
Forge through hell in this survival action RPG! Defeat powerful bosses to collect all 5 Purgatory Stones in hell. Slashing, magic casting, arrow shooting, bombs throwing, exploring, eating, cooking, blacksmithing.
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 Sep 9 → 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
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这也太糙了,吃不下去
Adorable tiny soulsy that captures the dreary feel far better than a lot of other attempts. worth a shot for the price.
Divertido e desafiador, principalmente pelo fato do jogo ser muito mal otimizado, atrapalhando a game play. Apesar desse defeito eu recomendo por estar na promoção por um bom preço e a jogabilidade ser parecida com um souls like da vida.
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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, Japanese, Simplified Chinese, Korean
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
カメラの動きが不快
作り直して欲しいが、そうしない世である事が残念。 一応ここには書くが、初期能力値もキャラクターの動きも全てルール…であるのに説明不足でやり辛く、操作にややの煩雑もあって爽快感より不快感が目立ち、日本の会社が携わってこの言葉や文章はどうか。ゲーム結果に悪影響を与えるとしか思えず、この小手先の作業を好むゲーマーという種類は面倒が嫌いで、他のRPGやアクションゲームをしっかり十五本ほどは経験していないと本作にある理不尽に、すぐ投げ出してしまうだろう。 ただ最初の方は死亡が数えられず、慣れればやり込み要素と斬新で面白く感じる可能性もあり、沢山の着想や長い努力を惜しんで、少し遊んでみる事にする。 気になるのは十六年、十七年頃の評価は良く、それから悪化している点。謎が深い。 割引時のみ、ここにある様々な評価を読んでも気になるのなら、すすめられる。 追記… 簡単に書くと、しっかりと説明しカメラなども含めた操作性に伴う爽快感を上げ、細かい部分を現代的に仕上げていれば…名作と呼ばれたかも知れない(微笑) 更に追記… 装備強化の魂石でSPに+5が2つあるとはいえ、レベルが4つ上なだけのスタミナ22の街の人気者が、名無しスタミナ40より長く走れる理由が分からない。やはり魂石の力だろうか。隠しステータス以外の答えがある人は、どこかの駅で会ったら教えてくれ。 (ここから少々のネタバレあり。説明が不親切な作品だが一応記載) しかも走って走ってやっとかと思えば突然回転刃が出てくるし、その時諦めた直後のご褒美が…軽矢っ。説明・威力と飛距離どちらを選ぶかは君次第。この試練というサスケみたいなの止めるのも君次第なんでしょ多分。でもいけると思ったからしばらくやったら、軽矢っ。それにこのサスケじゃなくて試練をやっていかないと、世界の知識が得られないから、その分苦労するじゃない。やればやったでサスケじゃない。サスケ続きじゃない。ああ、やっぱりニンテンドーでゼルダの伝説やってる人が幸せなのかなぁ。クリエイター何人クリアしたの?だからー、クリエイター何人クリアしたの?!…えっ?特別なアイテムが必要なの?まだ五つ目か六つ目の試練じゃなかった?そのタイムアタックは特別なご褒美が欲しい人だけやるとして、全ての試練は流れでチュートリアルみたいなものかと思うよ。じゃあ、これもクリアしてから他もって、なるじゃない。~そうでしょう?!じゃあ三十回挑戦しちゃうじゃない!…と、クリエイターの一人と話した気分で怒っている人がいるので続編は彼が、あんな風にならないようにお願いします。 貴方達クリエイターが目指したのは無二の作品なので、続編では今度こそ心の底から、面白いと言わせて下さい。
INFERNO CLIMBER, developed and published by Arc System Works, is an action RPG that mixes deliberate, Souls-like combat with survival mechanics and dungeon exploration, resulting in a game that feels both ambitious and uneven. It clearly draws from familiar influences, but instead of refining those ideas into a streamlined experience, it layers them together in a way that can feel experimental, sometimes rewarding, and occasionally frustrating depending on how much patience the player brings to it. The game is set in a bleak world centered around powerful stones that must be recovered from dangerous territories. The narrative exists mainly as a loose framework, providing just enough context to justify the journey without becoming a major focus. There is little in the way of deep storytelling or character development, and most of the worldbuilding is conveyed through the environments themselves. Exploration becomes the primary method of engagement, with each area hinting at a larger, decaying world without explicitly explaining it. Combat forms the backbone of the experience and follows a slower, more deliberate pace compared to traditional action RPGs. Attacks require timing and positioning, and reckless play is often punished quickly. This approach creates tension in encounters, especially when combined with limited resources and the need to manage stamina and equipment. Weapons degrade over time, forcing players to consider when to repair or replace them, while crafting systems allow for some degree of customization and recovery. These mechanics add depth, but they also increase the complexity of basic survival, making even simple encounters feel more demanding. The inclusion of survival elements sets the game apart from many of its inspirations. Players must monitor hunger, manage inventory space, and gather materials to sustain themselves during exploration. These systems create a constant sense of pressure, as neglecting them can lead to failure even outside of combat. While this adds immersion and reinforces the harshness of the world, it can also slow down the pace and make progression feel more methodical than some players might prefer. One of the more distinctive features is the way the game handles death. Instead of a straightforward respawn, players are given the opportunity to recover their previous character’s body, often using a different character to do so. This system introduces an additional layer of risk and strategy, as reclaiming lost progress requires navigating the same dangers that caused the initial failure. It adds weight to mistakes, but it can also become a source of frustration, particularly when recovery attempts are difficult or poorly equipped. The game offers multiple playable characters, each with their own attributes and starting conditions. While this suggests variety, the flexibility of the progression system allows characters to evolve in similar ways over time, reducing the long-term impact of these differences. Still, the ability to switch between characters and experiment with different approaches provides some level of replayability and encourages players to adapt their strategies. Exploration is a key strength, with environments designed to reward curiosity. Levels are filled with hidden paths, traps, and interconnected areas that gradually reveal themselves as players progress. This design encourages careful movement and observation, as rushing through areas often leads to ambushes or missed opportunities. The variety in environments, from open landscapes to tighter dungeon spaces, helps maintain interest even as the core