
The evil goddess seeks to devour and remake the world… and you are what stands in her way. Fight and kill, expand your skill tree, craft and build, and lead the world’s people to victory in Din’s Champion, a multiplayer fantasy action-RPG where every choice matters, and the choices are endless.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 24 → 5.43/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.
About
Din’s Champion is a sidescrolling 2D action RPG in a highly dynamic fantasy setting. The world waits for no one; as you are exploring and collecting, crafting and building, planning, the forces of darkness are amassing power and executing their own designs. Left unchecked, they will unleash devastating consequences! Will you find strength in numbers, building a massive town with an army of dozens or even hundreds of NPCs, gathering enough resources and resilience to survive whatever crisis is thrown your way? Or will you strike out alone against the evil, relying on your own skills and strength to prevail?
Truly vast character customization system, with dozens of classes, each with their own skill-trees, strengths and weaknesses. Craft and equip the best gear with different stats and perks for your perfect warrior!
Multiplayer mode lets your friends join in the fun; survive, thrive, and push back the forces of the evil gods together!
Mighty and varied enemy forces, always scheming and striking and escalating. Monsters can plan ambushes and even instigate uprisings! If you do not work to stem the tide, you will be overwhelmed.
Every choice has consequences. Who will you stop to save? Will you focus on curing the deadly plague or will you gather resources instead? Every moment has a hundred different possibilities!
Stone and clay; trees; walls and mountains and the ground beneath your feet; if you can see it, you can take it! Gather resources wherever you go, both in the foreground and the background, allowing you to craft all sorts of powerful items, potions, buildings, and more! But be judicious: all the time you spend gathering stones is time the enemy spends gathering strength!
A massive variety of enemies– hundreds of different monster-types to be found in different biomes, with different abilities and behaviors, coordinated by powerful bosses with a will of their own! Monsters do more than just wait around for you to come kill them, and they don’t simply seek you out, either. The forces of darkness will concoct different strategies as you play, trying to lure you into deadly ambushes, pilfer your resources, spread plagues and curses throughout your town, or keep you busy long enough to build up power and unleash a devastating cataclysm!
Sums Steam only; GOG publishes 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 | 168reviews | 86% | — | $89.2K |
| $19.99 | 4ratings | 96% | — | 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.
Engagement
Reviews
Themes across 110 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm gonna give it to you straight.. Soldak games don't look great, but they play great and have deep systems. If you wanted a fancier Terraria, this is it, but you've got to READ the tool tips. You will eventually get used to the UI. Devs are responsive and helpful within the forums.
It was just too janky. After 90 minutes I was exhausted with the game. Very little choice for abilities/skills. Everything moves like you are underwater. Will probably try again at 1.0 release as it did seem to have potential.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 111 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Diablo and Terraria smushed together, with emphasis on town building and buildcrafting through character levels. Unlock classes through achievements. Game loop is hunt the enemy boss, weaken them by doing quests while protecting your town. Win or lose, generate a new randomized map and do it again. Sometimes you'll meet other clans adventuring in the world, though politics plays less of a role than in other Din's games.[/h1] [h1]Good sides:[/h1] - Great build variety, 39 classes & multiclassing (up to 3), - Very customizable, game mode & map generation & hardcore modes available, - Crafting, it helps make sure you won't ever fall behind too much, - Town building, fun to invite different personalities and decorate the place, - Accessibility, Din's Champion is probably the most accessible Soldak game. Easy to get and harder to fail. Platformer movement makes things both easier and more interesting, combat isn't stats-vs-stats. [h1]Weaker sides:[/h1] - Game is at its best when things go wrong. It's bit too easy to keep things under control. - Unique & set items are a bit too rare, I haven't seen even 1/3 yet, - Townspeople are too easy to keep happy through gifts though it's cumbersome, - Other clans, they're weaker than in other Din's games so you don't need to worry about them, - Lifestone (town heart) is too easy to defend, due to enemy pathing (YMMV), - Late game XP grind focuses less on quests and more on combat XP runes (especially past level 80 or so).
