
Effulgence RPG is a party-based RPG where symbols form 3D visuals. Enemies are more than obstacles - they ARE the resource 💀. Destroy them to forge better gear!
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): 0.71/day in the week to Sep 11 → 1/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 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
Everything you see in Effulgence RPG is built from text characters arranged into 3D forms. Landscapes, creatures, machines and effects come to life as these forms move, rotate and transform throughout a strange sci-fi world.
Defeated enemies break apart into particles. Collect them and use the matter printer to create new weapons and equipment. You can even print during battle, turning fallen enemies into tools for the fights ahead.
Control four heroes in tactical turn-based battles, each with their own strengths and abilities. Upgrade their skills, combine weapons, cartridges and mechanisms, and adapt to enemies and bosses with their own rules and mechanics.
Effulgence RPG is a focused adventure that doesn't demand a hundred-hour commitment. A typical playthrough takes around 5–7 hours, with varied locations, story encounters, secrets and bosses along the way.
Three types of mini-games woven into the adventure
Deploy unusual mechanisms, from a combat sparrow to a flamethrower copter
Bosses built around unique mechanics
Dozens of blueprints for printable weapons, gear, and mechanisms
Genres
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lovely art style. Lots of fun.
This is a creative take on the RPG formula that's really held up by its unique art style more than its gameplay. The player travels from node to node across a strange planet, each node representing some shop or set of encounters. I found myself at risk of losing all of my offensive options at one point due to donating more items than I could afford, which felt like a situation I only narrowly avoided and would have ruined my experience if I had played myself into a corner. Each combat node has something that sets it apart from the other combat nodes, either the party makeup or the nature of the enemies. As you work through each wave, you are free to retreat to heal and restock without losing your progress in each wave. This really smooths out the difficulty and turned later encounters into a few rounds of all-out offense followed by a trip to the inn followed by more offense. It wasn't particularly challenging once I broke the economy, but I think that the unique style made for a fun few hours.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Ukrainian, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
All in all, game is fun. Obviously, graphics are amazing, and they serve a role in one of game's mechanics, which is great. That being said, there are certainly a few notable things to mention: 1. Controls are rather clunky and all over the place. You can't hold button to scroll, in one of the minigames you need pgUp and pgDown to control things on keyboard, different mechanics behave differently. Later in the game I used a mix of keyboard (mainly for certain mechanic where you need to type) and gamepad. In one of the mechanics I preferred using mouse. You can't easily change cartridges on characters, I had to learn blindly how to do that and what interaction does what. I can's say I struggled with controls but I certainly can't say my experience was fluid or smooth. Separate mention goes to map navigation. Thank god we have fast travel list, otherwise i'd go mad. But even with it being present, having to visit 8 different places after every single fight was quite annoying. 2. A lot of mechanics are not explained or underexplained. That problems stretches all throughout the game, from stats to core mechanics. Does accuracy add flat bonus to hit chance or scales off weapon chance? What does * stat duplicate on weapon mean? How is weapon accuracy calculated in-game? I have no idea even right now, having finished this game fully. Same goes for Glyph bombing, this particular mechanic is my bane, as much as I like the idea I have 0 idea how it actually works. My approach was "♥♥♥♥ it we ball" for this one. There are a lot of instances of game not explaining things, which may be a part of fun for some people, but not for me. 3. Mechanics are kinda all over the place, as other people mentioned. Overall I enjoyed this fact, it felt nice to go from planning things in battle to some dice game (even thought it's heavily RNG dependant and you have little control over winning). But some mechanics don't mash that well, main thing that comes to mind are unique skills of the characters and their stats. Why would I want to spend 1 skill point to increase damage of 1 time (per fight) ability from 35 damage to 37, when I have weapon that deals 220 AOE damage and I can instead increase accuracy or how often I can do actions? It's not a major issues, but I just can't wrap my head around it. Easiest solutions I can think off are either making spells scale with level (or scale better with stats) or make them not 1 time use per battle. Saving grace is them costing 1 PING, so it's at least nice to clean out very low hp enemies. 7 hp blast skill on first cartridge is a total joke btw ----- My overall aftertaste of this game is that I certainly didn't feel like I wasted time playing it, but there is that lingering feeling of game being generally clunky and mismatched.
Very interesting concept.
played the demo and the playtest and i loved it and i can safely say i still love effulgence
Short, unique and gold, in Steam woods a unicorn, ASCII art so porn
This might be the coolest art style I've ever seen in a game. Like Stone Story on steroids. Check it out!
Визуальное пиршество
不得不说内容太少了,即使是作为一款EA的作品,仍然是少,如果真的按照售价来算,这点儿体量现在入手很不划算。但为了支持开发者,我还是激情下单,因为这游戏美术是真的顶!帅!绝!这一整套美术风格希望还能在作者将来的作品中出现,它绝对有潜力支持体量、玩法更大的title。说一下我觉得不大好的地方: 游戏的战斗设计跟大地图设计都很像是肉鸽游戏会有的设计,但是事实上游戏又不是肉鸽而是rpg。看到roadmap上说制作人期待的完整时长是3-5小时(还是少哈,但是solo dev也不能要求太多),且总体设计都不是本着成长和沉浸感去的,如果真的铁了心要做rpg我觉得不妙,还不如无痛改成肉鸽。 总之希望开发者加油,期待正式版。(ps:能把Latin alphabetic语言之外的语言也给换成像素字体不?) 以上。
Текущая версия проходится довольно... быстро. Нет я конечно не скупил всевозможные и доступные на данный момент предметы, но в ту же мини игру залип надолго, из-за своей склонности сводить 50% партий в ничью. В общем комментарий в поддержку игры на данный момент. Разработчику просто желаю развивать проект в спокойном темпе и добавить кнопку отключения обучения в мини игре (слишком часто его вижу).
Selling now
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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