
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 2,402 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
The game is a slog, it doesn’t respect our time. It take many hours to farm good equipment and upgrade it, and you will need good equipment from the desert forward, the game becomes insanely hard there without it. But if you spend the entire day farming for good equipment, and even so commit a mistake in a game hard like this one? Now you need to get your equipment back with a second character, spend another day farming and god forbid you commit a mistake with the second character as well, now you have to do everything again with a third character and hope to save at least the second character, and so on. The first two bosses of the game are hard to kill, but fair, you don’t need to farm, just go forward. But then comes the desert, where enemies that are quite fast will kill you with two hits if you don’t have good armor. And if you don’t have a good weapon you can’t kill them before they hit again, after blocking. Then starts the slog, the never ending farming for levels, for the dark rapier, for the silver sword, good armor, upgrading everything in the blacksmith… Farm for potions, farm for food… Everything in this game is a neverending grind. It wouldn’t be so bad if I was leveling up and being able to push forward, but it wasn’t the case. Leveling becomes very slow, and you gain one attribute point per level that won’t change much, unless you spend a really long time farming. I would do it if either the game threw good enough breakable gear to keep going, or if my upgrades to my equipment were permanent. But they aren’t, if you let your equipment break, it’s over. If you resurrect a character without the help of another character, it’s over, you lose all your equipment and your hard earned upgrades. It feels to me like this offline game has the grinding ambition of an MMORPG, but without the permanent bonuses of this kind of grind. Despite all that the game is good, it is puzzling, it makes you think and try again. It doesn't underestimate the player. It kept me engaged and made me hate play it to the end.
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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, 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
Inferno Climber: Un jeu qui ne paie pas de mine. Je n'y ai pas joué très longtemps pour l'instant (~1h quand j'écris ce post), mais je peux déjà dire que: Je trouve la DA assez réussie grâce à son style cartoonesque et Dark Fantasy. La mécanique de résurrection est originale poussant le joueur à sortir de sa zone de confort. L'inventaire tout-en-un se présente directement dans l'HUD. On y retrouve aussi quelques mécaniques connues (clin d'oeil aux flèches de feu). En revanche au niveau des combats.. Notre personnage continue de se faire latter la tronche une fois au sol, alors quand les mobs s'y mettent à plusieurs, on peut juste prier pour mourir + rapidement. J'espère néanmoins qu'il existe un livre (tout comme celui qui nous donne le sprint) qui nous offre une frame d'invincibilité, pour que l'expérience de jeu soit plus agréable :) Je recommande ce jeu à ceux qui, comme moi, nostalgique, apprécient les RPG, la difficulté, et les graphismes d'époque.
+
Motion Sickness
ultimately it was a waste of $2.99 dollars. It seems cool and if you think learning bad/clunky mechanics is fun, then this is for you. But if you would rather have a game with good mechanics and learn it better then you probably shouldn't play this. If you like Dark Souls it'll probably be worth it. There are definitely interesting sorts of little mechanics that are exciting and well done. Like you can light sticks in a campfire blah blah.
==Brief description== This game combines Demon's Souls, the linearity and progression of Dark Souls 2&3, Legend of Zelda's combat mechanics, and Survival RPGs with a dash of roguelike elements. It is a very rough jewel with some very rough edges, but still a jewel in the rough, and oddly enough it's roughness actually amplifies it's beauty. The review will stick mostly to gameplay due to STEAMs word limitations ==Gameplay Mechanics== The game plays roughly the same to 3d Zelda games, there's a lock on button and raising up your shield without using the lock on has you shuffle forward, or horizontally in place without changing your angle of movement. The weapons are the basic clubs made out of materials you find in the environment such as bones or wooden sticks, swords you find or purchase, a bow and arrow, and explodable chemicals you can find across the world. Oddly enough there's also a rolling dodge manuever that provides I-frames and a sprint manuever as well that can only be unlocked by progressing in the game's levels. Additionally like in the Demon's and Dark Souls games there's attack bonuses depending on whether you attack enemies from behind, stunlock them in the middle of an attack, or counterattack immediately after an attack. However staying true to it's Legend of Zelda and original Dark Souls plus Demon's Souls roots the game does not have the player or enemies do complicated attacks. Instead every action an enemy unit does is highly telegraphed, every action the player performs has a certain level of commitment. In keeping true to this spirit the game makes it clear as night or day when a counter attack, or back attack was successful, it does fill up the hud with a bit of clutter however but the feedback is appreciated. Unlike most LoZ titles, except for the sky segments of the Minish Cap, and DaS1 or DeS, there's quite a bit of jumping based platforming in the game that's not really optional. Nothing too intensive, but certainly enough a distraction when you're trying to dodge projectile spam and aerial enemies because you don't want to fall into room full of enemy mobs ready to tear your body new holes. It's not stellar or innovative in it's execution, but it serves it's purpose of adding different pressures as well as a variety of mechanical skills necessary to the game. ==Meta Game Mechanics== The upgrades system is quite obtuse, and is very binary in what's a good upgrade and what isn't, in this game there's a multitude of trial and error scenarios. Choosing an improper upgrade path is nigh irrecoverable the reason why is due to the game's "lives" mechanics. Basically the player starts off with a set character he chooses at the start, however every time a player dies that character he chose at the start is dead for good until the player resuscitates him with a "death contract", which while cheap still have a price. Additionally any items that the character was carrying with him are lost until the character is resuscitated at the spot of his death with said "death contract", in essence a "blood stain" mechanic similar to DaS but much more punishing. From all of this the game sounds quite masochist, and honestly it is at times, however there's ways to alleviate this using the in game mechanics. Unlike the mainline Souls-like series from From Software the game lets you store your currency in your chest inventory box at your home base. Moreover most weapons don't have stat requirements to be wielded, the stats lock for most weapons is derived from your crafting skills, and your crafting skill parameters, additionally the "side characters" you're not using also get slight increases to their stats. Meaning it's okay if your main character died in the middle of a quest, as long as you had a back up plan with upgraded weapons for the different characters that have to retrieve his soul/dead body. Overall Score: 8/10 despite it not being a game for me so to speak, I grew to love it in these admittedly few hours I've been playing it.
interesting
세키로도 프레임방어하는 사양에서 프레임 드랍이 일어나는 갓게임 기본적인 게임성을 떠나서 포팅자체가 엉망인듯함. 추천하지않습니다. 하던 소울이나 마저 하세요
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.
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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