
Gravethorn is a 2D platformer that combines soulslike and metroidvania elements with deep storytelling. The story follows an Inquisitor who has lost his memory, searching for his forgotten past along with his regrets.
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 Aug 12 → 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
Gravethorn is set in a city slowly being overtaken by a living curse.
Roots spread beneath the ground and through human flesh, binding the land, the church, and its people to a cycle of decay. The faith meant to contain the curse has long since begun to rot.
You play as an Inquisitor tasked with confronting what remains. Not to save the world, but to understand what went wrong, and decide how far you are willing to go.
Explore a non-linear, interconnected world of decaying chapels, haunted forests, and ruined strongholds. Paths overlap, shortcuts reveal themselves over time, and the land quietly records the damage left behind.
Fights emphasize timing, positioning, and commitment. Enemies are dangerous, and recovery is limited. Progress comes from learning patterns and respecting the space you are given.
Adapt your approach as encounters unfold. Patience and restraint matter as much as aggression. Openings must be earned.
Discover trinkets, sigils, and remnants tied to the curse itself. Equipment and passive effects allow you to shape your Inquisitor without locking you into a single style.
Power is gained gradually, often at a cost.
Throughout your journey, you will encounter individuals shaped by faith, fear, and regret. Their stories are fragmented, often contradictory, and never fully explained.
Lore is uncovered through observation, environment, and implication rather than direct exposition.
Boss fights serve as major turning points, each reflecting a different aspect of the curse and the institution that failed to contain it.
Defeating them does not bring relief. It only allows you to move forward.
Gravethorn is a game about persistence, consequence, and the quiet weight of unfinished penance.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
正常玩莫名其妙对话卡死一次,动画还在做,手柄没有反应了,感觉是输入崩溃了。 被怪打空血了,用回城消耗品又卡死一次,怪物的动画寻路攻击还在做,手柄也没有反应了。 程序员做一做功能测试啊!
Es un buen metroidvania con fantasia oscura lovecraftiana ala bloodborne, hecho por 1 persona. Aun asi se siente el amor que le metio al juego, se agradece que agregaran idioma español desde su lanzamiento. Como buen fan de los metroidvanias me parece un juego bastante bueno e incluso me ha divertido mas que algunos otros que cuestan el triple o mas, por cierto este juego esta muy barato para las horas que ofrece. RECOMENDADO.
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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*, Turkish, French, Italian, German, Spanish - Spain, Simplified Chinese, Portuguese - Brazil, Japanese, Korean, Polish, Russian +1 more
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]开头单刀直入,直接罗列几个显而易见的恶性BUG。[/h2] 1. 跳跃落地时摄像头经常无法准确跟随主角。 2. 很多墙壁尤其是红色可攀岩墙壁会时不时卡主角。 3. 墙壁不光卡主角还卡小怪,小怪一旦卡住会飞出屏幕外,过几秒镜头一转又重新出现在原地。 4. 枪反频繁出现时机准确却判定失败,甚至判定成功敌方进入处决动画,主角依然扣血的情况。 5. 如果不小心按到键盘上的“分号”键直接导致画面错乱,换场景也无法解决只能重启游戏。 6. 游戏中进入设置页面,再按“继续游戏”会引发画面错乱。 7. 角色走到场景边缘时,偶尔会触发缘继续前进无法切换场景的情况,必须返回重走一遍。 8. 地图UI里角色图标和当前所在房间闪烁图标显示位置经常不一致。 以上只是冰山一角,其余琐碎小BUG不一一列举。哥们儿,2月初发行的游戏到现在都3个多月了,恶性BUG就这么放着不管合适么? [h1]接着说游戏第二个也是最大的槽点——NPC不能动不动说死就死啊。[/h1] 首先,把技能锁和各种支线任务用便签的形式标注在大地图上这一点特别值得点赞!呼吁广大做类银河恶魔城的游戏开发组都来学一下。但是,你一个即时存档不能回档的游戏,不能在没有明显征兆的情况下,而且还是玩家没有犯严重的常识性错误的情况下这么轻易的弄死一个NPC,而且还是个小女孩,就因为这一点新开了三个档真是恨得牙痒痒,而且之后的游戏过程中都是如履薄冰,每到一个看似不起眼的节骨眼都要传送到礼拜堂和各个NPC对话,生怕又错过了哪个细节弄死了谁谁谁。 游戏的总体质量刚刚过及格线,中规中矩层次感欠佳的画面,能凑合玩的动作手感,普普通通的地图设计(不过游戏音乐还是不错),都在服务一个讲得还不错的故事,玩下去的动力全在推进故事剧情上,结果因为对地图引导把控不够严谨导致游玩过程中很容易出现细节误差或纰漏,更糟糕的是玩家要用开多周目来承担游戏设计上的缺陷,实在不应该。 [h2]游戏短小且略显粗糙,但也对得起这个价,而且考虑到作为独立游戏制作人,在各方面资源都捉襟见肘的情况下至少在剧情上做到了兼顾自我感动和服务大众,给玩家带来了足够引起共鸣的故事,值得一个赞。[/h2]
玩过这么多2D游戏第一次写评价,这就是勾石中的勾石,主角搞个类魂的机动性,boss无限复读你就得无限躲技能,没有一点交互,只有作者纯粹的恶意,老子打到大眼了都没看见二段跳在哪
Phenomenal story, art, progression, and story. Sfx are satisfying. Combat is simple but fun. Platforming is minimal which I’m fine with because the aerial movement isn’t super precise. Lots of bugs that are generally minor. The game forces you into ng+ after the ending (there is a clear warning) which I’m not a fan of. Overall feels like a worthy (even though buggy) spiritual successor to blasphemous and last faith: very fun and worth playing, ESPECIALLY for $5, a total steal.
