
Deathbound is a unique Soulslike. Build a party of four characters and instantly morph between them in and out of combat. Combine their abilities to pull off devastating attacks and slay those who stand before you.
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): 0.29/day in the week to Sep 2 → 0.29/day in the week after.
About







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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 326reviews | 75% | — | $149.7K |
| $13.49−55% | 921ratings | 62% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dica para futuros projetos : Não comece o seu jogo com uma fase no esgoto, é sem graça, sem conteudo, esconde todo o universo que você criou do player e nós so temos 2h pra decidir se gostamos do produto. Fora isso eu pedi reembolso pois descobri que o jogo não terá um arsenal de armas e eu gosto de variar de armas, armaduras pra não deixar tudo repetido. E é isso, o jogo não é ruim, só não foi feito pra mim mesmo.
Deathbound is a really solid Souls-like, but what makes it stand out is that it does not force you to play the entire game around one character and one fixed build. The whole morph system gives you a lot more freedom than the usual Souls formula. You can constantly switch between different characters, use their special skills, swap again, hit another ability, change element, change playstyle, and keep the pressure going. Once you understand how the system works, the game becomes much easier than it first looks. Personally, I had almost no difficulty with it, and I am not saying that as some kind of flex. I reached the final boss around level 77 and never really hit a serious wall. If you keep rotating between morphs, using their special abilities and taking advantage of the different elements instead of trying to play the whole game as pure melee or pure ranged, you can absolutely melt every boss and you will not encounter a stamina problem even once (with the correct morph rotation of course). That is probably the biggest thing people should understand before playing it. This is not a game where you should stubbornly stick to one character and one build. The game wants you to use the full team, swap constantly and play around the strengths of each morph. Combat feels very good, responsive and smooth. I had no stutters, frame drops or technical issues during my playthrough, although obviously that can also depend on your hardware. The story is good, the music fits the atmosphere well, and the game is also refreshingly short. My playthrough was around 10 hours, which for me was a great length. It gives you enough time to enjoy the combat and progression without overstaying its welcome. TL;DR: Overall, a very enjoyable Souls-like with a genuinely interesting combat system. It may look difficult at first, but once the morph mechanics click, you can turn most encounters into a complete massacre. Definitely worth playing if you want a Souls-like that tries something a little different. 8/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.43/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Polish +1 more
| $29.99 |
| 73ratings |
| 80% |
| — |
| not modelled |
| $13.49−55% | 21ratings | 72% | — | not modelled |
| $29.99 | — | — | — | 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 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
