
Ghostlore is an 'Eastpunk' Action-RPG where you fight supernatural monsters from Southeast-Asian folklore. Inspired by classic ARPGs such as Diablo 2 and Titan Quest, Ghostlore features detailed item and character customization systems, procedurally generated maps, and awesome 90's retro graphics.
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): 0.11/day in the week to Aug 4 → 0.29/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.
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Engagement
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"Ghostlore has been selling, slowly and steadily. But it would take a pretty strong resurgence of interest, let's say hitting 1000 reviews, to make it so that coming back to implement online multiplayer would be worth our time. " Lets make it happen. Solid isometric arpg, very unique skill and stat system. Online multi pls.
Ghostlore is a 2023 indie ARPG that punches above its weight, with a fresh setting, responsive gameplay, and lean mechanics that support variety and depth with minimal gating. The setting is a slightly fantastic version of South East Asia in the 80s, primarily Singapore before it became a metropolis, with local spirits and monsters infesting the nearby islands, jungles, and caves. There’s a merlion statue in town, and you can cook hawker cuisine that gives you stat bonuses. There’s also a bestiary that gives some backstory about the monsters you encounter. The graphics are a lush colorful pixel style, with plenty of detail in terrain and backgrounds. I usually avoid ARPGs with pixel art but Ghostlore’s art is quality and won me over. The town area is a city square filled with stalls in the heartlands of Singapore, and the post-campaign town is styled after the Jewel waterfall fountain at Singapore airport. One issue is that foreground objects like walls and tree canopies can obscure sprites behind them; silhouettes are shown but that may not be enough to figure out what’s going on. Ghostlore supports both click-to-move and WASD controls (the latter requiring explicit enabling in settings). Most functions can be remapped, except for the basic attack and dash on the mouse, which resulted in me accidentally dashing into crowds of enemies a couple of times. There’s also a loot filter but I didn’t use it. The campaign is 10 levels in a mix of urban, rural, and wilderness settings appropriate to South East Asia of 50 years ago, including a burning village, haunted hospital, graveyards, and so on. It’s interesting to see modern elements like scooters and sleek motorized boats alongside mystical seals, demons, and ghosts bound to spooky trees. Campaign maps are straightforward and can be completed without much annoyance; there are few ground degens, on-death effects, projectiles can be avoided pretty easily, and you can die with little penalty. There was a forced loss late in the campaign that confused me, and the final level is lengthy with multiple boss encounters, including multiple bosses at once. There are two types of post-campaign activities: running maps with lots of enemy buffs that earn you tickets for a dungeon with ramping difficulty that kicks you out if you die. I completed the campaign around level 40; post-campaign activities are set at level 60 but I was able to do the maps without trouble, the other dungeon killed me pretty quickly. You can find Balance Shrines to donate items to random players and simultaneously receive whatever someone else put in. There’s also Spirit Shrines that summon an AI-controlled copy of someone else’s character to help you clear the map. You also upload your own character at the same time, and once I managed to summon a past version of my own character to help me. Aside from picking hawker food for stat bonuses, there are three other components to a character build: the class and skills, equipment (which is not restricted at all by class or stats), and glyphs. Aside from classes, all of these can be reconfigured at any time at no cost (you have to buy an item to reselect classes). There are 10 equipment slots (main-hand, off-hand, amulet, ring, hat, scarf, body, waist, legs, boots) with no class or stat prerequisites. Equipment can be upgraded for more affixes and have gems socketed into them Diablo-style. The biggest issue is that the stats aren’t explained, and the defensive stats in particular are non-obvious but important to understand: absorption is flat damage reduction, dodge is a chance to cancel critical hits and divide damage by 4, and blocking is a chance to completely negate damage but has a cooldown. There are 9 weapons that have different behaviors: parang (machete), kukri (knife), kris (dagger), spear, quiver (includes bow), talismans (the rectangular seals that Asian exorcists use), axe, staff, and gauntlets. Any class can equip and use them. There are six classes in this setting: monk, Taoist-style exorcist, an elemental magic-user, assassin, feral berserker, and animal summoner. Each has 4 class-specific active skills, 6 passive skills, and 6 modifier skills that can be selected by placing them on to a 7x7 skill grid that unlocks as you level. Passive and modifier abilities give support effects to active abilities on the same row or column as them, if not blocked by other active abilities. As you level, you can select a second and a third class to mix in freely, leading to a huge variety of builds, which you can adjust and change at any time. Each active ability can also transform into another skill if paired with certain active abilities from other classes. Glyphs are little symbols (from the Toki Pona constructed language) with stat bonuses, which you find and place into a big grid that unlocks as you level. Compound glyphs have a 4-square aura that gives additional stat boosts for each different type of simple glyph within. Basic weapon attacks and active skills cast quickly, and the active skills each store up several charges, making combat fast-paced. Each class has at least one “trigger” passive (for example cast on minion attack), so you can very easily set up explosive bursts of skills - for example dumping 4 abilities when you attack, and 4 more abilities when you dash. You only need to have the skills and enough space on your skill grid to set it up, and the charges and mana when they activate. You can also get a pet that picks things for you, and - unseen since Torchlight - you can send it back to town to sell items.
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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, Japanese, Korean, Simplified Chinese, Thai, Traditional Chinese, Vietnamese, Filipino, Indonesian +1 more
Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
These developers really understood diablo 2. They aren't copying and pasting classes/abilities and calling it a day, like these guys really get what worked in diablo and torchlight games and made it their own. The design choices they made with the grids are really interesting. Its extremely complex but like a good puzzle, its simple enough at first glance to make you engage with it. It did take a while to get my build going, but I managed to make something good enough to at least finish the story, so I'm happy with it and it was pretty fun doing my own build. Min maxing for these must be insane, or at least take you a couple of hours. My only complaint with the game is that the visibility is kind of rough, even at the start. I'm not quite sure why, but it feels like the background/floor has too many detailed sprites. A couple of skills in the late game make it really difficult to see too. But I swear to god, the grid and class systems are like a slam dunk, it makes this game highly replayable along with the short story. You also can get a good grasp of most builds by the end of the story imo (at least skill interactions and such) Highly recommend, and I can't wait to see more games from them.
This game reminds me of a genre of game long dated (Conquer Online) without any of the predatory nonsense that come with that style of game. The loot is interesting. The game itself is janky and rough around the edges but nonetheless is fun to play. It's a worthy addition to any ARPG library. Shamelessly this review is to hope it one day gets to 1k reviews though because if it had true seamless multiplayer, even with shared progress LAN play or similar, I'd get even more of my friends to buy it in a heartbeat.
fun arpg with surprisingly interesting mechanics that are deeper than you think, downside the game is too short
Great game with a cool aesthetic and a Diablo II feel. In hopeful waiting for a sequel or added online multiplayer.
Love the skill and glyph system in this game. Itemization is fun and rewarding without being too complex. Like the balance of mindless mapping and then tryhard pushing hell tiers every once in a while in the end game. 100% recommend giving this a try. If you're a combo arpg fan and enjoyed kingdom hearts 358/2 days panel system you will love this. This is coming from a path of exile 1/2, last epoch, diablo 2/4 player.
Great game with aspects of Southeast Asian monsters and Singaporean stories and even language. A lot of experimentation and action!
What an excellent little game this is!
They have some good ideas, and what's here could be turned into a great game, but in its current state, it's just not very compelling. There are no checkpoints, so dying means potentially having to trek through an entire map you've already cleared.
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