip ability transforming runes, and reforge your curse on the path to victory or death in this fantasy action roguelite.
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): 1.86/day in the week to Jul 23 → 2.57/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
Intense melee and spellcasting combat, near limitless build diversity, and dark mysteries to solve. Forge your path as you explore the Unknown Lands in Cursemark, a fantasy action roguelite.
Define your build and playstyle with runes that change how every ability works by integrating them into your attacks, spells, wards, and ultimates. Add chain lightning to your sword and burst enemies into poison clouds. Multiply your fireball spell and erupt ice pillars from the ground when you cast it. Blind enemies and heal yourself when they strike your ward. The possibilities feel endless.
The Unknown Lands are vast, full of secret passages, hidden relics, and strange sights. The world unravels more and more with each run as you make new discoveries and solve riddles to unlock power and shortcuts. No map-markers, no hand-holding.
Pathfinding is a part of your build as well. Discover permanent shrines and forges that expand your power and rune slots. Upgrade them for future runs and target the blessings best suited to your build as you grow in skill and knowledge.
Genres
Engagement
Reviews
Themes across 151 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's Souls-diablo in the best way.
Master different branches of magic as you take your knight from level to level obliterating every foe in your path. While the world's levels are set in stone, it is up to you to create a custom loadout for your knight. The randomized drops, tough challenges, elusive secrets and unforgiving bosses create infinite replay value. Hand-drawn pixel graphics, fluid combat, understandable mechanics, great music, immersive world... A labor of love. I'm excited to see what Cursemark brings to the table in future updates.
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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, Traditional Chinese, Japanese, Korean, German, French, Spanish - Latin America, Polish, Turkish
Hours played at review time, across 153 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Preste atenção e prospere, cavaleiro justo[/h1] A premissa de [b]Cursemark[/b] gira em torno de um guerreiro que carrega uma marca amaldiçoada e está preso a um ciclo interminável de morte e renascimento. Sempre que morremos, retornamos diante de uma entidade enigmática conhecida como Olho do Vazio, responsável por nos manter nesse ciclo eterno. O combate de [b]Cursemark[/b] é diretamente influenciado pelo sistema de builds, verdadeiro coração da experiência. A variedade de runas, bênçãos e talismãs permite ao jogador moldar completamente seu estilo de jogo, seja focado em dano bruto, defesa ou em suas habilidades mágicas. A progressão mistura elementos tradicionais de ARPGs e roguelites do mercado. Ao derrotar cada um dos dois chefes principais disponíveis no acesso antecipado, o jogador recebe uma marca que se transforma em uma bênção permanente. Essa bênçãos também podem ser aprimoradas e apresentam características únicas em relação às demais runas e talismãs. Em [b]Cursemark[/b], quanto mais inimigos você derrota, mais difícil fica a run, especialmente nas batalhas contra chefes, onde você pode ficar no impasse de ir enfrenta-lo o mais rápido possível abrindo mão de uma build complexa, ou explorar cada canto do mapa, construir uma build absurda e testá-la no confronto. Mesmo em acesso antecipado, [b]Cursemark[/b] já demonstra uma identidade forte, sustentada principalmente por seu sistema de builds altamente flexível e profundo. A combinação de runas, bênçãos e talismãs incentiva a experimentação constante, enquanto o excelente level design recompensa quem dedica tempo à exploração. Se mantiver o ritmo de evolução, expandindo a variedade de runas, talismãs, chefes e aprofundando sua narrativa, [b]Cursemark[/b] tem potencial para se destacar dentro do gênero, oferecendo uma experiência bastante interessante para fãs de ARPGs, roguelites e Soulslikes. Preview completa >>> https://gamefm.com.br/cursemark-preview/
设计思路独特的肉鸽,目前EA阶段只开了三个地图,即三个大boss和若干小boss,平衡、构筑丰富度等仍在完善中,也尚未加入有重复游玩价值的终局内容,内容量大概在4-8小时(就本人而言,无攻略情况下,含吃饭挂机等时间,统计上7小时,共5-6轮游戏完成所有击杀(死因:迷路x),剩了几个解谜)。总的而言内容还是较少,如果不是特别喜爱,建议五折入或加入愿望单等正式版) 本作最大的设计特色有两点: 其一是动态的怪物强度:单轮游戏中,进入一个区域所遭遇的怪物强度,会随着你已完成的区域数量动态提升。也就是说,同一个区域,怪物的血量和伤害取决于你之前已经清了多少地图。同一个boss,开局直接去杀和清图提升一圈再去杀的强度是不同的。 其二是重局内而轻局外的“局外成长”:游戏过程中,你确实会永久性地解锁许多东西。但这些东西几乎不影响你的开局强度(除开三个大boss各会给一个起始祝福),而是影响你局内的成长速度和方向。 这两点加起来,就导致本作实际上对路线规划与战斗思路有一定要求。好在游戏的目标设计也是符合这个机制的:击杀大boss后就视为一轮游戏结束,进入结算,而不强行要求玩家清图。因此,当前阶段的攻略思路是选择合适的路线来提升自己,然后在怪物成长地比你更强、你的血量补给耗尽之前完成一轮游戏。 另外,本作的战斗思路不能照抄其他魂like或者哈迪斯like的游戏,否则一定会觉得吃屎。与许多肉鸽一样,无论是怪物(除了boss)还是角色,在伤害端的成长远快于防御端的成长。而本作角色性能和怪的性能都非常爆炸……许多怪物的技能都是相当难以规避的,很多机制在别的游戏里足称“粪怪”: 疾跑冲锋不可阻挡索敌半个地图就为了挠你一下; 隐身并带无敌帧地瞬移到你身边挠你一下; 在视野外往你脚下放根本看不清楚的aoe; 在小半个屏幕范围内来回来去四处乱窜狂暴劈砍; 释放弹幕游戏级别的远程弹幕覆盖小半个屏幕; 约0前摇释放覆盖半个屏幕的扇形aoe …… …… 佛陀也留下血泪。 这意味着本作单局游戏前后期的思路是存在差异的。早期强化精英怪少,门口地图的怪也比较温柔,可以用魂like打法,打立回、拉扯。但后期一群粪怪冲脸的地图是绝不可能用技术进行规避的——加上之前提到的,伤害端的成长更高,失误的代价远高于前期。 但游戏实际上为玩家也设计了一个对应性能,必须利用其进行应对:所谓的”守护“技能。与其他技能不同,玩家每次进入一张新图,守护技能的次数就会回满。这意味着不需要长线规划这一资源(除了boss战),反倒是用不完就会浪费。而该技能提供极度强大的防御端能力,包括完全闪避(无法攻击);免疫一次伤害并回血;2/3的减伤;3/4的闪避和加速……且持续时间尚可。因此,后期打的思路变化为和怪互秒……借助防御技能在短时间内获得极高减伤率,并在此时间内清理怪群,使自己安全得到保证。我使用这一思路,一度完成了40多张图后,依旧携带满药剂进入boss战。 此外,由于符文较多联动较少,建议主要按照有啥用啥的思路进行游戏,bd也尽量以直伤为主,以免死活不出对应流派的符文和护符。 ------------------------------------------------------------------- 另外是一些给作者的建议: 随着符文的增多,ban选项的功能应当提上日程了。本作凑齐bd其实本就困难,更多的是选择有直接提升的,有啥用啥,尽管这也足够了……但一身垃圾体验终究不好。 其次重复游戏应当有额外获取精华(黄色方块)资源的能力。许多地图初见时,解锁该图提升项目会一次性地给角色一些精华,之后无法重复获得。这导致了重复游玩时,玩家局内成长的速度反而会远小于初见的成长速度。而如果选择纯速通,则尝试新bd几乎成为不可能…… 最后,一些适当的局外成长我认为还是需要的,否则在最优路线固定的情况下,每次开局的体验过于一致,每轮结束无法获得提升的快乐,反而是“又得重来一次”的挫败感……像是在上班() 以上。
