
Demonschool is a new-style tactics RPG where motion equals action. Defeat big weirdos in between the human and demon worlds as Faye and her misfit companions, while navigating university life on a mysterious island.
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.
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 2,400 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
Demonschool is a new-style tactics RPG where motion equals action. Defeat big weirdos in between the human and demon worlds as Faye and her misfit companions, while navigating university life on a mysterious island.

Tactics: Rewind any action during the planning phase and create combos to dispatch your foes.
Story: A light horror narrative told through huge avatars with side quests aplenty.
Schedule: Plan your school schedule to level your characters and build their skills.
Friendship: 15 characters with whom to build relationships.

Units interact contextually with their environment.
Enemies will be struck, objects moved, or the character will simply dash.
Plan movements at your leisure, and execute them all at once.
You can also rewind actions during the planning phase.
Buffing friendlies and debuffing enemies compounds damage output. Note the damage numbers!
Combos do big damage and produce unique elemental attacks, which you can use to exploit enemy weaknesses.



Explore a mysterious island that reveals its mysteries morning, noon, and night, day by day, week by week, across a university semester. Plan your team's schedule to enhance their skills and gain new abilities. Gain new teammates and enhance their relationships depending on who you choose to pursue.



Sums Steam only; PlayStation, Xbox, GOG, 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 | $19.99−20% | 1.1Kreviews | 92% | — | $806.1K |
| $24.99 | 228ratings | 90% | — | not modelled | |
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's not the best game I've played, it's not the worst. It kinda lives in limbo at the truest meaning of a 6.5-7/10 game. In terms of how interesting it is, for both gameplay and story, I liken it to a Game Boy Advance game. It's not the best of anything, but because of its weird space in limbo, I genuinely love it. I've played it off and on since release at a very nice pace and it's intriguing enough to keep going. I'd say it's worth the money and time too. It plays like a portable version of Persona 2 meets a "what if Mega Man Battle Network was turn based". Genuinely I don't think there's been a moment I've played the game where I've been bored. It's not an award winner, but I'll be damned if I don't find someone to talk to about the game in some way shape or form.
It seems you either like the game or you don't vibe with it. Its not like you hate it but you acknowledge you are not the target audience. The dialogue is not for me. Its not straight up bad but def for a difference generation. You jump from small map to small map. You unlock new areas with no explanation or story reason just boom now randomly you have this map that you didn't before. There are so many maps so the game tells you everything you can do so you don't really get the feeling of exploration. Combat is more of a puzzle. Early game it feels very 1 way to win. It opens up over time but because its more of a puzzle combat (you would not think that from the videos of the trailer) it does not feel like what you expect from a RPG. The bigger bosses feel like they don't fit within the puzzle like combat. I have only fought 1 boss cause I could not make it through this game. The tone of the game seems to no know what it wants to do. You have apocalypse and demons and death and then your main character is a bit of an idiot (keep in mind only have 4 hours into the game I did not beat the game). This game is def enjoyable for somebody, but that somebody isn't me.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, French, Spanish - Latin America
| $24.99 |
| 56ratings |
| 82% |
| — |
| not modelled |
| $24.99 | 4ratings | 96% | — | not modelled |
| $24.99 | — | — | — | 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 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Neat game. Artworks are great, it's funny and combat is clean. You better like the combat/puzzle aspect because they are a lot. I can see why some people find them repetitive, they can be. I enjoyed it a lot! French translation is top notch, congratulations to the translation team! That being said, some QOL change would be nice. For example changing skills in board preparation is a chore on controller so in the end I tended to just reuse always the same comp that handled everything. That did not ease experimentation. For example don't make the player go through the full team and skill list to change them, just show the skill tree as a dialog when selecting a character on the board during prep. Maybe even a preset system. Also, as I found some characters clearly better than other, it would be nice to have a system to force the player to experiment. Maybe with an additional "goal" system in each combat to unlock a better grade. For example "don't have char end turn in adjacent cell", "Don't use a phaser", "Kill this demon last", etc (à la Dofus). I think that would spice things up.
A really good strategy rpg with some of my favourite writing of games I rescently played. It has a couple flaws but not nearly enough to take away from the overal enjoyment, the only real complaint I have is the rng use in boss fights but thats definately a nitpick everything considered. Verdict: watch- i mean play it
I love this game. I got really emotional towards the end. I'll start with the cons first. This game's character writing is wasteful in the way that most of the characters have interesting aspects, but none were really explored. The argument for it would be that the game has 15 playable characters and several more important NPCs, so it is understandable that they can't dig deep into everything. The game's exploration of its anti-system, pan-left-wing, anarchist attitude is very childish. (Spoiler alert) There is a plot point in which the island is isolated with a limited food supply. The police declared martial law and occupied all the food, essentially giving themselves the right to the distribution of food throughout the island. The protagonists had to defeat the police because the police were working with the demons. While the story framed it as a victory against a corrupt system, perspective. The whole situation essentially changed from a bunch of police monopolizing the supply of food to a bunch of college kids(plus gangsters) monopolizing the supply of food. I think the lack of actual intelligent thoughts over its political messaging is really showing here. Later down the line, they had another plot point where two mechanics got into an argument because one claimed the other stole the toolbox. It would've been a great plot point to discuss how the lacking of a system can result in a lacking of just solutions in situations like the one presented, except that the story instantly revealed that a demon stole the toolbox, and said demon was literally still there. I don't think I need to further elaborate on my disappointment. What I love about the game is the interaction between the characters and the gameplay. I don't have much to say about the gameplay because it just fits my taste and that's it, but regarding the characters, I do have to clarify. While individual characters are lacking on their own, the chemistry between different characters, especially the one between Faye and other playable characters, is very satisfying. I genuinely enjoyed just watching them do stuff together.
Fun game. The combat is more like a puzzle like Into The Breach, which I personally enjoy. The characters are silly but still likeable, imo the writing hits its stride a few hours in where you're less in the dark about the plot. This is also one of the most stylish games I've played both visually and musically; I'm going to be coming back to the soundtrack for a while. Look forward to whatever the devs make next.
Good story and gameplay, lovingly crafted world, great characters, funny homour. This game has a surprising amount of meat to it.
Good game overall, probably sitting at like an 8/10 for me. Story is probably my favourite thing about this game; I grew to enjoy each character and their interactions. Only thing that becomes misses for me is the ending(s) don't really feel super impactful and the combat turns shallow a while in.
A wonderful game. The combat puzzles make you feel clever when you 'solve' them, the characters are weird and fun, and the music is great. Crucially, it feels like a game hand-crafted by real people who cared about the game they were making. You can feel it in everything from the quirks of the characters to the esoteric movie reviews in the newspaper. A glimpse of the industry that was and could have been in this age of bland, design by committee games and talented devs being fired in favour of AI slop.
- cool, stylish visuals - fun character and interactions - addictiv (in a fun non explotative way)
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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