
Gravelord is a fast-paced boomer shooter voiced by a badass protagonist featuring hand-crafted levels filled with secrets and hordes of enemies to kill. Dish out some brutal carnage with powerful guns and collect Tarot Cards to gain even more killing power. Let's put the fun back in funeral!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 31 → 0.14/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.
About









Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 181reviews | 88% | — | $81.1K |
| $14.99−25% | 3ratings | 100% | — | 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.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Неожиданно отвратительный шутан. Это не бумер шутер, это скорее буллет хелл - так как большинство противников - реинджовые, а их атаки - прожектайлы. Музыки почти нет, на протяжении всего большого и запутанного уровня "наслаждаешься" топотом и гхыкаеньем главного героя. Стрельба более- менее ок, но унылые локации, фиговый мувмент и бесячий герой сводят все усилия разрабов на нет. Инерция движения просто лютая, а в игру зачем-то додумались добавить немного платформинга. Зря-зря-зря. А еще игра забажилась на финальном боссе, и две недели я не могла снять последные 10% хп из-за крашей. Разрабы так обратной связи по проблеме не дали у себя в дискорде, помогло стим коммьюнити. Допрошла только ради того что бы получить достижение за прохождение, и перепроходить даже не подумаю. Фу.
Gravelord is an old school first person shooter, but I'm not going to waste any time going into detail on the gameplay mechanics. The mouse aim feels very stuttery, especially when moving the mouse diagonally, which makes the combat look and feel terrible. I mean, its technically playable as long as you don't ever try to circle strafe. Enemy variety, gun variety, map design, nothing matters because the most fundamental part of any FPS is completely broken and just not fun to play.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Spanish - Spain, Polish, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Overall a very good time. I liked Episodes 1 and 3. Episode 2 has some issues imo. I don't care for the card system, but the gunplay is solid. Level design is pretty good across the board.
Decently fun gameplay, but it's dragged down by extremely repetitive environments and poor level design. I just couldn’t force myself to keep playing. The Tarot card gimmick has potential, but the modifiers are so unimaginative that only a couple of cards feel remotely useful.
Gravelord is a competent game with some questionable design quirks that keep it from reaching the greatness of the best the retro-FPS genre has to offer. The game's biggest strengths lie in its cool, unique weapons and atmospheric world design. The themes range from medieval gothic city streets to Mayan cities, and the third episode has some levels that feel like they would fit right into an official Quake expansion. I mostly enjoyed my time with it, but I have some grievances. It cites itself as a love-letter to oldschool shooters, but unfortunately it also brought some of the worst elements from that era. Annoying ambushes and traps, sewer levels, underwater sections with a breath meter that runs out way too quick, and flying enemies with a health drain attack that can kill you in seconds from across the room. Where the game stumbles most is in its boss fights, which unfortunately feel like a missed opportunity. It's less of a skill check and more about overwhelming the player with projectiles flying everywhere, infinitely spawning adds and environmental hazards. In my opinion, a good boss will introduce a unique enemy with its own moveset that requires learning patterns and spotting weaknesses. Gravelord will take an elite enemy, give it 10x the health and toss it into an arena swarming with common fodder. The devs have addressed this and are looking at rebalancing this aspect. Credit where credit is due, at least the final boss had some unique mechanics. Beyond that, the sound effects are loud and satisfying, the music is good, the enemy roster is decently varied and the level design is servicable. It's not a bad game by any means, but it's hard to not feel a little let down by the untapped potential here.
A game that tries to recapture the soul of the original Quake but does it completely wrong: Maps are over-repetitive and a nightmare to navigate. Weapons are too weak, and most alt fire modes are just gimmicks. Enemies are overly bullet-spongy and too trigger-happy. The card system sounds interesting until you find out 90% of them are absolutely useless. The only viable strategy in Hard mode is to walk through a corridor, trigger enemy spawns and run back immediately, snipe them from a distance with your hitscan weapons, or abuse that tarot card which lets your third attack deal 300% damage by shooting the Gatling gun twice, then switching to rifle/launcher so you basically have a guaranteed crit all the time. In general, the combat is just not fun. I really tried to enjoy it, but I can't say it is satisfying or challenging; it's just annoying. It's also worth mentioning that this game has the worst swimming mechanics of any FPS I ever played. Your character swims at a speed of a turtle and starts drowning after 5 seconds without a diving suit (which will run out pretty fast btw), and they even made a sewer level which is entirely about swimming and underwater puzzle-solving. The sewer is the worst map in the game because getting lost in this generic-looking map is already so common and now you will lose 50 hp or even drown to death because of that. The second worst map is the clouds level where you can't see anything more than ten meters away as if you are playing Silent Hill 2 or something, and your enemies seem not affected at all because they can still shoot you precisely from those damn fog, not to mention the platforming feels terrible and every fall is an instant death. These two maps should be deleted entirely. At least those one-liners are funny, but that's not enough.