Dash don't give you I Frames, Dash has an extremely long cooldown, Enemies attack faster than you can dash, the R&G is absolute garbage, How dare they even tag this as a souls-like? Buy at your own risk!
Great game! Please add a comprehensive end-of-run statistics screen, showing detailed stats like Vampire Survivors does.
Simple, single minded, and yet deep gameplay. But most importantly: It's FUN. Many games forget to be fun. This game feels like the old era of arcades of quick plays in which you can spend some time and then start anew with the previous knowledge. It's not difficulty for the sake of being hardcore and better-than-thou, no. It's a difficult game, but you always have a means to get better and advance through the game's meta progression. They achieved something many games have forgotten to do, and it is having fun while you progress, not after you have progressed.
Writing this review right after finishing all of the content in early access. Cursemark is a pretty unique dark fantasy roguelite Souls-like with an emphasis on making gradual progress and synergistic builds. Pros: - The very responsive controls and fair variety of enemies makes combat feel fluid, fun, and not very repetitive. - Awesome build-making potential with a lot of different combos makes every run feel unique. With different spells, weapons, defensive abilities, and a large assortment of items and runes, you can make some pretty cool broken strategies that really check the power fantasy box. - Artwork and music is very beautiful and fitting. Even after seeing the same zones multiple times, I never get tired of seeing the enemies and backgrounds. - Bosses are unique, each of them have a great atmosphere and interesting mechanics. For the most part, the game does a good job of conveying when an enemy is going to attack or where attacks are coming from, so bosses didn't feel unfair. - Interesting twists to the formula with runs resetting after major bosses, shortcuts enabling new routes entirely, and upgrading empowering interactables to make scaling your build earlier more feasible. Cons: - At times certain enemies can feel a bit frustrating, you could end up being caught in a bad position at a bad time and go from 100% health to almost 0 if not out right dead instantly. A few enemy attacks can feel unfair, such as one enemy that only attacks occasionally and hides otherwise that can almost always land at least 1 attack on you. At later points in the game, even one minor slip up can take a sizeable chunk of your health off. - Some of the interactables feel a bit too expensive to warrant ever buying. With how scarce money drops are, I find myself having to meticulously map out which upgrades I want, while skipping a vast majority of less impactful ones. - Some inconsistencies on tooltips leave you wondering how certain mechanics work (or if they work together with others at all) as well as how much something is actually powering you up. - Depending on the build, there can be a fair amount of visual clutter. This isn't a huge negative for me as I'm used to it from other games like Path of Exile, but it can be difficult to keep track of enemies beneath layers of effects and abilities. With how punishing enemies are, that can sometimes be the difference between death or success. Neutral: - Some interactions between synergy mechanics are not explained as well as they could be (such as chain attack triggers on ward abilities) and therefore require trial and error to figure out what is valid with what. Additionally, certain combinations are actually downgrades (looking at you, fireball rare rune combined with homing spirits rare rune) that you just have to figure out first before committing your limited power upgrades to building around them. Personally I don't mind having to figure things out and not having everything explained to me, but this will vary from person to person. I'm looking forward to seeing how the game develops! The dev is very responsive to feedback and active, can't wait to see how this game comes together!
中文不全,请完善
In my opinion, this game isn't really about the action-roguelike aspect, but more about solving puzzles, and somehow I find that very appealing. Sure, it's fun to test out different builds, but I've caught myself coming back to the puzzles again and again, and trying to work my way through them rather than fighting enemies or bosses.
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Where this game's players are, estimated from review languages.
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