
Iratus: Lord of the Dead is a turn-based tactical roguelike RPG set in a dark fantasy universe. Lead an army of undead to help an angry necromancer in his quest to reach the surface world and bring death to the mortal realms!
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): 0.29/day in the week to Aug 30 → 0.86/day in the week after.
About


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, 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 | $29.99 | 8.3Kreviews | 86% | — | $5.1M |
| $2.99−90% | 333ratings | 80% | — | 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 838 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a fun game. Got it on sale (2.99), so not sure I'd have been as happy with it at full price. I find these games fun on a short run, but they quickly run their course. $30 is probably a fair price, but it's a tough sell (full price) when there's many other options available for the same price or less.
Darkest Dungeon ama tersten desek heralde çok bir şey kaybetmeyiz. Savaşlarda kullandığı mekanikleri dahi Darkest Dungeon'dan kullanmışlar, tabii bir kaç ekleme mevcut, fakat oyunu gerçekten bambaşka bir kimliğe büründürecek kadar ciddi şeyler değiller. DD çok sevdiyseniz ve baya tükettiyseniz belki denenebilir. Ancak onu sevmediyseniz Iratus, DD'nin üzerine çok bir şeyler getirip oyunu yeni bir kitleye de hitap eder hale getirmiyor. %90 gibi indirimlere düşüyor, o fiyatlara düşünülebilir. Ancak yine DD bence hala bir tık daha iyi bir iş.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1M | 3.7K | 79% | $59.99 | |
| $5.1M | 7K | 54% | $59.99 | |
| $5.2M | 7K | 88% | $29.99 | |
| $5.2M | 7.5K | 86% | $17.99 | |
| $5.1M | 4.1K | 70% | $34.99 | |
| $5.2M | 19.6K | 94% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $405.2K | 5.5K | 79% | $3.99 | |
| $81.4M | 162.6K | 92% | $24.99 | |
| $48.9K | 219 | 81% | $6.99 | |
| $0 | 2.4K | 92% | Free | |
| — | 10 | 60% | — | |
| $99.1K | 506 | 58% | $6.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 209/day in the week to Jul 16 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, French*, German*, Spanish - Spain, Korean, Simplified Chinese*, Traditional Chinese*, Japanese*, Polish, Turkish, Hungarian*languages with full audio support
| $29.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Хороший данжен-кроулер с элементом рогалика на манер Darkest Dungeon. Чуть более казуальный и менее душный, но слегка затянутый в сравнении с DD. Рекомендую.
SCORE: ★★★★ ★ =Hated It | ★★ = Disliked It | ★★ = Liked It | ★★★★ = Loved It | ★★★★★ = All-Time Favorite THE BREAKDOWN +A fantastic twist on the Darkest Dungeon formula that flips the entire structure on its head +A wide variety of powerful and interesting units +Enjoyably melodramatic protagonist that's a level of evil gamers rarely get to play -There's not much meat to the writing and the worldbuilding's a bit dry -Lategame progression gets a bit bogged down in an increasingly unwieldy interface In 2016, Darkest Dungeon broke ground on a form of roguelite that wound up resonating with a massive audience, selling millions despite its difficulty due to the powerful combination of a loquacious narrator, exciting combat, and distinct heroes. I remember at the time being confident that this would be the birth of a new subgenre of 'Dungeon-likes' that took advantage of this combination of procedural generation, party dynamics, and the opportunity for uncovering mysteries through gradually revealed lore. Unfortunately, my dream of this new world - this rogue state, if you will - didn't quite come to pass, but gems like Iratus: Lord of the Dead remind me that there's still studios out there innovating on the concept. In an inversion of Darkest Dungeon's tale of adventurers gradually delving deeper and deeper into the earth, Iratus starts the player at the bottom - literally. Iratus (the man, not the game) is a powerful necromancer who was defeated ages ago by a party of noble heroes; unable to kill him for good, they chained him miles beneath the earth in a hidden tomb. Unfortunately for them, in the eras that have passed since, humanity has grown corrupt and decadent, and they inadvertently free him from his slumber when slave miners crack open his coffin. His rage at his defeat still very much fresh, Iratus kills his accidental rescuers and sets out to take revenge on the world of the living. It's a delightful premise, even if the story doesn't do much more than set up the gameplay and get out of the way outside of a couple of cutscenes near the end. Iratus, however, is one chatty lord of the dead. Set up deep in the bowels of his former prison, he has plenty of dialogue and musings as he starts summoning the undead and putting them to work slaying his enemies and excavating the surrounding ruins to fortify his position. It leaves him in a similar role to Darkest Dungeon's infamous narrator, and while I can't say he's quite as memorable, I did enjoy just how gleefully evil the man is and how he has commentary about every unit the player can summon. There's no lack of choice, either. As the game progresses, Iratus gains access to twenty different units, each with six possible abilities to use. Some, like the humble skeleton, are provided from the start. Others, like the fallen dhampir or the ice-wielding Unfrozen, have specific unlocking requirements. Some of these require beating the game on a certain difficulty, meaning multiple runs are required to explore every potential loadout, but others can be gotten by performing specific requirements, and this is where the system shines. For those not familiar with Darkest Dungeon's Stress system, the horrors that the player's adventurers faced would build a meter that at the 50% point would cause them to potentially go insane and develop a crippling defect, with a small chance at shrugging it off and bolstering their team with their own virtue. At 