gameplay loop remains consistent. Visually, the game adopts a stylized aesthetic that contrasts its darker themes. Character designs lean toward a simplified, almost chibi-like style, while environments attempt to convey a more somber atmosphere. This combination can feel inconsistent, and the overall presentation lacks the polish of more refined titles. However, it remains functional, supporting the gameplay without becoming a distraction. The audio design, particularly the soundtrack, does a better job of reinforcing the tone, adding a sense of weight to exploration and combat. Despite its strengths, the game struggles with consistency. The difficulty can spike unpredictably, and the controls, while serviceable, can feel imprecise in certain situations. Combat encounters sometimes become chaotic in confined spaces, making it harder to maintain control. These issues can break immersion and make the experience feel less fair, even when the underlying systems are working as intended. Repetition also becomes more noticeable over time. While the game offers a variety of environments and systems, the core loop of exploring, fighting, and managing resources does not change significantly. This can lead to fatigue during longer sessions, particularly for players expecting a more dynamic progression of mechanics. Ultimately, INFERNO CLIMBER is a game defined by its willingness to combine multiple systems into a single experience. It does not always succeed in balancing them, but it creates something distinctive in the process. Its depth and challenge can be rewarding for players who enjoy methodical gameplay and are willing to work through its rough edges. In the end, it stands as a flawed but interesting action RPG that offers a unique blend of survival and combat mechanics. It may not appeal to everyone, especially those looking for a polished or streamlined experience, but for players who appreciate experimentation and challenge, it provides a memorable, if uneven, journey. Rating: 6/10
推奨以上のスペックでもカクカク
Look, I've been streaming this game all month and it's probably the best three buck fifty you can spend online without taking your pants off. All of my favorite parts of Zelda, Dark Souls, and Immersive Sims but in the fever dream logic of some deep nerds at Arc System Works moonlighting between guilty gear projects who spent like two hundred bucks total on Unity store assets.
Make no mistake, this is a really hard and punishing game, so it's definitely not for the faint of heart, but from what I got out of it, I felt it was a well-crafted experience for people looking for an even harder version of Dark Souls (or, based on the graphics, maybe more accurately a harder version of Kings Field)! As a Dark Souls esque game, from what it lacks in the gorgeously connected world and lore, it makes up for it in fun gamey levels with lots of interesting obstacles, and an interesting amount of 'immersive sim' elements brought forth by its survival gameplay. And while the game does lean towards being hard, no doubt about that, I found that I rarely died in my experience, and I credit this to the game being hard, but not in a cheap insta-kill lame way like many of these clones do: I felt like all traps and tricks were telegraphed nicely as long as you play cautiously and remain observant. Keep your guard up! The survival elements had both positives and negatives to them. Managing food and durability of items can lead to some dynamic adventures where you need to rush and improvise as things go wrong and supplies run thin. It's also pretty cool to try and manage your roster of heroes, keeping them trained and equipped so one can save the other if they die in their ventures. It's a bit of a similar feel to Darkest Dungeon in that respect. But in that same vein, they both suffer the same type of negative: the dreadful amount of grind that can happen and the miserable failure loop that you can possibly get stuck in, especially if you run out of heroes in your roster. Another nice thing was the 'immersive sim' elements as well, with elements like fire and such being able to cause interesting and logical chain reactions, and the ability to use items in your inventory in multiple ways. Short on a weapon? Eat some meat to get a leftover bone club, or throw one of your empty potion bottles at an enemy! You can actually kill slimes by pouring salt on them (and oh my, the first boss is a slime...) Again, though, it sucks when the sim elements work against you: if you're carrying a death contract to revive one of your characters and you get hit by a fire arrow? The contract burns away! Carrying all those potions and slip on a banana peel? Watch your potions shatter as they fall out of your pockets onto the floor! Augh! I'll admit, as much as I'm praising the game, I can't imagine getting any farther than I am currently because the tension keeps rising, and there is a certain amount of grind that the game needs that I can't commit to. But I definitely enjoyed my time: the first boss fight was a very memorable scrabble for me where I had to improvise like crazy, and I enjoyed the intensity of learning and exploring the dungeons and their many devious traps.
the food mechanic is aggrivating but it exists to keep the player moving so it accomplishes its job well. there are a few things I wish were tweaked like getting comboed before you can recover from a downed state or the camera being a little drunk sometimes. Over all an amazing lil gem I'm looking forward to completing.
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Players by region
Where this game's players are, estimated from review languages.
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