总体来说可玩性比Dolmen强,但缺陷太多了
Not a bad souls-like. A little clunky and not much variety but it is fun to play for a few hours.
Great game, only soulslike you can play a capoera fighter!
это просто высер
Very Cool Game.
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全成就全收集达成,来好评~ 先说结论,麻雀虽小五脏俱全,比预期的要有意思,总体来说瑕不掩瑜。首先美术跟音乐,美术虽然肉眼可见地能看出来很粗糙,但也还行了很符合故事基调,毕竟很小的制作组美工这方面没必要期待过高,音乐同样,个人觉得比较一般没感觉有什么特色或者特好听的中规中矩,对小制作组来说有比没有强。故事剧情有点意思,主角团主心骨或者说七人里从过往剧情来看大部分都有点“反英雄”的那个意思,七个角色互有牵扯,在这个故事背景下属于被迫与仇人共存于一具躯体内踏上旅程,一路上没少拌嘴还挺有意思的,故事本身我都是比较无感毕竟是宗教背景,主角是类似教会十字军这种,按过往看只有长枪姐和巴柔哥(跳"街舞"那位)算是好人,其他的基本都是黑历史纠缠在一块。场景设计大体分三个大地图,每个大地图的箱庭都还挺精致,峰回路转又回到篝火,很有魂的那味,但自由度其实不是很高,看起来岔路很多实则主路就是线性的没有选择,好处是不会迷路坏处就是到二周目跑图没啥乐趣不会跑出新路来,关于二周目这点后面说个人认为算是个雷点。然后就是着重说下战斗部分,我自己玩得感觉按照这游戏的战斗系统-协同(切人)打基本上就是切菜,不过我看好多评论给差评都是说战斗系统很拉甚至主角性能不如魂1不死人,这个说实话真不至于,不切人的话等于没用上战斗系统,近战会弹反不切人-也不是不能打但是格挡的判定有点诡异,基本上技能都是远远不如切人打出的伤害,所以基本上单纯因战斗方面而差评的属于把这游戏当传统魂游玩,那确实玩得会特别艰难,尤其是体力还跟血量挂钩,血瓶一人喝其余人扣血,但凡损点血战斗还不切人那基本没法打了。然而如果切人这套战斗系统玩明白了,可以直接扣掉血瓶变爽游,原因是到中后期技能等级都上去一些,以及一些指环或者神器收集后,一人战斗时是可以给队里其余三人回血的,而且切人时的无敌帧跟闪避差不多,所以基本上这套战斗系统玩溜了就很快能通关,路上基本上没有阻碍,boss在玩明白这套战斗系统的情况下就没有难打的。 接下来说说缺点。第一,非常影响游戏体验的就是感觉优化不太行,4070ti笔记本时常需要调设置还经常性掉帧卡顿,我觉得不是我电脑问题,其他大作运行起来很流畅。第二,推图时堆的怪,这种恶意感觉就很纯粹的杂兵多,不过还是如上段所述,玩明白战斗系统的话基本上正常操作就是割草,但是兵多了也挺麻烦的,主要是烦。第三,对话相关的支线以及最终结局选择,本游戏中非常蛋疼的将重要的选项(成就或结局相关)放在可选对话的第二项里,关键是对话无法快进无法跳过,于是如果你看着慢悠悠的对话不耐烦的一直按确认就很可能会误触第一项然后成就无法解锁,包括需要收集的回忆也是,咱就说看过一遍的加一个可跳过应该不难吧。。。。以及这个结局相关的我一定要吐槽下,给不给关键道具那个NPC咱就说按设定来讲第一次那个NPC咱聊过,之后你把他放在最终boss房门口问玩家是否提交,这不是完全可以说得通嘛?省得玩家想一个周目体验完两个结局哪怕SL存档后面也得推一整张图直到最终boss。第四,收集品总体来说数量不多,有部分与支线相关,所以只要支线能完成收集就问题不大,强化石头给的也挺慷慨的而且实在缺也可以刷,但是收集部分有个问题就是需要走的回头路很多,基本上就是需要打最终boss前或者通关后传到之前的地图,换人把开了门的图全跑一遍,而且传送竟然跟魂1类似不是每个篝火都能传送,只能传到每张图的第一个篝火,收集可就是365里路跑吧您就。。。以及收集方面的一个雷点就是,每个角色需要七段回忆才能把技能升满级,我原以为每个人都是七段回忆或物品拿技能点,结果发现一周目每个角色就是4段或5段回忆/物品给技能点,换句话说想要升满被动至少需要二周目,不知道这是不是制作组能力有限确实做不了更多了,个人觉得既然一个周目故事就那么些,那还不如就把每个人的被动安排5个完事而不是非得7个让玩家重跑二周目,主要是二周目也没有新东西玩起来就是强行拉长游戏时长。 差不多就这些吧,虽然吐槽的地方一写就是一堆,不过我个人觉得这游戏还是不错的,战斗系统适应了就玩起来得心应手甚至玩成爽游,喜欢魂游的玩家可以一品,个人觉得值得推荐甚至比隔壁艾诺提亚玩起来要舒服些。
Only buy for <20€ ! I only recommend it for people who don't have any alternatives left to play. * Story: exists...a bit. * Characters: annoying * Abilities: 4 for each character, mostly ok, but ranged combat can be buggy (projectiles into wrong direction) * Skill tree felt pointless * Items and upgrading them was impactful * Level design: solid * Environment design: ok * Visual design: ok * graphics: ok * performance: in most regions ok, sometimes it stutters * Enemy variety: low, also many bosses are reused in regular areas later * Enemy design: encourages using the different characters * Boss design: ok, except for one that is just a big wtf. It just recycles all enemies and summons them into a small and buggy arena (buggy: invisible obstacles). Then it conjures lightning all over the place. It was not a boss to learn patterns and improve. It was just random ♥♥♥♥♥♥♥♥. I wonder who approved that, I never had a boss that annoying in all other souls-likes. Solid game until then, but this really ruined it. * Combat: not super fluent, but also mostly not clunky. BUT: evasion is in some situations buggy and will change the intended direction which can be fatal in some cases.
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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