Naprawdę udany i dobry FPS w starym stylu. Bohaterem jest gadający grabarz, którego głównym i nieodzownym orężem jest łopata i pakiet rozmaitej broni palnej. Mamy pistolet, dwururkę, minigun, miotacz ognia, mrożącą lagę, super snajperę z laserem, miotacz piorunów i .. łopatę, z którą łączy się jedna z mechanik gry. W etapach odblokujemy magnetyczną zdolność szpadla, dzięki któremu będziemy mogli się przyciągać do magnetycznych pól - zwiększa to dynamikę poruszania się po mapie i pozwala odblokować ukryte znajdźki. Każda broń ma dwa różne strzały, ale je też trzeba odblokować. Ciekawe jest to, że nasz protagonista znajduje karty z zdolnościami, które dają nam różne możliwości; a to lepsze leczenie, zwiększone obrażenia, lepszy skok, obrażenia kosztem zdrowia i tym podobne. Epizodów mamy trzy, a każdy ma zróżnicowane plansze. Grafika jest bardzo przyjemna, projekty wrogów naprawdę fajne. Jedynie nie odpowiadała mi gitarowa muzyczka, ale w tle sobie puszczałem OST z dawnych shooterów:) Miłośnikom singlowych strzelanin z pierwszej osoby mocno polecam, zwłaszcza że gra nie należy do drogich.
Very fun and challenging retro FPS with well-designed levels.
“So many Boomshoots out there. How do you stand out?” By making it really, really good! “What about gimmicks that pull folks in?” There are a couple, but they are mostly fluff on the surface. Its quality lies in the fact it is really, really good. “How about aesthetics to stand out from the pack?” It does have a very clean look, that helps it a lot. But that is still surface stuff considering that, at its heart it is really, really good. “Are you saying this is really, really good?” Yes, I am saying that Gravelord is really, really good! Gravelord is a very tightly designed and well implemented old school FPS. While it has some small gimmicks and unique, RNG driven concepts relating to perks, these are mostly inconsequential in comparison to the core experience. While at its core the game is a very basic experience, it is executed so well that most other critiques could well roll off its back. This does mean that it is not going to change the minds of people who are either fed up with boomshoots or sceptical folks needing to be convinced that there is more depth to the genre, but that is not really the point. Gravelord is an absolute core boomshoot through and through, for better or worse. [h1]Stuck in a crowd[/h1] While I have established that Gravelord is a very competent FPS one could class as a boomer shooter, there is a question that rears its head every time a new one of these comes out: “Why should I bother? There are already 50 of these out there and they are all more-or-less the same thing. How is Gravelord special?” Gravelord, on the surface, does not have much in its defense. It swims in the water with much bigger, more established fish such as Dusk, Amid Evil, Cultic, Turbo Overkill, Hrot, Wizordum, all the while trying to compete with other late comers such as Forgive Me Father, Project Warlock II, Painted in Blood and the absolute tsunami of titles in GZDoom and EFPS, all vying for attention. What magical gimmick makes this stand out? [h1]Amid Amid Evil[/h1] At its core, Gravelord is closest to Amid Evil from the crop of post 2018 releases: a more Quake like, simple experience that relies more on keeping the most basic elements good while not worrying about relatability or other such factors. Amid Evil had at least the fantasy element, with regular guns replaced with magic spewing objects all in a very abstract world, so there was a strong gimmick point there. Gravelord is slightly more straight laced, with pistols and shotguns making up the arsenal in (mostly) understandable locations, which means it needs another core factor to help it. Thankfully, it does, but it is arguably not much to write home about. [h1]Holding all the cards[/h1] Gravelord is made in ways where on every level there are three tarot cards. These are typically carried across to the next level in the chapter, all the way up to the boss level and can be changed on a per level basis once you find a card laying around. These cards tend to give bonuses, and these bonuses usually compliment each other, depending on the other cards chosen. They are usually things such as enemies dropping armor, more ammo, health when gibbed and other such things. Each level’s cards are randomly selected, so with each run you usually can experiment with different choices. I mostly ran a build with health regen to 40hp, less damage received under 40hp