
Reaping souls of the dead and punching a clock might get monotonous but it's honest work for a Crow. The job gets lively when your assigned soul is stolen and you must track down a desperate thief to a realm untouched by death - where creatures grow far past their expiry.
Modeled estimate, not a reported figure. How we estimate →
Prices
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): 6.14/day in the week to Sep 3 → 7.86/day in the week after.
About
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; PlayStation, Xbox, GOG, Epic, 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 | $19.99 | 22.2Kreviews | 93% | — | $8.5M |
| $19.99 | 7.9Kratings | 90% | — | not modelled | |
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 1053 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lots of the endgame bossfights do not feel balanced or playtested past developer visions
由于个人偏好,按说这种类型的游戏我都会给与好评,但是这款实在是打不出好评 主要在于关卡的设计存在恶意堆怪的感觉,前两个boss设计的还好,最多不过是初见会有难度,但进入女巫庭院开始的“boss战”就开始呈现堆怪型设计了,这个时候勉强也还行,但青蛙这关实在有点忍不住了: 你的精英怪攻击频率设计为只留给我一刀的空隙,那么这种怪同时就不能出现超过两个,否则我很难找到出手时机,毕竟给我的远程攻击是有次数限制的,那么水池这关地形狭窄且没有掉落保护,这种地形下这种精英怪同时出现三个是什么设计理念?他们又有远程攻击,我连分割作战都没法安心。我期待的是特殊怪的boss战,不是这种堆精英怪的伪boss战!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 5.88/day in the week to Jul 21 → 16.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
| $19.99 |
| 4.5Kratings |
| 90% |
| — |
| not modelled |
| $4.99−75% | 226ratings | 90% | #197 | not modelled |
| $19.99 | — | 94% | — | not modelled |
| $19.99 | — | — | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一段时间没玩都不知道自己在哪了,游戏内也没有小地图
[h2]Que jogo excelente, meus amigos![/h2] Death's Door é um deleite para quem curte jogos do gênero metroidvania, soulslike e plataforma. Ele bebe muito da fonte de Zelda, Dark Souls e não sei se faz referência a final fantasy, mas o meio de transporte que nos leva até as Ruínas Altas me lembrou muito FF9. O jogo é extremamente carismático e bonito. Possui um pouco da estética de Low Poly e consegue ser bem bonito no que se propõe. Os cenários são excelentes, todos eles são bem diversificados e com um level design que muitos jogos almejam ter mas que nem sempre conseguem executar. Dentro desse mundo possui vários caminhos que podem facilitar seu trajeto com um atalho, caso morra. O mapa é muito bem conectado e jogo faz muito bem em te recompensar explorando. Este game aprendeu muito bem o que é ser um soulslike. A história é muito boa apesar da campanha curta, mas ela faz reflexões valiosas sobre a vida, ciclos e nossa estadia no mundo. Também pode-se extrair dela mensagens sobre o luto e traição. É realmente precioso o que conseguiram fazer com esse game. Eu amei demais! Sem falar na trilha sonora que é linda pra dedéu. Não tem uma Soundtrack ruim. Simplesmente um espetáculo! Tenho pouquíssimas críticas a fazer em relação a esse jogo. Uma coisa que poderia ter sido melhor é o sistema de progressão, pois só depois de muito tempo upando o personagem que eu consegui sentir alguma diferença nele. Ou seja, os power ups são mínimos e no end game fica bem caro de upar. Também senti falta de variedade no moveset do personagem ao trocar as armas, além de que poderia ter mais armas ou habilidades, mas entendo o escopo do jogo e sua proposta. Em suma o jogo é excelente e minha experiência foi muito boa (tirando a parte que eu tive que zerar de novo com o guarda-chuva pra platinar). Nota: [b]9/10[/b]
최소한 길을 못찾으면 도우미라도 있던가 맵이라도 있던가...ㅅㅂ 방탈출처럼 돌아다니는게 다인 게임.
跟着攻略跑也要10h,地图很用心,最后找石板的时候要求所有花坛都种上花时我承认我破防了,社畜没那个精力再去查漏补缺。手感很差,怪太多血太少,反反复复跑图很累。喜欢破防的可以来试试。
[b]For context I have 100% this game AND got all achievements.[/b] This is genuinely one of the best games I have played in quite a while. It blends humour and seriousness very well. It's somehow cute but dark at the same time. It doesn't hold your hand, but also doesn't hide any secrets in ridiculous ways. Getting 100% without any walkthroughs took me 14 hours. The game can have some difficult moments, but once you learn the controls better, it becomes pretty simple. This game has a "souls-like" tag, which I don't know if I agree with. While this game may be too hard for a bunch of people, it's not ridiculous brutal like the souls games. You get quite a bit of lenience for escaping attacks, and there are always ways to replenish your health/magic. When you die, you don't lose anything you collected, and you often respawn really close to where you died, negating any frustration. I enjoyed the game so much that I immediately replayed it to get the umbrella achievement, which took me 5.5 hours. [h3]Linux performance[/h3] Linux performance is perfect. Played half my time on the Steam Deck and the other half on my Linux PC.
ODEIO GUARDA CHUVA!!!!!!!!!
gameplay: 2/5. art style: 4/5. music: 3/5 writing: 0/5 length: 5/5 the enemies and their patterns never ramp up. the powerups you get are SLOW and animation lock you. the basic attack can beat the entire game. the bomb does ok damage and is your slowest skill. fire attack, grappling hook, and arrow are all useless. the umbrella and hammer are useless and slow. puzzles are simple. the game should have a higher difficulty and you should feel like you are an actual reaper badass. the upgrades basically do nothing of note. you never feel a difference on bosses, mobs, or traversal from start to finish. the art style is very minimalist in all aspects. CONCLUSION this is a student art project not worth full price. dont trust the people on reddit.com/r/metroidvania
по скидончику всё вкусно, приятный дизайн, геймплей типа dark souls перекат-удар хаха, закрыть на 100% не так муторно
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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