
With simple gameplay, sense of freedom and even graphics/sound customization, create and raise your very own party of characters before setting forth across this fantasy world to defeat the monsters that lurk in the labyrinth-like dungeons in this 3D dungeon RPG.
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.
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
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is more mixed than it is purely negative since it only gives an option for yes or no. But in any case: Pros: Enjoyable combat, good music, a pretty deep crafting system and strategies. Very similar to Wizardry. Cons: No Load button for in game menu outside of the starting screen. Also, this is the only game I have ever played where you can GET WEAKER WHEN YOU LEVEL! I have never seen a game where you can lose stats just by leveling. I can understand if you multiclass your stats get dropped to match upon multiclassing, but not from simply leveling up. The only way to get around this is to save, and constantly have to close the game before you level in order to hope for better RNG each time. This is something that could be fixed by either simply not giving stats negative values upon leveling, or adding in a load button in the in-game menu. Finally, access to your map is tied to a specific class. If you don't have a member of that class, you can't tell where you are.
I like blobbers/DRPGs, but I haven't played any Wizardry-inspired games for 10+ years, so that's the perspective I'm taking. For me, this game is the epitome of "wasting player's time". - For one, after every single battle, you get a treasure chest that to open safely you must make 5 menu inputs: Examine, Select - character, Back out, Disarm, Select trap. It's a simple check to see if you have a worthwhile thief or similar character and could easily be automated. - Identifying items must be done one by one. - When you roll characters, you get a random distribution of bonus stats from seemingly 5-29. So, if you don't spend extra time rerolling, you strictly have a worse character. You also have no idea what the classes really do without a guide (of which there aren't many of for this game). - Want to buy new armor for your tank? It takes 20 menu interactions and goes like this: Buy, Select character, Buy Find Gear, Realize you don't have the gold, because it's on another character (because gold is individualized but can be pooled), Back out, Pool gold on selected character, Find gear again + buy (if you have space, because inventory is also character dependent), Back out again, Character screen, Select character, Item, Equipment, Select slot, Select item. The list goes on. Outside of all the time wasting, the gameplay feels archaic. And I saw this as someone who likes Vancian magic and ranks Baldur's Gate 2 as his favorite game. The first dungeon is insanely bland. Same hallways, nothing good to find, a highish encounter rate of enemies who barely hurt you. I'm sure enemies do start hurting you, but whether it poses a challenge that requires critical thinking, I'm not hopeful. And all the annoyances of unnecessary menu clicks means I'm not going to figure it out. As far as I can tell, this is par for the course for Wizardry games, so if that's your jam, ignore me and read another review. Otherwise, be aware of what you're getting into.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game might be awesome but this is an atrocious port. I keep installing it and wondering why I've only played 15 minutes. Then I remember it's the uncapped menu fps, nonsensical key bindings, alien-designed menu system, etc. Emulate the PSP version instead, seriously.
ウィザードリィや世界樹の迷宮が好きな方におすすめします。ただし、条件つきです。 第一の条件は、言語は英語だけでも大丈夫! という方。日本語で作られたゲームなのですが、Steamへ移植するにあたって日本語が削除されています。日本語がないと困るという方は、Steamとは別にPC版があるので、そちらが良いでしょう。 第二の条件は、第一とも関係するのですが、モンスター図鑑やアイテム図鑑の日本語説明がなくても大丈夫! という方。ゲーム性には影響しないのですが、図鑑の日本語説明は、エルミナージュの世界観を知るために役立ちます。そのため物語の舞台裏を知りたい、という人にとってはやはりPC版が良いでしょう。 などとゲームの悪い点から始めてしまいましたが、このゲームはウィザードリィの進化系として、非常に面白いです。まず自由度が高い。キャラの名前や職業もすべて自由に作れますし、キャラの見た目も、自作のドット絵から写真まで何でも使えます。 また、ダンジョン攻略の順番も自由です。ゲーム開始のほぼ直後に、最終ダンジョン手前までが一気に解放されます。そこで最終ダンジョン手前に行き、強引に1回だけ戦闘に勝ち、終盤で出る高性能な装備品を狙う、という遊び方もできます。装備品は宝箱から出ますが、その宝箱をどの敵が持っていたかは問いません。つまり弱い敵が最高の装備品を持っていることもあるのです。 そして強い装備品を取っても、それだけで簡単になるゲームではありません。レベルを上げることが非常に重要に作られているからです。強い装備品であればあるほど、その性能をすべて引き出すには高いレベルが必要なことが多く、レベルを上げたい気持ちが高まります。「あの装備品を取って、それからレベル14にして、そうしたら・・・」と想像しているだけで楽しいです。 このゲームは、クリアするだけならば30時間ほどで終わります。しかし3DダンジョンRPGが好きな方であれば、そこでは終わらないでしょう。やり込み要素が多いゲームですので、クリア後の追加ボスを倒すまでにまずは数十時間、そして最強の敵を倒すまでに100時間以上遊べます。さらにすべてのアイテムを集めたいという方は、200時間以上たのしめるでしょう。 どこまでこのゲームを遊び尽くすかも、あなたの自由です。 好きなことを、好きなだけやれる。このゲームの魅力は、そこにあると思います。
Addictive dungeon crawler akin to Wizardry, but in a more open-ended format where instead of having one mega-dungeon, you have several that you can visit freely. For those unfamiliar with Wizardry, you start in a settlement where you create characters and build a party of up to 6 characters, then you explore the nearby dungeon, and go back to the town to sell loot, recover and level up. You can keep creating characters so there is plenty of room for experimentation. When characters die, you just have to pay a fee in the city church to resurrect them. Attribute points are assigned automatically on level up. During combat, your characters are arranged in a front row and a back row (in Elminage the characters to the left form the front row, the ones to the right the back row). Characters in the back row have to use spells or long range weapons like bows or sticks to attack enemies. Dungeons are filled with secret rooms and all sorts of obstacles like teleporters, pitch black rooms and pits. The gameplay is what you'd expect from a Wizardry-like but with some QoLs, like a minimap and