Incredibly addictive Terraria / Diablo hybrid, with a unique world system that has you hunting down 'nemesis' monsters that create allegiances, gain bonuses, and set up totems that spawn monsters in areas of the map, as well as send enemies to attack your base. When you kill your nemesis, you then move to a new world, and I'd assume you can just keep doing this forever. I was surprised to see that there's a full companion npc system in the game. You can build a town, just like Terraria, and have NPCs move in, but these NPCs are more like a colony sim's NPCs rather than Terraria's purpose built vendors, and they create relationships with eachother, can become unhappy and rebel, go insane and try to kill everyone, or - be used as a companion that follows you around, and you can even equip and upgrade their gear and weapons. On the surface, this is a very well made experience, but it kind of shoots itself in the foot by introducing a bunch of punishing, busy-work mechanics that over complicate the gameplay loop. The core gameplay loop thrives on the Diablo / Terraria hybrid. Looting, fighting monsters, digging/exploring, building. Then you add the NPCs who can be used as followers, and will reside in houses you build. Where it starts getting too much, and the game starts competing with itself on busy work, is with the happiness / insanity system. It tries to be a colony sim a little too hard here, and you will feel like having to retreat to town because one of your NPCs is having a panic attack to be a rude interruption that spoils the gameplay loop the game actually does best. You might think, well I'll just keep my NPCs on Rest mode so their happiness and insanity stay managed - well think again, because the game has a highly unpolished town attack mechanic, where enemies only trigger the warning if they attack your town in a coded way - not if some ghost phases through the floor and decides to attack your townsfolk. If this happens - you get no warning whatsoever, and your NPCs die off screen. Any items they had are gone, too. Mechanics like this I think utterly spoil this game, so while I am recommending it for its success in its core gameplay loop, I really want to give a thumbs down for how these kinds of things get in the way of it. Buy at your own risk.
I'm not saying it's a bad game. at it's core it still has the soldak formula, and there are some new features I enjoy. It's just not a direction I'd like to see the series move in. the good: -the crafting system is decent. admittedly I'm not really a fan of the "make an item and get completely random affixes" diablo style crafting because it's really frustrating when you get something useless, and most of what I enjoy about crafting is tinkering, not gambling. As a new feature I like that it's been added though, and the runes/ gems do allow some customization. Plus, it's nice to have some control over what item types I get. -The soldak formula is there. It's still good. -I can hide my lifestone so that enemy ai cant path to it. Cheesy, but it saves a lot of hassle. -terraria style building, nothing super innovative there, but it's an adequate implementation of an already proven system. -tons of classes, and I've always liked the achievement style class unlock system soldak uses The bad: -I can hide my lifestone so that enemy ai cant path to it. it saves a lot of hassle but I probably shouldn't be able to cheese it like that. -There's a day night cycle. Which isn't bad by itself, but at night you play wave defense against constantly spawning enemies. Which, admittedly, I solved by hiding my lifestone. Prior to realizing I could though, I found it really annoying because the enemies spawn just fast enough that you can't leave the base but not fast enough to keep you consistently occupied. I don't even have a problem with the concept, they just need to give you something to do in between waves, or make the enemies spawn faster so you're not awkwardly standing there. -combat feels awkward. I can't put my finger on why, it just does. -The limitations of tunneling and whatnot mean its a LOT slower than previous games. previous soldak games were constant action. Every time you pushed into a new area you had to murder dozens of enemies to push through it, and the map was flooded with little objects, chests, traps, etc. This game you spend most of your time tunneling. and when you do find a little cave system, there are maybe 2-3 enemies there, and then you go back to tunneling. Or maybe you find an underground house with a single chest. Maybe the cave has one wishing well. I personally find this way less engaging than previous games. imo the map would benefit from focusing more on a labyrinthine tunnel system populated with tons of stuff, rather than a few disconnected caves with a couple mooks each. Also, maybe dedicated dungeon entrances? that way you could have areas where actual adventuring and combat happens without the constant digging. -I miss the mutation system. That's a personal gripe, I just like tinkering. -water is implemented in the least interesting way possible. You can't swim, you just sink. so you can't find clever ways to use it for mobility. You drown so you can't ignore it. Enemies/allies don't drown and it doesn't interact with the environment, so you can't find clever ways to use it to your advantage. It's never really that deep so it doesn't present an actual danger. It's just kind of there, you fall in, you jump out, make a platform to jump out, or dig out, and that's it. The only value it has is making water bottles for alchemy. -There are a lot of underground trees that don't provide wood, or anything at all when you chop them. Just a personal gripe because it means sometimes you have to pull yourself out of whatever you're doing to go back to the surface to get more wood for necessary utility items. -the lack of enemies means you level really slowly. This means you can't equip some items/upgrades you craft. -If you ever felt like your inventory was constantly overwhelmed by loot drops in a soldak game, now imagine half your inventory slots are filled by random map tiles you mined.
