
Smash demons and deflect bullets in a hardcore arcade clicker with the RPG elements.
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 Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0.14/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




Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $0.89−90% | 62reviews | 87% | — | $1.4K |
| $8.99 | — | — | — | 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 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Let me start off by saying this game isn't all bad, it had effort put into it and it's not just some cash grab or student project type of game. I had a few glaring problems with the description which was part of the reason I decided to try this game out.This game is NOT a clicker game. This game is NOT an arcade game. This game is an exploration story based walking simulator RPG with a simple battle sequence that becomes more difficult as the game progresses. (I played this game for about an hour, but Steam glitched and erased all the time on it so I had to reopen the game and let it run for 5 minutes to do this review) Pros- the atmosphere is solid. It's exactly how it looks, giving you the immersion of sort of Lovecraft horror using exorcism to defeat enemies- the battle style, while simple, doesn't make the game feel like a complete breeze even on easy difficulty- if you're into storyline, it seems to be well themed and I didn't notice any grammar or spelling mistakes (I found it kind of hard to say good things about this game because of the cons, but also because it's not really my style of game. I honestly thought I was getting a clicker game, and it's very much so not that)Cons- they have the "I'm going to force you in this direction" way of the game unfolding. There's no real pathing the game pushes you toward, so once you finish a battle, you have to walk around the entire area trying to find what fire went out or what path became clear for you to progress. It's more walking simulator than anything else, but the area you're exploring is the same area you've walked through multiple times to go to the next fight. I'll give an example; The only way to go in the beginning is up the stairs and into a building. You clear the building, then you have to go back out and a new path opened up outside. There's no indication this happened, nothing points you in this direction, and this is every single section. You're locked into doing exactly what you need to in order to progress, and that's always a fight.- The fights are all the same. The difficulty raises, sure, but it's always against one enemy, they all throw orbs at you with various effects that you can reflect, and you have to hit them in between reflecting. That's every fight, and every fight is not only mandatory, but they lock you into it when you go into an area (as in you lose control of your character and it walks up to the enemy like it's an old school cutscene) and you have some cheesy dialogue before a fight, then every fight feels like a boss fight, then the same effort of dialogue after the fight before you get to progress. Is this game even a game? Or is it a story with a bit of gaming aspects thrown in? This is a terrible situation for me as I normally go for gameplay and skip dialogue, but that's the majority of the game I've seen- The battling aspect makes almost no sense. It's very clunky. You have to wait until both you and the enemy are glowing to attack. Sure, makes sense there I guess. Why make it both though? I spent the entire time watching myself instead of the fight because the focus is drawn to just you. That's not really a big deal because you're never glowing if the enemy isn't, it just seemed like a waste of time to make both glow. If you try to attack when you're not both glowing, it will stun you. You can't attack or block while you're stunned and if you try, it will continue to stun you, starting over the stun sequence. This is a terrible flaw in a game where your only main aspect of gameplay besides walking around looking for the next path is this fighting, and if you get off beat once, it can ruin the entire fight for you as you try to fix your problem. If you're making it so I can't attack or block while stunned, Why make it so I can continue to stun myself by trying? That's like pushing someone onto the ground, and if they try to get up, they'll be punished, but they're prone so trying is their only chance of helping the situation. Then, the worst part of this aspect; reflecting attacks back at the enemy does NOTHING to the enemy! So you're saying if someone throws a grenade at me, then I throw it back at them and it explodes right at their feet that it will do nothing? That's some insane friendly fire tactics in a game that's fighting is 70% reflecting. I hate the way the fights feel, every aspect of them. They're drawn out, uncomfortable, repetitive, and mandatoryI got bored very fast. I'm sure if I was into storyline, it might be a slightly different answer, but I can't see a story that will make me want to play the bland fights over and over while also exploring the same place looking for the next path that didn't seem like a way I could go before the fight. It didn't get too difficult, I didn't get stuck looking for the next place, I just lost all interest in this game from the format being 80% exploring the same area and 20% locked into a battle system I hate. It might get better later on, and it might improve the fighting as the game progresses as well, but you're supposed to draw a person in with the beginning of a game, not deter them from playing before it builds into an okay game. If this had a $1 price tag, I could see some sort of appeal for someone to take a chance on it, but when it's not on sale, that's a steep price to pay to potentially get disappointed.
