
Return to an apocalyptic Earth in Darksiders III, a hack-n-slash Action Adventure where players assume the role of FURY in her quest to hunt down and dispose of the Seven Deadly Sins. The most enigmatic of the Four Horsemen, FURY must bring balance to the forces that now ravage Earth.
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 3.14/day in the week to Aug 8 → 3.86/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.
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 17.5Kreviews | 76% | — | $13.8M |
| $39.99 | 20.7Kratings | 81% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 950 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was pretty surprised to see that this game is the lowest rated of the three by a decent margin. I see a lot of people complaining about the combat and the general souls-likes direction of the game. I personally love souls-likes and soulsborne games. Darksiders 3 has the souls-like level design and combat, but it also has 3D LoZ-like environmental puzzles and item/ability based exploration. I've always wanted a souls-like LoZ game, and this probably the closest that we'll ever get. I didn't find the combat difficult or the enemies spongey. Dodging and countering worked just fine for me and it didn't take long to melt most enemies once I got some enhancements and weapon upgrades. Plus, you have her transformation and wrath abilities as backups. You also get an enhancement pretty early that gives you 1% life steal (up to 6%). The game.is very forgiving for a souls-like. Get gud. The level design is the best in the series, with areas looping back on each other via shortcuts. Some areas connect with one another and there are plenty of hidden areas and branching paths filled with collectibles and upgrade materials. There aren't any traditional dungeons this time, but each area is basically one big dungeon, with platforming and puzzles. Fury unlocks four main abilities over the course of the game. I really liked the way they implemented these. Each ability comes with its own secondary weapon and wrath attack for combat, and a handful of active and passive features. Fire makes you immune to heat so you can walk through magma and fire. It also gives you a third jump (think fox fire from smash bros). You can also use the secondary weapon to open certain paths and ignite enemies and environmental hazards for more damage. There are also instances where you will need to combine multiple abilities in a row to solve a puzzle or clear an obstacle. Fun fun. TLDR; I liked this game more than the first two and can't understand why it's rated worse than them. If you like 3D LoZ and Dark Souls, you'll like this game.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Polish*, Russian* +2 more
| $39.99 |
| 3.4Kratings |
| 66% |
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| $39.99 | 346ratings | 76% | — | not modelled |
| $39.99 | — | — | — | $0 |
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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 956 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
˚∧_∧ + —̳͟͞͞💗 ( •‿• )つ —̳͟͞͞ 💗 —̳͟͞͞💗 (つ < —̳͟͞͞💗 | _つ + —̳͟͞͞💗 —̳͟͞͞💗 `し´
Стильная. Достаточно сложная. Заставляет извилинами слегка поработать. То, что надо.
