
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 | 9.5Kreviews | 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 914 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
If you love [i]Gothic[/i] style action RPGs, then don’t read on. Just get Drova, you’re going to love it! If you always hated the way these games work, don’t bother reading this review either. Drova is way too much of [b]a direct homage to [i]Gothic[/i][/b] to win you over. But [b]if you’ve always had a more mixed view of [i]Gothic[/i] style games[/b], because you appreciate the strong atmosphere and sense of challenge they build, while thinking they have a tendency to limit player agency beyond what feels good to you, then [b]Drova might be able to win you over yet[/b], and here’s why: The [i]Gothic[/i]s, [i]Risen[/i]s and [i]Elex[/i]es of this world are all games that force the player to approach them in exactly the way they want to be approached. If there’s an area the developers don't want you to reach yet, there’re probably enemies around that’re just flat-out stronger than you and they wear armour that negates almost 100 % of the damage you do. [b]The idea is that you join a faction, do quests for them, and get drip-fed better weapons and armour by the game until you’re in a position to actually do some damage to these high-level enemies[/b]. That’s certainly a functional way of doing gating in open-world RPGs, and it’s definitely more challenging and interesting than having all enemies scale to your level like in [i]Oblivion[/i]. But it also means there’s often nothing at all you as the player can proactively do in these games, other than follow exactly the path through the game which the developers have prepared for you. This meshes well with [i]Gothic[/i]’s central idea of being thrown into a dog-eat-dog prisoner colony. But it also means the game doesn’t care how well you play or how you build your character. If the developers have decided they won’t give you the weapons required to defeat that big troll on the bridge until chapter 3, then you just won’t be able to do it until you’ve followed the main quest to that point. Period. And some people just don’t care for being arbitrarily limited to such an extent in an open-world RPG, even if it adds character to the world. [b]Drova does exactly the same gating thing, except it also allows (and anticipates) you to go beyond that very limiting structure if you play smart[/b]. When I played Drova, I managed to explore almost all of the open world in chapter 1, and I got myself some nice endgame weapons and armour on top of it, before I had even joined one of the game’s two main factions. [b]You may argue that that’s cheesing the game’s intended progression, but the brilliant part is that Drova’s writing reacts to you doing so[/b], meaning the developers are fine with you ‘sequence-breaking’ the game if you play it smart. There are multiple points both in side quests and even main quests where you may have already explored that one dangerous area or beaten that one terrifying monster, and when someone tells you to go do exactly that, you can respond “already taken care of!” I think we all know plenty of other RPGs that would’ve had you going “Ok, I’ll do it!”, leave the dialogue, then start dialogue again just to go “I’ve done what you asked.” So [b]while Drova absolutely wants to lead you by the nose like a typical [i]Gothic[/i] style game, it’s also not above allowing you to break the deliberately very limiting progression[/b] if you’re smart about it. Speaking of which, [b]Drova has really good dialogue design even beyond this sequence-breaking stuff[/b]. When I was playing it, there were so many options to go back to characters I’d met earlier and tell them about things I’ve done, for example. When someone tells you about a person they used to know, and you find that person’s corpse later on, you can absolutely go back to tell the first person about it, even if there’s no associated quest. Many characters will reference things you’ve done for them previously, and while I can’t say for sure that this changes their behaviour in any way, some of the dialogue does suggest it. For example, I caught a criminal, but I didn’t want them to be punished. So I gave them one more chance, and that character then remembered I’d previously caught another criminal who was burned alive for their crimes; so they decided to just abandon the criminal life for good. There are [b]many little details like that in the dialogue[/b], and together with the [b]simple atmosphere-enhancing NPC schedules[/b] (NPCs will go to bed or walk around camp during the day), some [b]basic crime response systems[/b], and [b]NPCs moving to different camps as the state of the world changes[/b] throughout the main quest, this [b]makes Drova’s world feel more alive than some other larger-budget RPGs I could name[/b]. And if that’s what you’re looking for in an RPG, Drova is definitely worth a look, even if you don’t like the gating system! P.S.: Don’t worry, even going into chapter 2 with the most powerful weapons and armour in the game, Drova was still a challenge, as its enemies are absolutely deadly regardless. You’re just giving youself a bit of a head-start.
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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*, German*, French, Simplified Chinese, Korean, Spanish - Spain, Traditional Chinese, Polish*languages with full audio support
| $24.99 |
| 316ratings |
| 94% |
| — |
| not modelled |
| $16.74−33% | 295ratings | 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 915 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
像素版哥特王朝,比哥特好
고딕(Gothic) 2D 버전 영감을 받았다는데 그냥 거의 베낀 수준 재미는 있는데 고딕 해본 사람들에게는 참신함이 없다.
Banger
Sehr gelungenes RPG im Stile von Gothic. Verschiedene Schwierigkeiten plus permadeath Modus ermöglichen es eine Vielzahl an Durchläufen zu probieren. Danke für das gute RPG
真正好玩的游戏不需要多么惊艳的美工
Such a great gem, totally hooked from the first minute
increíble juego un mundo inmersivo muchas misiones secundarias y una historia genial
太好玩辣,翻译的也特别好
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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.
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