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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, Polish, Portuguese - Portugal, Russian, Simplified Chinese, Turkish
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's an asset flipped game where the developer tried to put his heart into the game for once and released a game with a huge amount of soul. Although it's a bit janky and amateurish, so I'd only recomend this if you have the patience for a true indie work of art, but not necessarily a smooth gameplay. It's a serie of fights against monsters, the gameplay is a mix between tennis and rythm game. It requires observation, patience, and memorisation. It might be a bit annoying at first, especially because missing one beat may make you miss several in a row, but you get used to it and it's not too difficult. It's a good gameplay that could become very fun with a bit of development. The graphics and world building are very good. The dialog is mediocre and vulgar, but there's a lot of story to read if you're into this. The only real bad point is that the game is just a long serie of fights, one after the other. So it gets repetitive and you probably won't want to play it in long sessions I think this could make a great franchise if the dev takes the time to expand the gameplay and depth in a sequel. [h1](follow my curator page [url=https://store.steampowered.com/curator/33882793/]GenXPlayers[/url] for more retro and indie reviews)[/h1]
Забавная игра на пару вечеров, всратый юмор только придает шарм этой игре
Zbalansowana i dość trudna rozgrywka jak na dzisiejsze realia, ale o to w tej grze chodzi. 10/10 Czekam na więcej gier na poziomie.
полная фигня не интересная пожалел что купил за 20 гривен. 2/10
dobra gra polecam serdecznie
Celá hra je na dvě tlačítka na myši. Blok a útok. Je to jako minihra. Správně načasovat útok i blok a to je vše. Vymýtáte ďábla z těla ,to mě baví. I na nejlehčí úroveň je to pak hodně těžké už po prvních 8 ďáblů.
Another winner from Asmodev! Fun, challenging, funny, solid graphics and flawless game-play makes for a 2.5D title well worth the cost. Interestingly, I tried the demo and was on the fence about buying it, but as I think that this is a Dev worth supporting, I gave it a try regardless of my initial impressions. I'm glad that I did, as it is thoroughly enjoyable and as bizarre as I have come to expect.
Dobre, ale gdzie mój jetpack?
Introduzione Infernal Radiation è il nuovo titolo dello studio polacco Asmodev, sviluppatore del già annunciato e tanto discusso Priest Simulator. Il gioco è stato pubblicato definitivamente su Pc il 28 Dicembre dopo 4 mesi di Early Access. Nel 2021 sarà disponibile anche su Nintendo Switch, ma l'obbiettivo come già anticipato dagli sviluppatori, è quello di pubblicarlo su tutte le piattaforme. Trama La trama si svolge su Halloween, un’isola ricoperta da radiazioni demoniache provocate dall’esplosione di una centrale elettrica. Il nostro protagonista è un bizzarro esorcista che ha il compito di purificare le anime dei posseduti. Seguiranno vicende folli ed esilaranti, contornate da un’atmosfera dark e dialoghi sopra le righe che spesso possono risultare confusionari e poco maturi. Gameplay Sul fronte gameplay ci troviamo davanti ad un gioco action – gdr che fa degli scontri con i boss il suo punto cardine. Il sistema di combattimento è a turni ma in tempo reale e si basa sul tempismo scandito dalle aure che determineranno il ritmo del combattimento. In base alla bravura del giocatore nell’attaccare e nel difendere al momento giusto, il nostro esorcista cadrà in uno stato di trance che aumenterà la velocità di recupero del potere; se si dovesse sbagliare, la trance sparirà e impedirà il movimento per qualche secondo. Ad ogni vittoria si guadagnerà un punto abilità da spendere nelle quattro caratteristiche migliorabili, ognuna con le proprio peculiarità. Nell’avanzamento dell’avventura sarà inoltre possibile acquistare oggetti di potenziamento e acquisire nuove skills aggiuntive che spesso risulteranno determinanti per la vittoria finale di uno scontro. Il titolo è impegnativo ma ci offre la possibilità di scegliere tra quattro livelli di difficoltà nel menù principale. Purtroppo non tutto funziona come dovrebbe, se da un lato nella sua ripetitività il gioco sa divertire, dall’altro è molto facile che possa creare frustrazione; i comandi a volte non rispondono correttamente e in un gioco che fa del tempismo la sua caratteristica principale, è un difetto che può rovinare alla lunga l’esperienza. Comparto tecnico Un’altra nota negativa è il comparto tecnico, graficamente infatti, ci troviamo davanti ad un titolo arretrato di parecchi anni. La telecamera è mal gestita e spesso crea problemi nell’esplorazione della mappa. Il design dei boss e lo stile in generale, è tutto fuorchè brillante e da questo punto di vista il titolo avrebbe avuto bisogno di qualche rifinitura. Sul fronte del framerate ci attestiamo intorni ai 60 fps fissi, senza possibilità di sblocco per i monitor con frequenze di aggiornamento più elevate. Sonoro Purtroppo neanche il sonoro ci ha convinti, la soundtrack durante le boss fight è spesso martellante e può alla lunga annoiare. Il feedback dei colpi risulta nullo e spesso non si riesce a capire se un colpo è andato a segno oppure no. Conclusione In conclusione, dopo le 4 ore che mi hanno permesso di vedere i titoli di coda, al netto di tutti i problemi e ai dubbi sopra elencati, il titolo meriterebbe una possibilità e dato il prezzo budget lo consiglio per un’esperienza divertente, senza troppe pretese.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $8.8M | 21.9K | 89% | $17.99 |
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