I've been playing Soldak games for nearly 20 years and the commitment to updating based on feedback has been consistently great. If you've played Depths of Peril and Zombasite, you'll feel at home here with a similar but improved formula applied in a Terraria-like hybrid fashion, which continues to evolve to meet the new gameplay style. This is worth your time if you're interested in deep gameplay and not scared away by old school graphics.
Soldak is an unusual indie company in that it really embraces the principle of "don't reinvent the wheel." There is a small team of artists, a musician, and a writer, but programming-wise this is a one man show and has been for a couple decades now. Some of the UI elements are basically the same thing you saw back in Depths of Peril, and he's even reusing art assets from the space opera Drox Operative series (which also used icons from the fantasy Din's series.) Even if the same UI and many underlying mechanics like diplomacy are the same, however, Soldak still manages to make very different genres of games while still carrying forwards some of the mechanics that worked well in the last games. As you can probably tell at a glance, Din's Champion lives in whatever you want to call the subgenre of "Terraria-likes." It's vertical 2d, the environment is procedural and destructable, you dig, collect ores, make new armor, kill monsters, repeat. The thing that makes this different is that basically the entire combat system from Din's Champion is being carried from a top-down isometric action roguelite ala older Diablo games (including that color-coded rarity equipment with random modifiers scheme) to the vertical 2d deformable terrain of a Terraria. Also, unlike Terraria where players rebelled against enemies that destroy terrain, enemies DEFINITELY destroy terrain, and so do your stray shots or the explosions from your fireballs. Stay on a map for a while, and it starts to resemble the late stages of a Worms map, with the entire surface of the map roughly sinking about 20 blocks on average from all the craters from stray explosions. (And that's when you don't have acid-spitting nagas creating whole lakes of acid...) Soldak's original pitch was that it was essentially like Diablo, but the dungeon fought back. Your town could be raided, the merchants killed, and if you weren't careful, your lifestone (respawn point) could be destroyed and you lose the whole game. (You respawn if you die, it's the lifestone that matters.) This whole concept is ported over into the Terraria-like setup, so you occasionally get hordes of enemies that try to storm your base. Basic defenses like walls or pits are helpful, but they start to send monsters that can actively destroy the walls and just dig their way to your base. (Monsters are also annoyingly immune to things like giant lakes of acid that nagas have vomitted near your doorstep...) You're here to kill an arch-nemesis, a boss monster that is often a stupidly oversized elite version of a normal enemy (sometimes something like a giant scorpion - which is often a good thing for you, since it means they're too huge to follow you into the tunnel you had to dig to find them.) Give them enough time, and they start creating crises for you, like organizing an attack on your base or putting a curse on the whole area that makes zombie infections more common or just inflicts curses on most of the loot you find. An update relatively recent to writing this review included making the subordinates of the arch-nemesis responsible for giving the boss monster some of its tricks in combat, like the ability to teleport away to retreat and heal if you start to damage it. (An IMMENSELY annoying trait.) If you're a more methodical explorer like me, that lets you kill the minions first to just have one decisive battle, but a lot of people seemed to play the "just dig straight to the arch-nemesis" way, so that retreating thing was apparently important for not letting players get at the final boss too quickly. Because a core part of previous games was completing a map, then starting a new map with roughly the same objective (in Din's Champion, killing a new arch-nemesis,) in this game, because base building is so central to the concept of the Terraria-like gameplay, you actually take your town with you to new maps. (Which also helpfully means you can kiss the last map's giant craters and acid lakes goodbye.) The game's balance, meanwhile, is somewhat iffy. Many of the mechanics of the Diablo-like isometric action roguelite game (including most classes and stats and general mechanics for determining damage) are the same, but this game simply does not play like a mostly-open field or a labyrinthine dungeon. You can often be simply too high up for melee enemies to reach you or the giant boss monsters are too huge to follow you into your tunnels. There are melee classes in this game, but ranged characters can usually win most fights before the enemy gets close, if they even [i]can[/i] find a way up the cliff you're firing down upon them from. Even many seemingly melee classes have some sort of skill to throw something like a shuriken to do their weapon damage at range, and why wouldn't you use that 98% of the time?! (And ninja gains a massive multiplier to damage if they use stealth before attacking - it's hard to be stealthy when you're holding onto the blade sticking out of the monster's belly, but if you throw a shuriken and duck behind a block, you can go right back into stealth to get more damage multipliers.) There's mechanics for blocking, which reduces damage, but as every Souls-like player knows, dodging is superior, and unlike Terraria where monsters just need to walk into you, in Din's Champion, they actually need to swing their weapon with a wind-up tell, so just run and kite the monster, instead. Compared to most other Soldak games, this is a much slower and more deliberate game. (After all, it almost definitionally needs to break up the monster slaughter so you have time to mine.) I actually tend to have to play it with the very slow progression just because there tends to be a flood of events once the "trouble timer" on several quests ticks down and you have the mini-boss the arch-nemesis invited fill its trouble meter and start making new events at the same time the arch-nemesis is also making an event happen, and in the time it takes you to solve those new events, another one just popped up. Especially when quests can be caused by immobile devices like a zombie-horde-calling noise machine buried in a tiny pocket, it can take a lot of time to just [i]find[/i] some objectives, and the clock is always ticking down to another event. I certainly find it more stressful than Drox Operative 2, but it does have its own rhythm.