100%, it could give the character a heart attack, killing them instantly, making managing Stress one of the game's primary mechanics. Continuing the theme of inversion, Iratus, being the villain of this particular story, is the one inflicting terror with an equivalent mechanic called Sanity. That fallen dhampir I mentioned? It's unlocked by killing enemy dhampirs' squads and leaving them as the sole survivor, then driving them insane with terror until they break and join your team. It's a delightful bit of role-playing, and serves the function of encouraging developing multiple teams in an organic way. Some enemy squads are tanky, but have shaky sanity due to their own problems. Instead of trying to tear down their defenses, I'd deploy my squad of horrifying spectres and turn them into gibbering lunatics. Iratus is also pretty hands-on; though he isn't playable himself, the necromancer is all too eager to employ his alchemic know-how and mastery of sorcery to lend his minions aid or destroy his enemies. As the game progresses, the player unlocks a wide variety of spells that can reposition units, deal damage, buff and debuff, and more. There's also another degree of synergy here; some of the unit skills might be weak when it comes to hurting opponents, for example, but they generate more resources for Iratus to cast directly with. Once again, it's an impressive level of customization to one's playstyle, though I did find that by the time I was late in the game, the sheer number of buttons on my interface was getting a little bit out of hand. Unit stats and abilities, mana and rage resources, two pages of spells, another page of potions, turn order - it's not that it's necessarily too much on its own, but I found that the interface - while thematically gothic and brooding - didn't help much in terms of clarity. There's a lot going on outside of combat, too, and thankfully I didn't have any problems with the interface there. Looting enemies for their remains lets you build and upgrade units with better-quality parts, and Iratus' base of operations expands through an enormous underground cavern that unlocks benefits by assigning or sacrificing minions to different locations. The sanity mechanic only affects enemies, too, which is both convenient and makes sense; I don't think my cannon-wielding zombie is really prone to trauma. As a result, there's little need to provide succor to your squad after a mission and the focus is on upgrading or replacing them with stronger options. I just wish that I cared more about what was going on. Despite not being a particularly story-driven game, Darkest Dungeon got a lot of mileage out of its rich lore and narration. While Iratus' musings on how much he hates the living were often entertaining, there's only the barest skeleton (heh) of an actual plot here, mostly revolving around the balance of good and evil and the necessity of the death. I think what bothered me is that what's there isn't actually bad; the writing is enjoyable, and I was curious about the world I was slowly razing my way to the surface of, which made me a little frustrated that I didn't get more of it. Still, I can't recommend the game enough. The combat feels well-balanced despite the large number of playable units, and while there's still some roguelite foundations, I found that permanently losing a run was nearly impossible as I always had enough parts to build a new team and implant them with brains that helped them start at a higher level. If you're craving a Darkest Dungeon-inspired experience that has its own twists or you just like those all-too-rare opportunities to be a gleefully villainous protagonist, Iratus: Lord of the Dead is a gloriously, goriously ghoulish time.
Хорошая неспешная игра для отдыха
Very similiar to Darkest Dungeon, altough it doesn't have the dungeon crawling experience and lacks the unpredictability what I think makes DD the best in category. The battles feel way less matter of a skill than the preparation which is fine for some time, but after a while it became repetative to me since you spend most of the time in battles. I would say 80% of thinking and strategizing in this game is preparing in the lobby, gaining abilities, building, getting the right crew together and only 20% is the battle. Not a bad game, but playing this game after darkest dungeon, it feels like a downgrade. To new users I would suggest to play iratus on Good Always Wins (hardest you can choose first). More pain felt too easy to me, altough I only reached floor 3 but due to repetativeness I gave up on the game.
짭키스트 던전 나름대로 구성도 재미있음
Iratus c'est comme un mix du de l'univers d'Overlord avec la stratégie et l'avancement de Darkest Dungeons. Je recommandes ce jeu !
Qualified thumbs up for enthusiasts of turn based tactics roguelike dungeon crawler. the standard difficulty is not particularly challenging and there are layers of systems that would be daunting for a casual. even for an enthusiast the runs are quite long -- the final 2 acts especially are a bit of a slog. the first 3 acts feel like a challenge where you are balancing resources and base building. once you get into act 4 it starts transitioning more into the lay-up. your base is built and you are overflowing with resources. it just becomes a matter of getting across the finish line but it doesnt feel like you are meaningfully growing anymore and it drags. also there are a lot of comparisons to darkest dungeon but this game is markedly different even if it shares a lot of systems and presentation. darkest dungeon is more about prepping for an excursion. iratus is a full on delve. resource, inventory, and mercenary management plays a far bigger role in darkest dungeon. both are fun and (overall) similar experiences but darkest dungeon is the more polished and evergreen game in the genre.
暗黑地牢的死门是一个绝妙的设计
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