
Empyreal is a complex, challenging, feature-rich action RPG. In a far-flung corner of the galaxy an Expedition arrives on a hitherto unexplored planet to find a colossal Monolith built by a lost civilisation.
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/day in the week to Sep 7 → 0.14/day in the week after.
About
Empyreal is a complex, challenging, feature-rich action RPG.
In a far-flung corner of the galaxy an Expedition arrives on a hitherto unexplored planet to find a colossal Monolith built by a lost civilisation.
These are no mere ruins: the Monolith is filled with danger, and the Expedition is ill-equipped to unearth the secrets within.
All eyes turn towards an elite mercenary who may succeed where others have failed.
Venture inside the Monolith and face the automatons that yet remain, remnants of the impossibly ancient civilisation that built this unknowable structure. Survive and uncover revelations that transform our understanding of humanity itself.
Choose one of three weapon archetypes: The Glaive, The Mace & Shield or the Cannon. Each weapon has its own core move set giving each their own unique playstyle.
Empyreal features a unique blend of RPG Systems and Skill-based Combat. Master the flow of combat with perfectly timed attacks, deflects, parries and even many Abilities that gain additional effects when perfectly timed.
Find powerful new Equipment, adjust your stats via an extensive modification system and refine your build to perfection.
Empyreal features dozens of Abilities with a huge variety of effects including dealing damage, providing defence or healing, extra movement options and other utility.
Find new Abilities as you progress through the game, many of the most powerful are well-hidden or locked behind lengthy Quests.
Experiment with a multitude of Character Creation options or choose one of the 30 presets to jump straight into the action with.
Choose your character’s background giving you a unique backstory and starting set of equipment. You will also occasionally have the chance to respond with special dialogue options which are specific to your background.
Each member of the expedition has their own personal questline. All of these questlines have multiple endings depending on your choices. It is even possible to fail them entirely…
Paying close attention to your fellow expedition members will eventually grant powerful rewards but only if you stay the course.
One of the most important and unique features in the game. These ancient artifacts are blueprints for aspects you encounter in each level inside the Monolith.
What enemies you face, what loot you find, how many lives you get, what elements you need a matching resistance to (and more) are all randomly generated. There are many ways each level is different depending on the attributes of the cartogram you use to access it.
The levels themselves are all designed by hand, and you are rewarded for exploring; so find hidden details, shortcuts and seek out the secrets within.
Each Cartogram contains an end boss. The selected Cartogram defines the loot table of the boss, and the chance of a drop. Epic boss battles enable you to target items you may need for future cartograms.
Items including Cartograms can be shared with other players via a Mail system and a Trading Post.
Although a single player game, Empyreal has a number of asynchronous features allowing you to feel the presence of other players inside the Monolith. One of these features is ‘Into the Aether’ allowing you to gift an item through a tear in the aether to another player, where it becomes “Aether Touched” and gains a significant stat boost.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 161reviews | 69% | — | $47.8K |
| $29.99 | 257ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1][b] TLDR: A promising Monster Hunter-Diablo hybrid that starts strong but quickly unravels. Bland loot, weak builds, cheap bosses, and non-randomized levels expose a game that's all premise and no depth.[/b] [/h1] [h1]PROS: [/h1] ➕Good amount of graphical options/DLSS ➕Good exploration and game world ➕Three different weapons, each with a distinct gameplay style [h1]NEUTRALS: [/h1] 🔹Story is okay, but the way the quests are handled are not great and the ending is a disappointment [h1]CONS: [/h1] ➖UI doesn’t look or feel great - often can’t scroll down to see stats, or name of item is too long ➖Desperately needs a map ➖Weak build options ➖Boring abilities ➖Incredibly cheap bosses in mid to end game [h1] [b] Content (Game world/Narrative) – [6/10] [/b] [/h1] I found the game world to be good, if a bit repetitive. I liked the vast feeling of it as well as the mesh of science fiction and fantasy settings. From what I can tell, there are 4 main big maps of different biomes. Each of the maps have various nooks to explore and things to see, but most of it is for gathering materials or opening chests. Still pretty good and I liked the world. The narrative is not the best. You arrive as a mercenary to a camp to explore a new found alien artifact. The story consists of you doing quests in the hub area and the 4 main zones. I didn’t find the story to be good or achieve anything noteworthy. [h1][b] Gameplay (Mechanics/Difficulty) – [5/10] [/b] [/h1] The general loop feels like something like a Diablo 3 or 4 endgame - you enter these sphere items, each containing different monsters and stats, for loot. There are “Classes” to play, defined here as weapons. None of them seem to have a serious advantage over the other, they just harbor different gameplay styles. The mace and shield have massive damaging parries, the glaive is focused on fast speedy dodges and the gun is about ranged attacks, mines, and ammo types. Each weapon has a max