Прикольно, проходил Darksiders 1 и 2, да не один раз. Третья часть удивила, если предыдущие это классические Слэшеры, а вот в этой части разрабы видимо на хайпе Соулслайков на то время добавили эти механики. Есть аналоги костров с телепортами, есть потеря душ и спавн мобов в случае смерти и возможностью забрать души на месте смерти(чистый Сосалик в этом плане), большая завязка на своевременных уворотах на реакцию, двух фазовые боссы. Да, видел в обзорах от любителей серии негатив на такую перемену в геймплее, что игра стала сильно сложнее ибо первые 2 части проходились даже если лицом по клавиатуре кататься, а в этой части все же надо клавиши жать правильно, но я не вижу в этом проблемы, я поддерживаю эксперименты, нежели стагнацию и доение одного и того же. Рекомендую любителям как Слэшеров, так и Сосаликов ибо тут есть как динамика, так и штуки на тайминги
打完了一周目且解锁了所有能解锁的成就,找到了所有隐藏的收集品,救了所有人类,游戏本身的质感依旧是第七世代那种经典的动作冒险游戏,但说实话真的一般般。 [h2] 动作系统 [/h2],虽然还是1代2代类似的老一套但制作组给所有动作和受击都加上了离谱的后摇,一旦被怪围了真就只能抱头鼠窜,且怪的攻击动作全程都有极强的吸附性也就是说你并不能跟黑魂一样靠跑酷躲怪,你跑的再远,面对的方向不管怎么调整怪的攻击依旧会吸到你身上奖励你一个大大的硬直,魂系列主角性能残疾但小怪的性能也残疾啊,一部作品如果做不到整体的各类元素能够自然统一那不就是在做屎,这部做成类魂说实话没什么意见但取其糟粕弃其精华这一块儿是真的给制作组玩明白了。至于boss设计那更是拉到没什么可说的,连槽都找不到吐得地方,本作主打的这个闪避反击系统导致战斗过程同质化严重,boss打起来那真的是一眼望到头。 [h2] 关卡设计 [/h2],尤其是一些带有能力锁的,需要走回头路去探索收集的区域,这部分的设计简直可以用“毫无节制”来形容。无缝地图确实做到了,但所有地图的区块链接真就全靠狗洞搭桥,狗洞连接一些只为捡个东西完事的小型收集区域可以理解,但游戏中起码有两张主线大地图是靠钻狗洞到达的,在本着捡个隐藏道具的心态钻了个狗洞结果越走越深最终到达这些区域时没有柳暗花明又一村的感觉,只觉得有点幽默,我堂堂天启骑士之一,跑个主线还得钻狗洞,哈哈。 关卡中充斥着各种毫无章法,除了把地图无缝连接起来以外没有任何实际意义的通路,比如从教堂进入地下区域时会看到一扇打不开的铁门后有一个道具,且周围不存在任何可以在宏观的角度观察地图整体构造和方向的点位(这游戏就不存在这种地方),此时的正确做法应该是在当前区域稍微藏一个解锁开关让玩家捡了然后走,或者给一个可以完整观察当前地图与铁门后区域整体构造的点位让玩家形成对地图的记忆就行,但不,这个铁门实际上是从后期饶了十万八千里的犄角旮旯后从一个光靠想象完全和教堂区域联系不起来的地方绕回来的,地上的道具是一个普通的魂块,且这道铁门就算打开也没有任何意义,此时此刻回到这个教堂对流程推进和关卡记忆没有任何作用,这条通路没有带来任何可能的破序玩法,没有对流程规划带来任何正面意义,这一段描述就是本作整个地图的缩影,且毫不夸张的说本作的地图全程都是这种体验,不丝滑、不流畅。 本作本就取消了大小地图,仅靠罗盘大概指引主要boss的方位,但还是那句话并不是不用大小地图而是用罗盘就显得关卡设计水平高级,本作的关卡路线设计除了无缝以外真的没有任何可取之处,所有地图除了十字路口那一片是一个在视觉上有开放性设计可以让你从一个区域观察到另一个区域以外,其他剩余的所有地图全都处于非常逼仄的,几乎无法对大体方向和构造形成什么记忆点的密闭空间以及管道中,就算视觉上有开阔处但能看见的只有背景天空盒,你本质上依旧处于密闭空间中,真的,设计的毫无节制。 但本作在打怪推图和解密上平衡的倒是不错,整体感觉没有特别偏向某一方,节奏把握的还可以,没有一二代那么夸张的解密设计。 [h2] 剧情[/h2]倒是还好,老老实实讲了一个暗黑血统世界观下的故事,虽然身为堂堂天启四骑士之一的狂怒会因为被飓风卷入就跟个塑料袋一样被秒杀,会因为被一根钢筋压住就动不了导致败给嫉妒(堪比蜘蛛侠被冰箱压制)这类为了制造危机忽视设定和逻辑的一些明显欠考虑的桥段有点让人绷不住,但狂怒从开头到结尾的成长时显而易见且让人信服的,这个角色本身是立住了,拥有了独属的魅力。 [h2] 最后[/h2]还是期待一下四代天启骑士集结,希望能吸取前三代的教训,关卡设计学点好的吧,我宁愿你做成分章节式的单独箱庭地图,或者你要不干脆做个四人小队回合制rpg好了,这样还能顺理成章的一次性展现四位骑士的风格和能力不是吗,嘿嘿
Not Recommended (for me) / Recommended (overall) I can tell this is a good game… it’s just not my thing. Darksiders III has a really cool style, solid combat, and the world is interesting to explore. It definitely feels like a well-made game, and I get why people like it. But personally, it just didn’t click with me. The pacing and gameplay weren’t really my vibe, and I didn’t feel hooked enough to keep going. That said, if you’re into this kind of action-adventure game, you’ll probably enjoy it way more than I did. Not for me, but still a good game.
I have played a lot of soulslike games, and this one is by far the worst. The bosses are not interesting, despite there being only a few of them. I also don’t understand the point of New Game+ when the weapons you acquired are removed when you start it. The cutscenes and voice acting are soulless. The paid DLC adds about five extra enemies and is just puzzles. The game also claims to have weapon combos, but the "combos" are basically just how many times you click. The main weapon has five attacks, while the others only have three.