repeat action commands during combat. Some classes are quite unique like the Summoner who can capture and summon almost any enemy in the game, and the summon stays with you and has persistent HP. You can even use the summoned monster's skills for dungeon crawling (e.g. unlocking chests). The game is challenging but not excessively so. The game doesn't hold your hand, but the basic premise and objective of the game is explained in a pretty elegant way in the tutorial dungeon. The UI is somewhat clunky, especially for managing inventory which feels extremely archaic, but at least the menus support the use of the mouse. What I dislike the most is that you cannot find any explanation on what attributes do, or what skills do. There are many other mechanics that aren't explained. Even the M+KB controls aren't explained, thankfully someone made a guide on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2805408033 The artwork is very good, mostly realistic (rather than highly stylized and anime-like) and dark fantasy-themed. There are so many enemy types and each have really good and high resolution artwork. I think every inventory item in the game also has high resolution artwork. I would say that this and Grimoire: Heralds of the Winged Exemplar are the two best dungon crawlers on Steam.
i like it a lot more than elminage gothic. you got a map nearly from the start, it's complicated but not too much, i feel right at home. Edit : the difficulty is uneven. start is hard, as the interface is nightmarish at first. then you get used to it. there are a lot of difficulty spikes, but once you get a thief high enough and start to properly gear your brawler, it's basically over.
A relatively faithful Wizardry clone with some interesting additions. The massive class list might be overwhelming if you aren't familiar with the genre, but it makes party-building much more interesting. And unlike in purist clones, each class has a unique skill: the Hunter performs bonus attacks on enemies with status ailments; the Shaman can equip weapons in armor slots and create a magic-reflecting barrier; the Thief can remove and steal enemies' equipment. Unfortunately, many of these skills aren't unlocked until Level 25, which isn't far from the end of the game. The other big addition is the crafting system, which lets you use materials to create utility items or enhance weapons. The latter is where the real meat is: you can do anything from increase a weapon's damage to make it put enemies to sleep to remove the race restriction on it so your fairy can swing around a greatsword. It's a little overwhelming, honestly, but it's a lot of fun to play around with. The 3D dungeon graphics are nothing special, but the 2D art is excellent; some of the monsters look genuinely terrifying. Unusually, items have art as well, and it's no less excellent. The character portraits don't look quite as good, unfortunately. There is, alas, one big problem with the game: its dungeons are too big, too empty, and too many in number. Around one room per floor has something interesting in it; the rest hold either a random encounter or nothing at all. Some floors offer interesting navigational problems, like pits that drop you to the next level or an air timer that ticks down in real time, but more don't. I appreciate that each dungeon has its own look, but visual variety can't make up for gameplay uniformity. All in all, Elminage is an above-average dungeon crawler on a platform where good ones are surprisingly hard to find. If you're interested in the genre, give it a shot.
Ever play pokemon? Remember how your pokemon got crit that one time and you loved that? FAIR AND BALANCED RIGHT?! or how about how you shiny hunted for a particular shiny and had to soft reset 600k times? wasnt that fun how they locked that behind rng? you know what would be amazing? LETS MAKE ALL THE ENEMIES WORK WITH RNG! thats really what players are complaining about. Go ahead! buy this game! run through the tutorial dungeon like its nothing only to walk into any of the three level 2 areas and have "the difficulty" spike. because as a gamer there is nothing I love more than having three of my party members beheaded by an assassin or a thief in the second area because rng but my guys cant seem to land a single behead. OH! thats not to tough for you?! okay I got you because I see your so skilled you can dodge behead rng... I know lets make it so the enemies confused you and regenerate EVERY TURN. STILL not enough eh? dont worry fam I got you. Every enemy from the level 2 dungeon will have 6k life while your still struggling to do 25 damage in a round (mind you they heal 15 hp a round too). THIS WAY if you do happen to avoid the hax for the first two turns you have 90 more turns of that RANDOM enemy to hax you. BUT SURELY you have magic?! that MUST make the fights quicker eh?! nah. the valkarie you started with does like 50 damage with that flambrige early on. also it takes ALL of your spells to clear like three random encounters in any of the level 2 dungeons. FUN AND INCREDIBLE RIGHT?! Are you convinced yet? No?! DONT WORRY!? EVERYTHING IS RNG! When you level up YOUR GUYS STATS CAN INCREASE AND DECREASE! its actually possible for your guys to be weaker than a level 1 character LOL! the best part about leveling up is watching 9 levels of +1 hp because when I go dungeoning I love going and fighting level 5 monsters with 900 hp where my level 15 characters are JUST breaking 30 and 40 hp. I cant actually believe that steam sold this dogwater game on their store. THEY ARE NOW ASSOCIATED WITH THIS! THIS IS THEIR REP! THEY ALLOWED THIS TRASH TO FILL THEIR STUFF! but dont believe me... spend your 10 or 15 dollars on this game and then we can both complain about it together.