of 4 abilities and 1 ultimate from a pool of numerous more abilities. I’d estimate there are 7-9 options in total for each weapon, but none of the abilities feel very impactful. You’re meant to mostly play through auto attacks and timed input presses. The loot, and by extension build potential, to be not very exciting, which severely hampers the experience in a loot-based game. I found the difficulty to be very spikey. In the beginning, from levels 1-20, the game was very easy. Once I started hunting the gatekeepers around lvl 30 is where it starts to get silly. I played around with all weapons and would very frequently get 2 or 3 shot with the glaive and gun. My only potential for survival was the shield, which not only allowed me more hits before dying, but is the only weapon to give any sort of natural restorative abilities. However, the tradeoff of this was boss fights literally taking 20 minutes, and a set of mistakes could still kill me very quickly. [h1] [b] Graphics (Quality/Technical) – [7/10] [/b] [/h1] Very good. This is easily PS5-era fidelity. Some of the levels, like the desert one specifically, look amazing. Also, the vastness of the cube and some of the areas are great. I need to call out the biggest negative graphically though, the UI. It’s absolutely terrible. Sometimes you can’t even view the full loot a map provides because there’s a scroll bar with no ability to scroll. The gear itself you can at least scroll to see the stats, but still, that should not be a thing. Seems like this part was built with consoles in mind. On the tech side, it runs okay. I played it fully maxed and I was only able to achieve a consistent 120 FPS through frame generation. It doesn’t seem very optimized. I encountered a lot of bugs. Enemies falling through floors, loot rolling off into the ether…combat seemed to be okay which is great, but there is some noticeable collision issues with the environment. 1440p @ 240hz | installed on SSD [h1] [b] Audio – [6/10] [/b] [/h1] Music is okay, nothing stood out to me. Voice acting is present and seemed fine, no real issues. [h1] [b] Replay Factor (Longevity) – [6/10] [/b] [/h1] I think the potential is good for replay as the levels have random loot, but the game did start getting repetitive after a few hours. Unlike Diablo’s endgame, the levels of the zones you play are not randomized, so it’s the same setup each time you go in, just a few different spawn points. There is an online component through gifting lives and items, but no ability to play with others (?) and no interaction other than the marketplace to buy new levels. [h1] [b] Final Verdict – [5/10] [/b] [/h1] Empyreal is an interesting title. To me, it feels like a cross between Monster Hunter and Diablo, two of my favorite series of all time. But it mirrors these two in only the highest basic premises, it severely lacks depth, To start, my favorite part of the game is how it feels at the start before you dive deeper into its flaws. I love the loop of diving into these vast, unknown worlds, to get loot and make a build to progress further into harder areas. Once you complete this loop a few times, you start to see some issues. Issues like the loot and stats are vague and boring, there’s no real way to make a meaningful build and the abilities are lacking, and there’s some real repetition in non-randomly generated worlds. Despite the myriad of mediocre to negative aspects of the game, I played it enough to get to the ending, or close enough. I’m pretty on the fence with either recommending for or against this, as it’s the definition of mediocre, but I do also love the foundational aspects of Monster Hunter and Diablo. I think overall though, I would say to skip this and just play another round of MH or D2/3/4. [h1] [b] Recommend? (Price) [Y/N] [/b] [/h1] [h1]No[/h1] $30 is way too much for this. Get it on a deep sale if you are considering. Better yet, try the demo first. You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 22 → 0/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
| $14.99 |
| 222ratings |
| 70% |
| — |
| not modelled |
| $3.74−75% | — | 63%* | — | 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 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Empyreal, developed by Silent Games and published by Secret Mode, is a sci-fi action RPG that leans into a blend of methodical combat, loot-driven progression, and a mysterious, almost philosophical narrative backdrop. Set on an alien world dominated by a massive and enigmatic structure, the game builds its identity around the act of venturing deeper into the unknown, where each expedition feels like a calculated risk rather than a straightforward mission. It presents itself as both a test of skill and a slow unraveling of a larger mystery, even if its storytelling often takes a secondary role to its systems. The core gameplay loop is structured around repeated excursions into the Monolith, a sprawling and layered environment that serves as the central focus of progression. Instead of offering a fully open world, the game is divided into contained zones that function as self-contained challenges. This design gives each run a clear objective, emphasizing efficiency and preparation over aimless exploration. Players enter, engage with enemies, collect resources, and return stronger, creating a rhythm that feels deliberate and cyclical. While this structure keeps the experience focused, it also means that much of the gameplay revolves around repeating variations of the same core activities. Combat is where Empyreal finds much of its identity. Encounters are built around timing, positioning, and an understanding of enemy behavior, rather than relying purely on stats or button-mashing. Different