I'd rate this game a 2 out of 5, in case you don't wanna read more then that As for a more detailed review, frankly, its trying to be dark soulsy but has exactly zero idea of how to do that well. Also the soulsy vibe just does not mesh well with the gameplay identity of darksiders as a franchise I have story complaints as well, but most of my complaints lie with its gameplay and how its fundamentally flawed. They rip the upgrade system of dark souls almost exactly for this, but just does not feel quite balanced right, it feels like i have to go out of my way a lot to keep up to pace with the enemies which just isn't fitting for this type of game in my opinion. I don't have to work this hard to keep up in dark souls, i definitely shouldn't have to here. Everything does far too much damage and theres no way to reliably build against that fact like there is in dark souls. In fact, there isn't really build variety even though a lot of the gameplay choices would be made infinitely more agreeable if there somehow was though i hate i'm saying that because i don't want build variety in a darksiders game, its not the sort of franchise where i want to care about that sort of thing, and yet it feels needed here Also, this game rips the dark soul bonfire system as well with the Serpent Holes scattered around the map a bunch to serve as fast travel points and places to respawn at (and all other enemies respawning as well) though unlike bonfires in dark souls, Serpent Holes don't heal you or restore the default healing item. They seem to have replaced that bit with the idea of enemies more frequently rewarding you with recharges for said healing item upon death to try and be more different from dark souls however they do not do this nearly enough, and even if they did, it would still be a blatantly worse and less enjoyable system in my opinion. If you're gonna copy and mess with the souls formula, as least have the awareness of what bits of the formula are and aren't actually necessary for the basic formula to work well I know i keep mentioning Dark Souls and using it as the comparison point when there are other darksiders games i could compare it to instead, but the issue is that it has so so much of dark souls in it for some reason that its almost obnoxious, like down to all the items having lore filled descriptions. I love Dark souls and think it having an influence on games of other types is generally a good thing, but this is more then just an influence, this is an infatuation and one that does not understand the souls formula well enough to make it work. It makes it feel frustrating and distant from the rest of the franchise Lastly, this is not a super serious point but something that irked me conceptually, but choosing Fury's game to be the one that has the soulsy gameplay makes her feel so much weaker in comparison to her brothers in the other games. Theres something uncomfortable there about making the only woman feel that weak gameplay wise, but that could just be me being negative and unfair.
Darksiders III is a mix of hack-and-slash and Soulslike genres, and surprisingly, it works really well. The game relies heavily on puzzles and backtracking, depending on which new abilities you unlock as you progress through the story. At first glance, the game may seem quite linear, but in reality, it isn’t. The developers rely on principles they previously demonstrated in Remnant: From the Ashes, where exploring is rewarding but not mandatory. If you have played Remnant: From the Ashes, you will notice many similarities in level design, with a large number of assets reused. Boss fights are designed more for casual players, offering plenty of ways to increase your power, and the bosses are not particularly challenging, so even players who get frustrated with tough fights can enjoy the game. What I personally liked about the game is the main character’s development and her dialogue with other characters, which includes a lot of sarcasm and irony. The only drawbacks that might bother you are the camera movement, especially when fighting multiple enemies, and the lack of a map, so if you have trouble orienting yourself, good luck. [h2] Pros: [/h2] - Casual-friendly bosses - Character development - Well-written dialogues - Smooth progression [h2] Cons: [/h2] - Camera issues - No map [h1] Overall rating: 8/10 [/h1]
[h1]Darksiders III Review[/h1] [hr] [h1]Overview[/h1] Darksiders III is honestly one of my favorite games in the series. It was actually my first Darksiders game, and even after going back and playing the others, I still have a lot of love for it. This game is definitely different from Darksiders 1 and 2. That is something you notice almost immediately. The combat, the pacing, the structure, and even the overall feel are not quite the same. Some people loved that change, and some people absolutely did not. I personally ended up liking it a lot. It is not perfect, and it does have some frustrating design choices, but it also has a lot of charm and a strong identity of its own. [hr] [h1]What It Is[/h1] Darksiders III follows Fury, one of the Four Horsemen of the Apocalypse, as she is sent to hunt down the Seven Deadly Sins after they escape and spread across a ruined Earth. Unlike Death in Darksiders II or War in the first game, Fury's journey is more focused and personal, and the game leans into her character arc a lot more as the story progresses. The structure is more action-adventure than loot-heavy RPG. You explore interconnected areas, unlock traversal abilities called Hollows, defeat the Sins one by one, and slowly uncover what is really going on behind the mission. [hr] [h1]Fury and the Story[/h1] Fury is a really strong protagonist. The voice acting is excellent, just like in the previous games, and she has a lot more personality than I expected at first. She starts out arrogant, aggressive, and very focused on proving herself, but over time she develops in a meaningful