
Deep in the forgotten corners of the world, a dark force stirs – the Demon King rises once more. Sharpen your wits, seek out powerful artifacts, and stand firm in the face of the apocalypse in this roguelite RPG auto battler.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.43/day in the week to Aug 25 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
A long-forgotten enemy rises and brings portents of doom – the Demon King is coming, and without a champion to strike him down, the world will surely fall to his corruption. Seek out powerful weapons and artifacts by day, stand against his minions by night, and prepare to be hunted by powerful entities from ages past in this roguelite role-playing game.
Every three days, a terrifying new minion of the Demon King begins his hunt, drawn from a pool of over 30 potential bosses. Study each monster’s strengths and unique powers, and adapt your build accordingly. Explore the realm in search of the weapons and equipment best suited to defeat this powerful predator, but be wary of other fell creatures that roam the world by night. With limited time, will you opt to sharpen your blade at hidden ancient forges, pay a high price for rare trinkets from greedy merchants, or seek out mighty armor and magical shields? Choose the tools that work best against the powerful enemy that hunts you today, without sacrificing your preparedness for what comes next, overcoming the guardians of each realm until the Demon King Himself stands before you.

Pursue a multitude of strategies and synergies with over 350 items at your disposal to confront the unique challenge of each monstrous boss. When hunted by the Razorclaw Grizzly, whose fierce attacks ignore all armor, how much armor will you sacrifice for equipment that prioritizes maximum health, speed, or damage? The lesser monsters stalking the realms will wage a war of attrition against an unarmored hero, and should the Razorclaw Grizzly be slain, three days may not provide enough time to gather enough armor for the next great foe that hunts you. You may, in place of armor, find several items that enhance your speed and attack strength, allowing you to strike first and hard, vanquishing your enemy swiftly – sometimes before it’s able to strike at all. Then, if you luck upon the Saffron Feather, you’d be able to take advantage of your high speed to help regenerate wounds during battle. But should you find yourself hunted by the Black Knight, who absorbs your attack power as his own, high armor becomes a priority over raw attack strength – with the aid of Razor Scales armor to reflect damage back upon your enemy, and enchanted Ruby Earrings to inflict damage every other turn, the Black Knight would face steady damage without raw attack power to absorb for himself. But if you happen upon a powerful magical weapon, do you dare take it up, knowing it will strengthen the Black Knight for the fight ahead, but come to your aid should you survive it?
There are a plethora of options for each threat, with a variety of powerful combinations to be discovered and exploited at your disposal among the countless items, and constant tradeoffs between the near and long-term threats – with limited space in your inventory, you must choose wisely and adapt constantly.

Seek out the fallen Demon King’s crown in asynchronous multiplayer mode "Kingmaker" – the ultimate test of your strategies where your champion faces off against the powerful builds of other players – or challenge your friend to duel in real-time, exploring the world to prepare builds and face each other every three days until a victor is crowned. Plan around the equipment and abilities of these would-be heroes in the hunt for the crown, and face a constant onslaught of unique combinations and unforeseeable circumstances – how will you rise above all others?