weapon types introduce varied playstyles, encouraging players to experiment with approaches that suit their preferences. Defensive mechanics such as dodging and parrying play a significant role, rewarding precision and awareness. This creates a satisfying sense of mastery over time, as players become more comfortable with the game’s systems and begin to handle encounters with greater confidence. However, the learning curve can be demanding, especially early on, and may feel unforgiving for those not accustomed to this style of combat. Progression is heavily tied to equipment and customization, with a strong emphasis on refining builds to suit different challenges. Gear is more than just a reward—it’s a core part of how players interact with the game. Adjusting stats, abilities, and loadouts allows for meaningful variation, giving players the freedom to shape their approach. This system adds depth and replayability, as experimenting with different combinations can significantly change how encounters play out. At the same time, the reliance on loot as a primary motivator can make the experience feel repetitive, particularly when progression becomes tied to incremental upgrades rather than new mechanics. One of the more interesting systems in the game is the way it introduces variation into its structure. Elements that influence enemy composition, rewards, and overall conditions add a layer of unpredictability to each run, preventing the experience from becoming entirely static. While this doesn’t completely eliminate repetition, it does create enough variation to keep players engaged, especially during extended play sessions. It also reinforces the idea that preparation is just as important as execution, as players must adapt to changing circumstances. The narrative attempts to explore deeper themes related to existence, discovery, and the unknown, but it often remains understated. Story elements are delivered in fragments, with much of the context left for players to interpret. While this approach can create a sense of mystery, it also means that the narrative lacks the clarity and emotional impact needed to fully resonate. Characters and interactions provide some grounding, but they rarely develop to the point of becoming a central focus. As a result, the story feels more like a backdrop to the gameplay rather than a driving force. Visually, Empyreal presents a world that is both imposing and restrained. The Monolith itself is an effective centerpiece, conveying scale and intrigue, but the segmented design of the environments can make the world feel less expansive than it initially appears. While there are moments of visual strength, they are not always sustained throughout the experience. The audio design complements this with atmospheric soundscapes that enhance immersion without overwhelming the player, maintaining a consistent tone that aligns with the game’s themes. Where the game begins to struggle is in maintaining long-term variety and cohesion. While its individual systems—combat, customization, and progression—are well-designed, they don’t always evolve in ways that keep the experience feeling fresh. Repeated encounters and familiar environments can lead to a sense of monotony, particularly for players who engage with the game over longer periods. Additionally, the lack of clear direction in certain aspects of progression can create moments of confusion, making it harder to stay fully immersed. Despite these shortcomings, Empyreal succeeds in delivering a distinctive and often rewarding experience for players who appreciate deliberate, system-driven gameplay. Its emphasis on skill-based combat and build experimentation provides a strong foundation, even if not all of its ideas are fully realized. It’s a game that rewards patience and persistence, offering satisfaction through mastery rather than spectacle. In the end, Empyreal stands as an ambitious and thoughtful entry in the action RPG space. It may not achieve complete cohesion across all its systems, but it offers enough depth and individuality to remain engaging, particularly for those willing to invest time in understanding its mechanics. For players drawn to challenging combat and layered progression, it provides a compelling, if occasionally uneven, journey. Rating: 7/10
Empyreal is criminally underrated. There must have been something horribly wrong with the marketing strategy because the number of reviews and players dont reflect the quality of the game. The maps are breathtakingly beautiful. Gameplay is polished with a very small amount of jank. I personally love being a lootgoblin so thats a big plus for me. Interesting story with a more than 1 ending. My only gripe is that there are only 3 types of weapons. Obviously the devs know how to make a good game, for the next one you'll just have to pump up those marketing numbers. :D
After playing this game for a couple hours today, I am somewhat of an expert. You're welcome. Good romp. Def worth under 10 dollars that is for sure. Some gear things can be a little obscure. Some npc conversation options are a hoot. Things I am dying for. 1. Double jump. It just needs this. 2. After a whiff spear attack you are just locked in place for a excruciating long time staring at the end of your weapon. why? (yes I know you can dodge out of this.) 3. When the blacksmith is working, its the most annoying thing in the world that he hits his hammer on the anvil NON STOP in rhythm. Just, take a break every once and a while. 4. On some larger open desert maps, getting from point a to b is a long walk, would be nice for some traversal options. **All together, I feel like this game deserved more hype. The environment alone is very good and worth 10 bucks.