and extra damage for 40hp and lower. [h1]Bum hand[/h1] While this may seem fun, it is not the most impactful thing in the game. It can provide some fun mixups, but I imagine people will find what works for them and then they stick with that. Also, with it being RNG based, you can't really plan builds. I found it annoying when I lost my sub 40hp regen, so on later maps in the second two chapters I would just reload the game until I got the card combos I wanted. There is also the spectral shovel, which lets you teleport to specific surfaces you look at on pressing the use button. This is fun, and you can telefrag enemies with it once you get the hang of how it functions. That said, it is not something that will likely sell the game. [h1]Keep it simple, stupid[/h1] What sets Gravelord apart from titles such as Forgive Me Father and Painted in Blood however, is the core systems are so well made. The movement is absolutely spot on. The combat, while simplistic, is very satisfying to partake in. I could waffle on, but this is the real point: It is a really well designed FPS with little fat on it. It does not need fancy extras, double jumps or the likes. Gravelord is good. Really, really good and if you’ve played a well received Doom or Quake map pack, you know what to expect. Speaking of map packs, I have to give a separate paragraph to talk about the level design. It is sublime! While not something that I could say is directly relatable, such as the way Build titles try, it retains that Quake and Amid Evil logic of “this is not a believable space, but you are going to ♥♥♥♥♥♥♥♥ well know where you are going and there will be a lot to fight on the way”. It has the same qualities that Quake and Doom modding communities maps have, but with less of a tendency to devolve into over indulgence. Nothing here will last more than 20 minutes, and everything will likely flow really well. Admittedly, if you go back on yourself on some of the more monotonous levels (the huge crypt levels get a little maze-like) you can get lost, but it never gets so bad as to where the levels are so sprawling you can get completely lost. The general quality is very, very high all round. [h1]Rock hard[/h1] Some of the moments of the levels do give way to one thing that is debatable as to if it is a positive or negative factor; difficulty. Since the levels are so meticulously made, they sometimes contain some extremely fiendish setups with almost perfect combos of enemies, where you’ll have some of the most absolutely ball busting foes placed alongside really irritating minions buzzing around you. Be it an area where you have grenade lobbing monstrosities above while rats bite your ankles, or simple shotgunners just above eye level while field like enemies run at you, or all of those with an enemy who causes movement issues… Gravelord is designed to bust your balls. While I know that most boomshoots have the reputation of having high difficulties, Gravelord is just that little bit extra, so don’t be surprised if you start murmuring “Oh c'mon! That’s bullsh*t!” [h1]Bossy boots[/h1] One thing about the core design that can be criticised easily is the boss levels. They tend to just be swarms of slaughter map levels of mobs, who eventually give way to a big bad after way too many minions are slaughtered, before hitting 75% and then the arena fills with annoying little flying enemies and ogre-like grenade lobbing beasts. During these moments, Gravelord does suck a bit, and I ended up lowering the difficulty just to get through them. If they were more interesting battles (the bosses just become regular enemies after their arenas) without the swarms, I would not have minded, but IMO they do stink. [h1]Conclusion: A good second helping (but not the meal)[/h1] Gripes about the bosses aside, Gravelord is a superb title. Would I advise it though? Maybe? The fact is, it does not stand out massively. While it is well made, it is not a Cultic, Dusk or Wizordum. It is not at the top of the pantheon, but it is absolutely one of the best second tier titles out there. If you polish off the top titles and finish Amid Evil, if you need more like that, then Gravelord will likely push your buttons. Not a classic, but just really, really good! Simple To the point Very playable No nonsense (except the bosses) ‘nuff said
An amazing if very brutal retro FPS experience with a witty protagonist and punchy weapons.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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