
A challenging rogue-like puzzler inspired by the classic Tower of the Sorcerer. Play as a human knight who fights his way out of a deep dungeon by slaying monsters and solving intricate puzzles.
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): 0.14/day in the week to Aug 27 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 26.25/day in the week to Jul 15 → 0/day in the week after.
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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Probably wouldn't recommend this game, and if you're a completionist I would say this is a hard pass. Despite being a rogue-like, the expression for skill ultimately comes down to a lot of luck that the dungeon creates a path towards the equipment that minimizes damage. Real quick explanation of how the game works: Health is a pool (no max, so grabbing health potions is always good if its free), Enemies fight in turn based combat, literal stat check. You attack, they attack, first to lose all their health wins. Opening doors costs keys, which are randomly found along the ground. Red key is used to unlock the boss, which usually has some gimmick to make it harder. New equipment per area (10 floors), always spawn on separate floors, randomly chosen where. Special items drop as well randomly per area. Shop is ~halfway through the area, can be used to buy stats and health. Soul stones (meta progression) are dropped by bosses and can be used to buy special items without having to get them from the dungeon, restarting an area, or reviving. Problems with the game: Obviously, RNG. Sometimes the special item you *need* to win the area with is just straight up unattainable. It'll put an invincible enemy made for you to fight after you've maxed out your stats right next to an item like a red key, making it impossible to fight the boss. Sometimes the keys drop in the most inconvenient places. If you're trying to get certain achievements, it can just straight up be impossible to get if the game chooses to screw you over on any particular floor. It's a dice roll for the entire game and you're hoping you get lucky enough. Most often, though, the problem is that equipment spawns way too deep into a given area. Imagine starting on floor 30, and needing to go to floor 22 to grab a shield. At that point, you need to go through 8 Different floors filled with enemies - all of which deal sizable damage to you - just so you can grab a shield to tank the enemies in the first place. And you can't just ignore it, because the SWORD is locked behind a really tanky enemy that can only be killed if you HAVE the shield. You end up losing so much health you die before getting both. Of course you usually don't even know where it is, so the game expects you to basically read the future to be able to TELL where it is and plan ahead for floors you haven't even seen yet, which is just kind of annoying game-design. The game can also be just unbelievably buggy on the games auxiliary maze mode. Sometimes a red key just *doesn't* spawn. Sometimes the equipment is literally unreachable and the run is over before it even started. If you're a completionist, you're either fighting the games shoddy mechanics or the games glitched map creation. It's unfortunate because it's decent as well. The music is *okay* but nothing worth noting either. You'll notice that a lot of them sound and end the same. Which is probably the best way I'd describe the game itself. It is, as a game, okay but not really worth noting either. It's not bad for $5, but you're probably going to be more frustrated at the game for screwing you over with RNG than enjoying the experience.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, Traditional Chinese, Russian, Spanish - Spain
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You can go down too
7/10
♥♥♥♥♥
i really like this, its simple yet fun and music is excellent
+
游戏不错,就是bug太多了
полная ...
真无语了,BOSS初见杀就算了,留了一个复活石,结果复活是复活到上一个BOSS层结束,这十层全白玩。不仅如此,我先前用复活石换的道具也扣掉了,复活石也没还给我。
幻术师太可恶了
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $450.9K | 1.3K | 77% | $14.99 | |
| $255.6K | 632 | 90% | $19.99 | |
| $117.4K | 201 | 76% | $17.99 | |
| $31.9K | 104 | 92% | $9.99 | |
| $30.7K | 114 | 99% | $8.99 | |
| $10.2K | 46 | 80% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $65K | 406 | 61% | $4.99 | |
| $65K | 548 | 92% | $4.99 | |
| $64.9K | 498 | 93% | $4.99 | |
| $65K | 104 | 94% | $12.99 | |
| $65K | 480 | 96% | $9.99 | |
| $65K | 748 | 85% | $4.99 |