Empyreal - 100% Completion Review Score: 7.5/10 Empyreal is a loot based game about exploring a giant and mysterious alien structure on another world and finding out it's secrets, after fully completing this game i'll give some Pro's, Neutrals and Con's. PRO'S: -Has character creation, male/female, body, hair, colors etc. -Has multiple different starter classes to choose from but nothing is permanent you can change anything by simply equipping different gear -As this is a loot based game there is tons of gear, armor, weapons and loot to find and stats for each can be changed with stat changing spheres in game -Good combat with lots of different weapons to choose from and abilities you can use and craft -Good animations, stylish moves and jumping and dodging -Good environments, -Fully voice acted -Good characters that are well designed and written -When repeating a level a different boss can appear each time which help with making repeats a little less repetitive -Treasure's that can still be used for crafting won't be auto-sold with the quick sell feature which is really useful -Can help other players by gifting apparitions revival items or by sending a random item through the portal that opens up after a boss battle -Can change your appearance and transmogrify your equipment once you unlock it with a new NPC that arrives with the 3rd quadrant exploration -Every boss has their own little cutscene which is neat NEUTRAL'S: "No Score Change From These" -Game time about 20 hours, depends on rng -Decent performance, one crash, one memory leak that required restart CON'S: -Bosses in the second quadrant area will get stuck on the sides of the high rise platform and refuse to come back to the middle -Can't use modification spheres more than once -The Logo's boss fight is unbalanced, instant block that gains shield, flying, every area of effect element attack, every status effect attack, just too much Overall Empyreal was a game that surprised me, it turned out to be a pretty good loot based game with strong gameplay and if your someone who really likes character creation or loot games then you will probably like this game, but as always, It's.. Up.. To.. You and i'll leave it at that. (^_−).
Really fun combat, cool world building, confusing gear optimization I played Empyreal when the demo first became available and immediately wishlisted it because the combat was already so much fun. It feels satisfying and challenging but without being as punishing as a souls-like. I'm relaly enjoying both mace/shield and the glaive. I'm struggling with the cannon but that can potentially be a lot of fun too. The game doesn't have a real campaign but basically sends you right away into maps that vary in layout and increase in difficulty to collect better and better gear. You do get a couple of quests to accomplish in these maps which in turn move the story forward and develop your relationship with NPCs in the hub. I wouldn't call this a real campaign though. It does help to create a nice backstory that fits to the beautiful design of the maps. The main motivation is obviously to collect more gear and unlock additional abilities. The game has a crafting system that allows you to modify and optimize your gear pieces and lean into different playstyles. My main problem with Empyreal is that like other games it offers a multitude of gear stats but but it is difficult to understand which to prioritize. There is very little hand-holding in the game and unfortunately there are (at least up to now) no detailed guides available on the internet. It's definitely one of the most fun I have had with an action RPG recently! If unsure, just check out the demo and judge for yourselves!
Рекомендувати можу хіба що з великою знижкою, щоб ціна була не більше 200 грн. Гра побудована за досить простою схемою: отримуємо карту в один з 4-х регіонів, телепортуємось, досліджуємо карту, збираємо всяке гуано і б'ємо різних автоматонів дивного дизайну, щоб отримати лут з таким самим химерним дизайном та нові карти для порталу. В принципі ця схема працює і якщо немає в що пограти, то кілька вечорів можна витратити на цю гру. АЛЕ, я не відчуваю хоч якоїсь складності. Померти тут можна хіба що якщо ви знайдете якусь круту гранату і замість автоматона якось невдало кинете її собі під ноги стоячи на сходах. І другий момент, це те, що різновидів карт небагато, а бігати по одних і тих самий картах швидко набридає. І ще це неоптимізований UE5.
