
Drova is an Action-RPG that marries the dark grim tones of its genre with the mysticism of Celtic mythology. Encounter a society where ancient restless spirits and divided factions battle for dominance. Uncover forgotten abilities and unravel the secrets of a past shrouded in mystery.
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): 1.75/day in the week to Jul 21 → 4.8/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
"Drova - Forsaken Kin" is a pixel art Action-RPG inspired by the grim dark classics of the genre and the mystical allure of Celtic mythology. Dive into a handcrafted open world where your choices and actions shape the environment. A society has discovered the power of a dead empire: to capture the spirits that govern nature and rule over them instead. However, the anger of the remaining spirits divided them. Where will you stand?

Forge your own path around dangerous landscapes, fulfill tasks, trade, gather and craft equipment. You start with nothing and as a nobody. Study your environment, and use the surrounding clues to reveal mysteries and grow stronger. Only your flow of battle stands between you and certain death.
Join one of two factions, each with their own values and in pursuit of their own goals. Your choice will be relevant for the rest of the game and impact the entire story. Everything comes with a price. Meet teachers and learn numerous abilities, but expect foes and betrayals too.

Explore nature and seal the power of spirits that rule it. Learn how to use them in your favor, but be prepared to battle their channeled anger in the world surrounding you.
Free navigation in a dynamic hand crafted open world
Flow based combat system with different combos and weapons
Tailored story based on your actions and dialogues
Join one of two factions to survive in this world
Learn and master various abilities to create your own playstyle
Sums Steam only; PlayStation, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 9.8Kreviews | 94% | — | $5.7M |
| $24.99 | 815ratings | 94% | — | 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 905 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这个翻译很好,困兽之国,打的时候感觉就是心中的野兽被困住了,打不过没办法啊,不被困又能怎。只看讲故事部分是理想中的好游戏,比较慢热,故事讲的很不错,每个人物都有他的立场他的性格他的动机,选择跟哪边取决于你,这属于重大抉择。 这款游戏别说通关,买了玩完序章让人修桥的人都只有60%,好评率那么高其实就是宣传做的太好了。大部分人买来当装饰品。 游戏的战斗系统看得出来本来想做的很好的,但是因为怪物没有受击僵直,导致毫无操作可言,又要你操作,操作又完全没优势,怪物都是全员霸体,只要你装备没达到他要的某个阶段,直接就连招给你连死,完美格挡根本挡不过来,一群怪围上来把你黄条打烂咬到死。 技能系统很有趣,但是实际战斗就是一坨大便,屎中屎,招架条和耐力值共用,但是短到他妈都不认得。释放技能前后摇过长,ap完全玩不了,洗成AD就是一路砍过去。除了单挑熊那些,一旦到了群架部分,几个土匪上来顶着你伤害就是硬砍你,而我们大部分时候都是自己一个人战斗,陷阱完全鸡肋,前期没材料,后期陷阱的伤害完全挠痒痒。 数值上因为怪物没有受击僵直,导致完全平衡不了。 要么怪物打你你不痛顶着砍过去,要么一堆上来给你围死。闪避格挡加走位,正反馈烂的一比。敌人是无限蓝无限技能的,你是有限蓝有限材料有限补给的,这种情况下你要么一路砍过去,要么就是为了几个小怪拼药拼补给,很恶心。 战斗系统完全是加入怪物受击僵直就能解决的,但是这游戏没有,全员霸体,看似要点操作,实际上就是回合制,数值成长曲线稀烂,要么敌人给你挠痒,要么你给敌人挠痒,看似自由的成长曲线和战斗流派实际上被数值框死了。 然后怪物是会读指令取消攻击的,哪怕小怪也是,这点就很恶心,你完美格挡明明算准的,但是哪里 算的过电脑啊,你不平a他就不攻击,读指令拉着你逛街,主角移动速度又慢的狗都不如,他攻击你格挡他就取消攻击,纯脑残,那你做这个完美格挡做什么,纯拖时间,不想玩家玩弹反就直接说,每个人都重甲加斧头砍过去就完事了。 一方面做了很多看似让玩家可以操作的自由空间,另一方面又惩罚你想操作的bd,所有人都玩重甲双手斧就好了。(ˉ▽ˉ;)... 