You will face both great victories and noble defeats. Each run will contribute to your progression as you complete over 100 unique challenges that add powerful new artifacts to the pool of items available for future runs – while your first hero may not defeat the Demon King, their efforts will not be in vain.
The world descends slowly into chaos as the Demon King grows in strength – the trees wither away, the grass turns to ash, and the bogs turn putrid with the stench of death. Take on the mantle of a hero and prepare yourself – for He is Coming.
Sums Steam only; GOG, 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 | $19.99 | 4.2Kreviews | 85% | — | $2.4M |
| $8.99−55% | 29ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 246 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great roguelike autobattler with a lot of fun and interesting gamemodes including a fun vs friends mode and a vs other players' builds mode.
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This game is actually lit. I can't wait for the full release. It feels like a board game with less fluf. So fun. Tons of build options. I like it. I like it ok? Jesus christ.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Czech, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian +5 more
| $19.99 |
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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 246 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Overall it's a great game that is very satisfying for some reason. I've been on a Incremental and Roguelike gaming spree lately and played many. This one is special. The battles are so satisfying. It's not overly complicated. I like that there isn't much of a tutorial and it throws you right into the game to figure out how to play. Developer improvement suggestions below. 1. Bug: Couldn't click Continue. On the first or second Continue buttons when I first started playing the game, I couldn't click continue using my Xbox controller. I had to use my mouse. Everything worked fine after that. 2. Improvement: Plot your path. Sometimes I don't know if I can reach all the way to my destination before night or a big boss. It would be great if there was a "plot your path" option that allowed you to move your character as a ghost to show what would happen if you moved. The user could cancel the move a the end. 3. Improvement: Difficult to search for discovered locations. I had a hard time scrolling around finding a few key locations that I already uncovered. Please add a way to filter only the desired location types when browsing the map. 4. Improvement: Chest rewards discarded. I started discarding chest rewards very quickly. It feels wrong as a gamer to discard almost 80% of the chest rewards in a run with no gain whatsoever. Please add a way to still get something if you discard a chest reward. Maybe gain a coin or some kind of meta skin purchasing currency? 5. Improvement: Parrot steals coins. When the bird steals my coins I don't get them back after I defeat him. I can defeat him in one hit to avoid the coin stealing, but it would be nice to have some kind of benefit to killing him in 2 turns rather than 5 turns for example. Maybe I recover half the coins he stole after he is defeated? 6. Improvement: Brittle birch weapon description confusing. I don't know if I got the weapon name right (it gives 7 base attack). The weapon says something like "Exhausted & Wounded, attack decreased by 2." I thought this meant Exhausted + Wounded = -2attack. However, it actually means (Exhausted = -2attack) + (Wounded = -2attack) = -4attack total. At least I think they add together. Please fix the description on this weapon and related items. 7. Improvement: Battle outcome predetermined. The battle outcome is determined from the moment the fight starts. It would be nice if there was a way to influence the battle a little bit during the battle. Maybe add a potion I can use for a one time attack, or one time extra armor? I can see how maybe this suggestion violates a core development choice so I dunno if its something everyone would want.
He Is Coming is a game with great initial potential, a neat retro visual style that promises interesting and deep mechanics, and highly addictive core gameplay. However, it quickly falls apart the moment you start digging into the details… The main game design flaws that ruin the fun: 1. A one- or two-slot reserve is a joke, not an inventory. The item-merging mechanic is a great concept, but it completely clashes with the strict inventory size limits! You are constantly forced to make frustrating choices about what to throw away, blindly guessing which item might drop next. The fun of rapid power scaling from the early chests quickly turns into a tedious lottery: will the item you need actually drop, and will you find a golem or a cauldron in time? The inventory should have been significantly larger, with upgrade options. Merging should be automatic (no one wants this backtracking to the golem!), and the item power bonus upon merging should be x1.5 instead of x2, balanced out by better item progression toward the late game. This would make buildcrafting much smoother and more engaging, allowing for a faster progression of monster strength to compensate. 2. The game relies heavily on item combinations and synergies. This would normally be a huge plus—it's a must-have for any self-respecting roguelite!—if the game didn’t constantly force you to discard items. You are expected to plan your build well in advance, calculate the odds of completing it, and have plans A, B, and C ready… Basically, you almost need to memorize all the recipes. This feels too tedious, turning a gameplay challenge into pure, exhausting memorization. And even then, you still constantly get screwed over by RNG because nothing you actually need drops. When there are hundreds of items in the pool, the option to "ban one item from the run" does absolutely nothing and feels like a mockery! 3. Too much is tied to trial-and-error item merging. Personally, I dislike this kind of blind experimentation (it feels like a massive waste of time), and studying a wiki page isn't fun either. The game should simply show hints about what can be merged with what. And a few minor issues: 4. Regular monsters rarely pose a threat. They are way too weak, which makes the enemy variety barely noticeable (even though it's technically there). You almost never have to worry about anyone except the bosses. The bosses, however, are quite good! They are diverse, interesting, and well-designed! 5. Mechanics like "Purity" or "Flood" feel completely arbitrary. They are unintuitive and just not fun to engage with. Overall, the game has its merits and is decent enough. I hesitated on whether to recommend it or not, but ultimately chose "No." With such a deliberately simple art style and a flood of positive reviews, I expected a gripping gameplay loop and highly polished, finely-tuned mechanics. Unfortunately, the game didn't quite live up to those expectations.
Ach@ juega, mola que te incinas!.Si se lo curran un pelín más cuando salga el juego completo y amplian biomas, criaturas y por ejemplo se me ocurre que añadan magia e invocaciones se convierte en juego top
Great game that still needs some polishing. The randomness is a bit too random, sometimes you will lose and there is nothing you could've done about it. If you're a completionist, expect a LOT of restarts to find a decently placed golem as some challenges require perfect strategy. If you are NOT a completionist, you will probably get bored very fast. The available content is wide but shallow. Still, if it clicks for you, it's a very good weekend game.
Yeah, but I didn't understand what happened—I killed the "Palace Guard" in "Special Mode 4" and got a "Game Over" message. Why?
lo fi addictiveness
Hype game, really fun to make new builds and really excited for the full release
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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