Определённо рекомендую данную игру к ознакомлению, для меня она стала открытием в этом году. При входе в начальную локацию (игровой хаб) сначала посетили сомнения, выглядело пусто, и непонятно что зачем и для чего. Первые два прохода через портал пробежал в общем минут за 5-10, пока не попал в третью более открытую зону, где представления об игре начали меняться. Боевая система в целом простая, но приятная. Лута судя по всему много, у каждого свои статы, которые можно менять. На локациях можно лазить везде, ограничений как таковых в передвижении нет, везде спрятаны секретные места и сокровища для крафта и продажи. Рандомизация сложности локаций, к которым нужно подстраивать свой шмот. Маленький совет: 1) Первое время чаще взаимодействуйте со всеми NPC в хабе, даже если кажется, что у них для вас ничего нет; 2) Продавайте сокровища, которые не нужнв для крафта; 3) Не торопитесь продавать снаряжение (одежду, оружие, щиты), в игре есть трансмогрификация, появляется ориентировочно после 4-й сюжетной локации, как и смена внешнего вида персонажа. 4) Не бойтесь везде залезть, игра это позволяет и зачастую поощряет. И кто сомневается из-за отсутствия русского в игре - в интернете есть русификатор.
This is certainly a game. Is it a bad game? No, not really. Is it a good game? Also, no. I really, really wish that there was a "mixed" review option rather than just the recommend or not recommend. Overall, I will say that if you can pick this up on a steep discount and don't go in without overly high expectations, you can get some enjoyment out of it. The first few hours were actually pretty fun. Unfortunately, it doesn't remain so. On the positive side of things: it has nice looking graphics with a pretty decent character creation system (appearance wise, not class wise. we'll talk about that in negatives). The various NPCs are remarkably fleshed out for how little they actually communicate with you. The map designs had a lot of hidden areas to discover and were often quite beautiful. And now the negatives. I'll break this down into further into categories. [u] Combat: [/u] This is a type of looter-shooter (like Borderlands or Diablo) where all your character progression is achieved via collecting randomized loot and creating a build based on that loot. You have three main playstyles: a tanky Shield and Mace build, a dodge-based glaive build, and a ranged cannon build. The problem with this set-up is the implementation. At first, your character is pretty weak but it is the beginning of the game and you expect that. However, once you start finding top-tier equipment...nothing changes. The high-level gear just doesn't do much. It never incentivizes you to change your playstyle to fit an awesome new weapon or armor set. It just...has slightly higher stats attached. Emphasis on *slightly.* [u] Story: [/u] There is a story here and it has the potential to be interesting but it is so strangely told. I'm 30 hours in and I still don't feel very grounded in the world. I understand the basic premise but there are no lore documents to collect so all your understanding of the story comes from conversations with NPCs of which there aren't many. Again, this is one of those things that are fine in the early hours but gets frustrating as the game progresses and you feel like there should be a lot more to the story to uncover and there just isn't. [u] Level Design: [/u] Continuing the theme of things that are good at the beginning but don't hold up by the end, there are four main "areas" each with a small selection of maps in each area. The areas themselves are quite distinct: a crumbling academy building, a vast open desert, a lush overgrown ruins, and an ominous shadow covered realm. But once you've seen an area, you have seen it. Even the loot locations don't change. The big chests full of the best gear? Same place. The little lootable rocks and plants? Same location. The small chests and orbs? Same location. This makes replaying very repetitive. [u] Bosses: [/u] There are two types of bosses: the ones that are available from the start and called things like mini-mage or wasp, and some high-level bosses that have actual names like Aletheia or Bythos. The first type are okay and moderately varied. But the latter are not. They are technically different classes but they all play pretty much the same. I eventually got to the point where I just brought a bunch of grenades and threw them all at the beginning just to get through the slog-fest of the exact same fight over and over and over. I like to 100% my games whenever possible, but I admit that I am dreading doing so for this one. It just isn't gripping enough in the mid and late game. Overall, I don't recommend this game but if you get it on a steep enough sale and you aren't overly obsessed with obtaining all the achievements then you can get a good 10 hours of pretty reliable fun before the weaknesses really start to show themselves.
👍
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