怪物是没有受击僵直的,但是你是有的,本来想着玩个游戏战斗爽,结果跟从零开始的斯巴鲁生活一样,只要不按他规定好的成长路线走,几条野狗都能给你一口咬死。 战斗技能做了那么多,实际上设计师肯定不玩自己做的游戏,怪物和主角用的是同一套系统,但是怪物是不会被打断的,因为这游戏所有人的攻击速度很慢,但是!主角只有一个人!打群架你是不可能打断怪物的,但是怪物是可以无限打断你到死的。 不用MP系统用专注值也是恶心,那么多的技能,你只能挑一两个当大招用,实际上技能强度又没有终极大招那么厉害,只能属于是中级魔法范畴,打上去不痛不痒。 然后被怪打了还会掉专注度,这什么概念,你被打已经很恶心了,放技能罚站怎么能不被打?被打还掉专注值! 同时这个游戏你任何药水材料都是有限的!用起来是很有负担的!被打掉专注值=被打掉钱! 困难的游戏是需要奖励需要正反馈的,但是这个游戏在当你掏光家底炸死一帮山贼的时候,你所获得的只是一个中期的盔甲,甚至你已经拥有更好的铠甲了。。还有第一章拿先驱甲也是,我好不容易炸死了那两个机器人,给到我的也只是一个铠甲,无尽的失落,真的值得吗,哥们儿还不如就一路平推过去拿个坏结局好了,这世界不值得。 而且他设计的这个游戏数值上的不严谨流程上的严重错乱同时暴露了他个人能力的局限性。这个战斗系统主角性能低下的同时怪物移动速度没有上限,只有主角是受限的,同时还要我去拯救世界,而且杀不了NPC,完全的极低自由度,一共就三条路线,文字版魔塔。创新程度一般,内容不少,但是也不多,大部分流程都是要么按着攻略上走,要么你一个个的试怪看看打不打得过,一到换甲,之前那些怪物攻击力直接归零,左键一件杀过去就好了,不知所谓,还不如做成文字游戏。 战斗系统本来可以很好的,但是数值和移速导致很差,平衡性极差,流程设定极拖沓,人物成长性零0,自由度极低。翻译满分,困兽之国,要什么自由度。2026年了,还在玩低性能主角掩盖游戏内容不足那一套,真的是什么脑。 太恶心了吧兄弟,谁做的游戏! 总体来说还是一款精美小作坊游戏,数值上很不合理,自由度很低,150贵了,100是佳作,50是精品,40是神作。战斗系统得数值真的很潦草,玩法之间极度不平衡,洗点并不能洗属性导致你玩别的流派需要二三周目,但是二三周目无继承。流程实际不长,但是好结局要一直跑图,第一章做的很好,但是接下来的二三四章就很水,第五章中规中矩。基本上过完第一章就没什么内容了。护甲跨度曲线太大了,真的应该重做一套数值体系,让玩家不至于被一刀砍死或者扛着砍对面刮痧。有些玩家想挑战的内容应该让玩家自己决定。怪物无僵直会导致只要伤害不够,就要在脆皮的同时多躲好几倍的技能数量,而主角的移速很低,怪物移速又没有上限,读指令绕着你跑你都砍不到,任何流派在没获得BD饰品之前都不算成型,而等你成型就已经结局了根本没怪让我砍了,好不容易神功大成就结局了。。。游戏的底子很好,但是数值设计战斗系统上不改就是一半香的一半屎。香屎。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Simplified Chinese, Korean, Spanish - Spain, Traditional Chinese, Polish*languages with full audio support
| $24.99 |
| 315ratings |
| 94% |
| — |
| not modelled |
| $16.74−33% | 292ratings | 88% | — | 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 906 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Finally, a game where you can feel the devs put heart into it. This was a breath of fresh air for me. I wasn't expecting much going in, to be honest. I just saw some isometric Souls-like games and reminisced about the time "EITR" was supposed to come out. The game wasn't pricey, and the reviews were pretty much awesome except for a couple of noobs complaining about the difficulty (which is perfect, BTW), so I went in, and boy was I right to do so. Basically 80h for a complete run, everything you wish for in a video game: difficulty, your character becoming more and more powerful as time passes, lots of secrets and hidden lore, loot, characters, and bosses. Everything I look forward to going into an RPG or a Souls-like was there. Even the small details proliferate and make your experience unforgettable. For example, as you go forward in the story, the cadavers and monster/people you killed will visibly rot more and more; little things like this can only be added out of pure love for what you do. Same thing for the little love letter for the hardcore players at the end. Only the music wasn't it for me. If they decide to do a second opus, I hope they will change this aspect because after 10 hours I just completely turned it off to listen to the surrounding ambiance. To be honest, seeing as this game has 3 difficulty levels, and if you're not a trophy degenerate like me and are just looking for a good time, I think in the lowest difficulty setting even casual gamers can have a load of fun.
