
Grid-Based First Person Dungeon Crawler with survival elements. It's inspired by classic cRPG from the 90s. An old-school game for hardcore players.
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 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $16.99 | 109reviews | 74% | — | $42.5K |
| $2.55−85% | 55ratings | 80% | — | 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Too much fiddling with menu's and systems. Map reveals too much for my taste as you go too. Can't see myself enjoying this one.
Prendeteli tutti e due ...ne vale la pena! Peccato che il primo è solo in inglese, ma essendo l'autore romano come me il suo ottimo lessico è facilmente traducibile e chiaro. Essendo io un amante del leggendario Dungeon Master e del suo fratello minore Eye of the beholder anche se sono all'inizio delle avventure devo intuire che mi piaceranno moltissimo. Ottimo lavoro!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game favors players that already start the game knowing a lot about it. You are supposed to hit a wall in progression and start again, if you don't know the game in depth previously. There is even a mechanic, "hereditary points", a limited amount of points you get if you reach far enough to benefit a new character, which shows they had it in mind. There is not much space for learning as you go, you better find a strong weapon and good armor fast, or you will find monsters that are too hard to be beaten without spending resources, and since resources are quite limited, it will grind your run until you run out of everything. Anyway, it's not fun, I had my share of hard games, but this one has been too frustrating.
Very addictive and fun game, Refreshing take a single character RPG. It's has many layers that you wouldn't expect from indie dev for this price.
This is a very likable old-school dungeon crawler, very difficult but rewarding. The combat is simple but very well-done. My only issues are occasional bugginess, and sometimes loading screens when you go to the pause menu. It's odd because it doesn't seem like the game would be that demanding graphically. Also sometimes it feels like the interface is a bit too minimal where like it would be helpful if you were given more information but mostly this is very fun. Oh, one thing I meant to write that I didn't care for was the lock picking system, this to me was just frustrating and unfun
Nice dungeon crawler; fairly simple but fun combat with some positioning and great looking demons to fight, but gets grindier and simpler (spam magic: physical attacks miss, attack spells don't) as you get into mid-late game. For exploration, there is some easy puzzles and secret areas scattered throughout but navigating through them gets tiring due to the lack of variety in backgrounds and tile placement. Minor issues like awkward waits for the main menu, stat screen, and other screens to load that should be instant and the magic map feeling awkward to read/make notes and annoying to pull up as a spell rather than just an ordinary map. Overall was a very comfy way to pass the time for price.
I am a university professor, game developer, and 4X TBS game enthusiast. I have played, developed, collaborated on, playtested, analyzed, written about, and searched for turn-based games most of my life. I found this game after carefully reviewing countless YouTube videos, asking friends, and consulting Claude, ChatGPT, Grok, and Gemini. I wrote this report after 25 hours of gameplay and finishing my first 3 games. This game is a mixed bag of good and bad, but overall, I don't recommend it. The good: A new turn-based RPG for modern computers, which is rare. Several innovative features. I have not found any bugs or performance problems yet. The bad: The battles' degree of freedom is too low. Not enough actions to choose from. Battles are repetitive and tend to feel similar. Few monsters, they always come one at a time, and movement is only forward or backward on just 7 slots to stand on. No probability of success is displayed for critical actions, such as Flee. Also, the rules are unclear about this and other things. Battle outcomes and lockpicking outcomes are too random, which almost certainly means frequent reloads that defeat the purpose of an RPG. Not enough story or guidance about where to go. The early exploration does not have a good auto-map, so if you don't want to get lost, you have to make your own map, especially if your character is not a good spellcaster. This might be fun for an excellent, deep game, but it's boring for a mediocre one like this. Low replayability value. Not much fun to redo the early parts that I already played. Not enough diversity or randomness in the environment, weapons, or other things that impact replayability. You start your first game without any spells. The only way to get new spells is to explore the area and find them. But the same spells are always in the same place, and worse, you start your second game already knowing those spells. You don't even need to explore again to find and cast them. Adding notes to the auto-map requires casting the expensive Map spell (at least in the early game). Looking at it requires casting the spell again. Adding text to the map has a bad UI: a mandatory long textbox to type a single character. Lockpicking is real-time. It does not fit the turn-based nature of this game. It is just fast-clicking buttons thousands of times for a small chance of success while wasting resources. Boring, painful, a waste of time. Items are not clearly explained. For example, Regenerating Fluids only says "Causes Regenerating status for 11 rounds." But you have to use it to find out it only regenerates 1% of max HP per round, for a total of 11%, half of the 22% given by Health Medicines. To make it worse, Regenerating Fluids costs double what Health Medicines cost. Pressing Shift moves the character forward. This is surprising and caused me to unintentionally move forward, even into battle. It can't be turned off. I use Shift often to take screenshots, because the rules shown in hints only display for a few seconds: not enough time to read, and not enough to save them for future reference to catalog the rules. My main weapon and armor cannot be changed during battle. Why? Battle action results are not clear. Damage numbers flash too fast and are not logged. There is a Log on the overland map, but if I look at the same note on a wall 3 times, it gets logged 3 times. A waste of space and time. No information on the upcoming battle. What kind of monsters? How many? What level are they?
It's good if you're into this type of game. When you start the game is really intimidating but there's a threshold you pass where it's just easy street. Haven't played hard mode or anything but I will if I ever return to it in a couple years. Ignore playtime, I left this one on in the background for a long time.
This game definitely scratched an itch for me searching for a good intersection of Dark Fantasy and Grid based dungeon crawling. There are some improvements that could be made if the Dev ever had a mind to polish this up and include some minor tweaks like slight improvements to the map and puzzles and fixing some spelling errors in the English localization. However what is here is certainly enjoyable and worth the price I payed to play. Looking forward to other projects from this Dev
A fun and challenging dungeon crawler!
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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