Tough review. At the end of the day I vote up or down based on one thing: Would I recommend a friend buy this? As much I like it, there is alot here to love, the answer is NO. This game is like Terraria with a sick layer of loot/gearing/combat on top. The concept is surprisingly really fun. However, the execution has big big holes that stop it from being a good attempt at it. The biggest gripes: 1) Poorly tiered equipment. You go to lvl 100 but decided to have every. single. element. repeated with a slightly different tint (sometimes no change) every FIVE LEVELS. So for example we have stat gems at lvl 5, 10, 15, 20. At first this is novel but it quickly balloons because you want to collect, for example, gems. Now your organizational requirements are multipled ALOT because there is a new version of the same 30 gems EVERY 5 LEVELS. Is the game more fun for having 20 different tiers of a glass bottle, for example? Same for everything, but particularly painful for dirt, for example. You end up spending more time actually organizing and re-organizing the same base because everything needs to be updated constantly. Solution: Tiers of items needs to be squished. Could easily do 2 tiers from 1-20, and then maybe 1 tier every 20 levels. This would could down the tiering bloat by a factor of 4. This item bloat exacerbated by another issue: No lootfilter. Hello? This is like basic arpg 101. You have a gorillion items droping at any given time. Inventory spots are super limited. And yet there is no support for an item filter whatsoever. This again severely hampers the gameplay. 3) You never "outscale" certain diving elements. Water starts as the most insanely punishing and deadly mechanic and continues to be so until the end of the game. It's fun to die to monsters. It's not fun to die to falling damage, drowning, getting knocked into things from explosions, and the like. You can get water walking mod on boots which helps a little, but in general you never feel like you master the prime "elements" you deal with on a daily basis. Digging is forever a chore. Water is forever the worst boss. More tools need to be accessable to give players the feeling of mastery as they get more powerful. If tiers are squished it will help as well as solutions will be more craftable. So yeah. Really neat game that litterally stops you from playing it. Also I got to about lvl 50 and I never saw a deviation from the standard formula. A whole ecosystem of clans and factions exists but truly does not even up mattering. The lose condition is losing your crystal but monsters attacking and breaking your home is absolutely not ever fun. More chores to pile on to do instead of fighting. Game has alot of promise but needs alot of focus on what is actually fun about it and letting that shine through.
It's def a indie game but has solid mechanics that kept me addicted for 100s of hours. Worth my twenty bucks that I can't even buy lunch with anymore. Pros: -It's got random loot -It's got procedurely generated world akin to terraria or starbound zones -It's got item crafting and enchanting -It's got a good amount of different classes -You've got nemesis NPCs that you have to hunt down and that send monsters and other NPCs to hunt you and/or attack your town -NPCs that you can take as companions or townsfolk with thier own skills. Cons: The amount of sand and mud that you encounter is a lot and you have to sit there swinging your pickaxe a long time to deal with them to unstick yourself. Although, this might be intended to make you think a little on how to get around them without triggering a slide. Same with water and poison liquids in the environment. There is a lot of it and I end up digging way way far away to get around them, drain them, and repeat all the way down the map. Game might could use a config option for it at generation time.
This game is crack. The game is in Alpha, and it already has a ton of features and is insanely fun. Terraria exploring and building mixed with Diablo style loot, and it's done really well. Performance leaves some to be desired, but the game is still in Alpha so I'm sure performance will improve. Overall I absolutely recommend, and I think the game should be much more popular.
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Where this game's players are, estimated from review languages.
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