正體中文是在翻譯啥小? 各種超譯 到底是什麼場景對話會讓對話出現 「供三小」??? 第一章標題 正體中文叫做「人生地不熟」 簡體中文叫做「初來乍到」 我還跑去看英文叫做"The Arrival" 媽的 我不喜歡簡中殘體字但是簡中翻譯得好 我喜歡正中繁體字,但超譯的亂七八糟...幹不講了越講越氣 --- 5/6 文章內出現仆街 技能叫做秋風掃落葉 NPC名字叫做肖查某 酒館打架叫做去練舞室打 ... 幹!這是嚴肅的凱爾特文化?!到底在翻啥小
couldnt beat it :( the endgame is extremely hard/. Arena fights were pure madness. Loved 90 percent of the game but the ending got overwhelming wwhuch made me a little sad
探索惩罚严重到搞笑的开放世界游戏,弱小的时候到处跑没有任何奖励,全是惩罚 这游戏的武器有等级限制,导致前期得到强力武器也装不上 打怪经验还巨少,怪物还不会复活,辛辛苦苦解决了本来打不过敌人,只能得到十几二十经验与穿不上的装备 探索得到的装备也是依托,当你好不容易达到能穿上装备的等级了会发现大部分探索得到的装备都不如剧情给的,最强武器甚至就在商店里,比迷宫里得到的同品质武器更强 想象一下老滚5要到停战会议才解锁龙吼?这个游戏就是这样干的,当你解锁魔法能力的时候已过了中盘,如果你前期探索欲望强,会发现你的魔法没啥用武之地了,你快把地图上的怪杀光了,直接拔剑四顾心茫然
之前各种宣传高自由度,实际游玩下来其实自由度并不高,瞎逛会被各种高级怪逮捕,地上的一切资源都有限,不看攻略玩真的会没有游戏体验。另外战斗手感很差,总体来说不推荐,除非骨折
Uno de los mejores RPG que he jugado, 40 horas me ha dado. Gameplay divertido, buenos controles, gráficos muy bonitos pixelart, muchísima profundidad en gameplay e historia. Un sobresaliente. Lo único un poco chapa con el tema de los diálogos, mucho texto algunas veces, y es fácil perderse entre tanto nombre de tantas personas distintas. Pero el juego es un sobresaliente.
Fantastic game, interesting story and characters. I loved exploring and trying to uncover every little thing. The music was amazing and told a story all on its own, only complaint here is that the tracks were short. I think if I could change one thing, it would be the map. The ability to zoom in and make more distinct notes on it would be helpful, but I am grateful it has a map (and markers!) at all, so I'm not too fussy about it. I played it on normal, and it was hard for me because I'm bad at games, but it was satisfying to overcome the challenging combat. Definitely up there among some of my favorite gaming experiences, for sure.
So, Drova - a clear "Gothic-like" adventure, although I would say it is more optimistic than Gothic. More on that later. I will preface with cons of the game this time - game's first 2-3 hours and its last hour are probably the most boring ones. An issue of its progenitor, and one which isn't really addressed here. And generally a weaker last 1/4 - especially in terms of side quests, most interesting of which are front-loaded in first 2 acts (Out of 4 free roaming ones + 1 final linear dungeon). Another, more unique issue- enemy animations and hitboxes. They are often unclear and fuzzy in relation of what will damage you or not. The biggest offender is probably bow - enemy with a bow *always* faces the same direction, regardless of their targer's direction. You are supposed to guess where they are firing by a direction arrow under their feet, which is, eh, very poor indicator indeed. And another more thematic, and, well, another issue inherited from its progenitor - one of game's themes is community (well, and probably central really). Friends, family, your village, etc. The problem is, your community relations are pretty one sided - you help your community, and from your community you will receive pretty good armor at best. Besides, the fact that most dangerous dungeons you solve alone also doesn't help. Like, you rarily can't ask someone for help most of the time (If at all). If anything, the most helpful guys in my playthrough were traders who gave me free rides (fast travel) to all major settlements of the game. Kudos to them. That aside, the game is amazing in almost everything else it sets out to do - the world is amazing, vibrant and colorful, with diverse biomes. Progression is probably the best part of the game - it has been a while a game gave me such a visceral "from mud to prince" feeling. After being one-shotted by wolves in first hours of the game, being able to cooldown lightning storms and face tanking magical fire breaths feels amazing. The cast is pretty good as well - game does a good job at using the same faces over the course of the game, so you will recognize ppl and keep tabs on them. Can't say you really attach to any of them (See one of the previous points), but stil, nice to have consistent actors apart from the player. That is another good point really - you don't feel like the world was made *for you*. It isn't amusement park - world was going without you, continues going without you and most likely will go without you as well. After Fallout 4, which felt just like a giant Disneyland, this feeling of a living world was very welcome. Overall, game on classic difficulty took me 25 hours - one playthrough, almost all side quests and extras except one secret boss. Considering that secret boss was added after release, it feels appropriate even. I highly recommend if you want to really experience a harsher RPG compared to vast majority of other games on the market, while not being actually that obtuse or RNG reliant (Looking at you, Fear and Hunger). A good middle ground between "game doesn't challenge you at all" and "game wants you dead IRL".
A 2D Gothic 1/2+NOTR with a modern twist and higher accessibility - the game doesn't hold your hand throughout the playthrough, but the clues scattered across the world are more than enough to figure things out. I found melee combat to be extremely fun once you reach Act 4 since the game allows you to incorporate magic into your playstyle. A must-play for Gothic fans!
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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