一款像素风的横版类银游戏,还带类魂元素。题材上带有些宗教元素,玩家扮演的是一个主审判官,在某些场景甚至还用可怖的婴儿哭声做环境音效。战斗上虽然可以自选难度,但不可中途调整,不想受苦的还是选择简单吧。角色的性能还算可以,可以近战、远程还能投掷、处决。出手比较考验时机,可以依靠护符、印记以及禁术等进行搭配养成。整体上是非常值得一试的的小体量动作游戏,推荐手柄游玩。值得注意的是:主角是能学会二段跳的! [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
De longe um dos melhores jogos que poderia jogar em 2026. O que posso destacar seria: Gravethorm inicia com o protagonista despertando do túmulo sem memórias. Ao chegar a uma capela, ele descobre ser um mestre inquisidor. Sem lembrar do passado ou de como morreu, ele avança em busca de respostas perigosas. O combate é o foco central e elimina mecânicas burocráticas. Não há barras de resistência ou menus complexos, permitindo ataques e esquivas livres. O sucesso depende da habilidade do jogador, mas há um Modo História para reduzir a dificuldade (o que fiz primeiro pois gosto de lores). Além do corpo a corpo, o arsenal inclui granadas e uma arma de fogo. A arma possui munição infinita, mas a recarga automática é muito lenta. Por isso, os tiros servem mais para atrair inimigos e interromper ataques do que para causar dano bruto. O sistema de contra-ataque exige precisão e funciona apenas em golpes sinalizados em vermelho (o que inicialmente me causava raiva kkkk). A vantagem é que a arma permite realizar o parry à distância. A janela de tempo é curta e arriscada, porém altamente recompensadora. Enfim, recomendo e recomendarei Gravethorn por um bom tempo.
Gravethorn - A Soulsvania Hidden Gem This a 2D love letter to Bloodborne & Blasphemous with some TLF & Skelethrone thrown in for good measure. Don’t expect a big budget banger, but more of a hidden gem and you’ll be very pleasantly surprised! It’s also a smaller form MV (8-12 hours roughly) which can be nice for in-between bigger games. Yet the in-game systems that we do have here show an incredible amount of depth, with sigils (buffs), forbidden arts (spells), trinkets (DS Rings), a blade, gun, blood vials, fire bombs, etc…all at your disposal. Plus a bunch of systems that can further be upgraded to keep you looking in every hidden corner or to completely avoid for all you challenge runners! This game does not have a stamina system either, but it does have corpse runs, so more in line with the B1 & TLF style of soulsvania fwiw. Bonus points for including something I’m not sure I had ever seen in a MV/soulslike yet. Important notes are scribbled on the map to the sides of rooms that you’ll likely need to revisit again instead of the usual map markers. There were only a couple of times I felt the need to break out my camera to take a picture of a room I was afraid I might forget something in. The notes captured probably 75% of everything super important. All-in-all, I highly recommend this to people that can’t get enough of games like the above mentioned soulsvanias!
游戏的整体不错,但是剧情方面是个问题,我看完了游戏中的道具文本和动画演出,我还是没搞明白.这个故事仿佛是一个已婚女人喜欢上大审判官,看到审判官家庭和睦,嫉妒不已,选择跟一城的人爆了来折磨大审判官的抽象故事.而且真结局里,教会那边看起来更不是什么好人了.其实这个不太好,如果作者有意出续作,那这样安排剧情没问题,如果没有继续续作的想法,就应该把这个故事到此为止.像我这种的,看到真结局后面还有黑手,只会有一肚子气,完全没有打完的畅快感. 游戏的数值有点问题,主角的身板最多挨两下,如果选了减少生命最大值,那更是只能挨一下了,使用药剂的时间又比较长,如果不是这个闪避能够短时间拉开很大距离,那想闪一下吃药,必然会被怪的后续攻击直接打死.还有一个问题是主角的武器的攻击范围,我试过比较多次,敌人丝血的时候冲过来,我直接一刀,结果是我被肘了. 值得一说的是游戏的地图引导,确实比很多类银河城强,事件和收集物都有标注.很方便满收集.也有多周目游玩的价值. 我看了下作者的帖子,能个人做出这么一款整体尚佳的游戏已经很强了.希望后续能砍爆教会.
Gravethorn is an absolute gem of a 2D soulslike metroidvania. Tight, deliberate combat makes every fight feel earned, and the challenge hits a perfect “tough but fair” sweet spot. When you win, it’s because you improved, not because the game went easy on you. The exploration is just as satisfying. The world feels interconnected and purposeful, packed with secrets, shortcuts, and rewarding detours that make backtracking exciting instead of tedious. Every new ability opens up meaningful paths. (Did I mention how satisfying it is to shoot shadow crows?) Visually, the dark gothic pixel art is stunning. The atmosphere is thick, moody, and immersive. Each area feels distinct and alive (or beautifully and creepily decayed). If you love skill-based combat, haunting environments, and rewarding exploration, Gravethorn is absolutely worth your time!
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Players by region
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