way. That character growth was one of the things I appreciated most. She does not just stay the same person from start to finish, and that gives the story a bit more weight than I expected. It is still a fairly straightforward story overall, but Fury carries it really well. The Watcher also deserves a mention because that dynamic throughout the game adds a lot to the dialogue and to the way the story unfolds. [hr] [h1]Combat and Hollows[/h1] The combat is where the biggest change happens. Darksiders III clearly takes some inspiration from slower, more deliberate action games. I would not call it a full Souls-like copy at all, but you can absolutely feel the influence. Dodging at the right time triggers a perfect dodge, which slows things down for a moment and lets you punish enemies hard. When that clicks, it feels really satisfying. Fury also gains four Hollows through the story: Flame, Storm, Force, and Stasis. Each one changes traversal, adds elemental abilities, and gives her weapon a different form, which helps keep the gameplay fresh. That part was really cool and genuinely one of the best systems in the game. The downside is that the camera and lock-on can get messy in crowded fights. If enemies surround you near walls or in tighter spaces, the camera does not always help you the way you want it to. Sometimes the real boss fight is just trying to see what is actually hitting you. [hr] [h1]World and Exploration[/h1] The world design is pretty good, even if it is not handled the same way as the earlier games. Darksiders III takes place on a post-apocalyptic Earth and uses interconnected regions rather than the more open loot-driven style of Darksiders II. There is a lot of looping back through previous areas once you unlock new Hollow traversal abilities, so it has a kind of metroidvania feel to it. I personally did not mind that at all. The game is more linear than Darksiders II in spirit, but it still rewards exploration. There are collectibles, upgrade materials, hidden paths, and optional items to find, and one nice thing is that the game does not really punish you for missing things permanently. After finishing the story, you can still free roam and clean up collectibles before going into New Game Plus. The only issue is navigation. The compass and skull marker system is way too vague. It tries to point you toward your objective, but sometimes it feels like the game is saying, “Yeah, the boss is somewhere in that general direction. Good luck.” A proper map would have helped a lot. [hr] [h1]Bosses, Enemies and Puzzles[/h1] The Seven Deadly Sins concept works really well for the bosses. It gives them strong visual themes and distinct personalities, which helps a lot with making them memorable. I liked that side of the game quite a bit. Enemy variety overall is a bit more mixed. There are enough different enemies early on, but later sections do start reusing familiar types a bit too much. Another noticeable difference from the earlier games is the reduced focus on puzzles and dungeons. Darksiders 1 and especially 2 had much more emphasis on large puzzle-heavy dungeon design. Darksiders III has some puzzles, but they are simpler and far less central to the experience. If you loved the dungeon structure of the previous games, this one definitely scales that back. [hr] [h1]Graphics and Presentation[/h1] I really liked the visuals here. The game is not aiming for realism, but the art style is strong and Fury looks great. The environments have that apocalyptic fantasy look that suits the series really well, and the soundtrack and voice work do a lot to sell the mood. It is one of those games where the presentation just fits. Nothing is trying too hard, but it all works together nicely. [hr] [h1]DLC and New Game Plus[/h1] Darksiders III ended up with two main paid DLC packs: The Crucible and Keepers of the Void. The Crucible is a wave-based combat mode, while Keepers of the Void is more puzzle and traversal focused and rewards you with the Abyssal Armor when completed. Out of the two, Keepers of the Void is the more interesting one if you want something that feels closer to the main game. New Game Plus was later added through the Armageddon Mode update. It includes multiple tiers, with increasing progression across runs, and you can keep replaying after reaching the higher tiers. It also carries over a lot of your progress, which makes it pretty good for achievement cleanup and post-game grinding. [hr] [h1]What Works[/h1] [list] [*]Fury is a great protagonist with a strong character arc [*]Combat feels satisfying, especially with perfect dodges [*]The Hollow system keeps traversal and weapons fresh [*]The Seven Deadly Sins make for memorable boss themes [*]Strong art style, voice acting, and overall presentation [*]Free roam after the ending makes cleanup much easier [/list] [hr] [h1]What Falls Short[/h1] [list] [*]Camera and lock-on can be frustrating in crowded fights [*]Objective marker is vague and navigation can get confusing [*]Enemy variety drops off a bit later in the game [*]Much less focus on big puzzles and dungeons than previous entries [*]RPG and loot systems are far more simplified than Darksiders II [*]The DLC is decent, but best picked up on sale [/list] [hr] [h1]Verdict[/h1] Darksiders III is a very fun game that takes the series in a different direction, and for me, it mostly worked. Fury is excellent, the combat feels good once it clicks, and the Hollow system adds enough variety to keep things interesting. It is definitely not the same kind of Darksiders game as 1 or 2, and that shift will probably decide whether you love it or bounce off it. But if you go in open-minded, there is a lot here to enjoy. Also, if the skull marker tells you to go left and it leads into a wall, congratulations, you have now experienced peak Darksiders III navigation.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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