Elminage ORIGINAL is an easy recommendation, but only for the right audience. If you watched me play, you'd assume I hated it as I rant and rage about bad design choices and frustrating aspects. But at the end of the day, there's not a part of me that doesn't actually love the game. Thing is, EO is a very old-school dungeon crawl by faithful wizardry fans. Everything Wizardry does well is done well, everything done poorly is still just as bad. So, casuals? Look elsewhere. People that want a modern crawl? Not recommended. On the positive side, the systems are EXCEPTIONALLY interesting. The classes and races are actually unique and change up the gameplay. Summoners that can capture monsters, Servants/Maids that get free item slots for consumables and automatically use them each turn, Alchemists that allow a complex and clever weapon enchanting system, one race that is immune to cursed items. It's worth doubling down on the weapon enchanting system. It's awesome. There is no limit to what you can do with this dang system. Bonus damage, multipliers against certain enemy types, damage/status resistance, remove racial/gender limits, etc. It looks like a fantastically cool system that I just can't play with for reasons I'll complain about later. In addition, the core loop is great because you have access to loads of quests and dungeons from the beginning. It feels the best kind of open-world as you need gain fame and track down magic rings that are randomly hidden throughout the world. The combat is great at it's core, though it does sometimes misjudge the line between "Healthy Challenge" and "Annoying BS". You'll have your entire party put the sleep, insta-death'd, nuked by dragon breath, take one step into a dungeon and be forced to leave before you got petrified (I still don't know if it can be cured in dungeon). Or my favorite... I'm one step from leaving the dungeon only to have my thief spring a teleporter trap and be lost again. Rage, anger, bad design... sure... but I do love the experience. The game really falls into three major problems. Map Design, RNG, and Grind. The map design is actually interesting enough with each location feeling different. Some dungeons are maze-y corridors, some wide open spaces with buildings, some room-y castle interiors or temples. The gimmicks are unique enough to be engaging, yet rarely cross the line into bad. Some do frustrate me, but it's well within the range of "Fair" for someone that likes this genre. But there are no hidden treasure chests and very few events hidden on these maps. This means that you encounter hundreds of near identical empty rooms and rarely get that joy of finding something. The design itself is fine, but the experience of exploring the dungeon just tends to falls flat. This is equally frustrating when you have a quest, but it doesn't even tell you what floor you need to be on. It's "Walk on every grid tile until you succeed". The RNG is RNG. Everything about this game feels dictated by random and I've got some of the worst luck on earth. I was using nearly all starter equipment for over 9 hours because I couldn't get any decent drops! The game is heavily gear focused, so until I got these drops I was struggling for every step. The same RNG allows for stat loss on level ups (seems related to age) but this leads to plenty of save-scumming that doesn't feel good. (I generally take losses in games, but the stat losses were adding up fast here. Scummer was my only choice.) Note that I didn't even mention the potential for a battle every step, the RNG super power monsters, or insta-kill spells. I just considered that RNG BS par for the course in the genre. Finally, the thing that hurts MY experience the most is just that for a game with so many cool systems and freedom of choice... they tend to limit you too often and for too long. Crafting requires an alchemist, many quests/items require a summoner. But each class requires you to reach around level 30 to start using their mastery skills and have the class as designed! (I still have yet to unlock the mastery skills of any class, so it takes a while) There has never been a dungeon crawl so in need of multiclassing or a cool ascension system that rewards you for changing classes. While there's reasons to switch classes, it involves rebuilding my character from level 1 onwards and after 20 hours... that's way too much of a time investment! There are so many races and classes to play with but the core systems really make it tedious to do so. Mid-game you even unlock additional races! But is it worth recreating from scratch? I don't know. Anyways, I do think this is turning out to be one of my favorite Dungeon Crawlers from a system standpoint. There's so much here to love. But only hardcore, old-school dungeon crawl fans need apply.
This game is full of retarded poorly translated puzzles, and unlike Gothic, you can't skip them, because the entire game is centered around them. Pass this one up and play Gothic.
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