
Law of Demons is a dark medieval action-adventure, brought to life with the twisted art and uncanny vision of Sierra Tunis. Traverse the surreal and violent world of Spire and face off against the diabolical foes which stand in your way. Do you have what it takes to fight the law?
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 Aug 1 → 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
Do you have what it takes to defeat the diabolical royalty of Spire?
Law of Demons is an open world action adventure and features unique nail-biting combat where each mistake might be your last. Wield an arsenal of medieval weapons and arcane sorceries in your fight against the law! Power up your character as you explore by unlocking armors, weapons, sorceries, health and more. Uncover the dark secrets of those who rule the lands with cruel intentions and bring their terrible reign to an end!
This dark medieval adventure is brought to life with the twisted art of Sierra Tunis. Law of Demons is built using my own game engine and ushers in a one-of-a-kind immersive 3D gaming experience.
8+ hours of exciting, action packed gameplay, a large open world filled with items and powerups, over a dozen different enemy types, and 3 bosses!
100% NO AI GUARANTEED!!
No procedurally generated content.
Genres
Reviews
I can see a path forward for the game however in it's current state I don't think it should be up for sale. The visuals are fairly charming which is what drew me to the game. Combat from the get-go is the biggest issue and needs an overhaul. Out of the gate enemies charge at you directly without any variety. They spam the same attack over and over again as soon as they are in range and follow you while doing so. I could not do the first encounter at all with the sword and swapped to the spear. There is no lock-on mechanic so you just have to aim the player and hope for the best. There's a certain angle you can get if you sprint into the first fight and then spam the spear. The swordsman goes down fine however the spearman isn't so easy. It was then I realised how the Sprint/Slow-time mechanic worked (something I think should be delegated to different functions). The slow-down mechanic gives a major advantage to combat however only lasts a short time. I continued on after the fight only to die to an enemy on the stairs whom I couldn't seem to hit but was able to deal damage to me. Afterwards I did turn on Invincibility mode in the options (currently the only option) and ran around the game world a little. Sprinting would work and then stop working depending where I was but there wasn't a clear reason as to why (not related to stamina). The few enemies I did come across seem to all have the same strategy of running straight to the player and spamming the same attack. I do hope the game can develop from here as I think it could, however combat and the enemy AI needs a complete overhaul. I think some simple things could be done to improve it drastically. For one, some kind of delay after each attack would go a long way. Having enemies circle/stalk the player before going in for an attack would add much more dynamism and help turn group combat into something more interesting. The sword needs something to do because in my experience the spear seems better in all ways. Enemies reacting to attacks with a minor delay to their actions would help a lot too. And of course please add a lock on system! Either that or an adjustment to hit-boxes. Possibly even a "slashing" particle to follow the attack to give the player feedback on exactly where their swings are hitting. I'll come back at some point and have a look if any other updates are done and adjust my review accordingly
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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*, French, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
reminds me of demon souls
Fun and demanding passion project! This is a game that very quickly teaches you that you will be shown no mercy and given no quarter. If you run into a group of 5 enemies, you'll get stabbed to death from 5 different directions. Each battle requires patience, skill, and strategy. The combat loop currently is a bit repetitive, but there's enough loadout variety that I can try out different approaches to each fight to figure out what works and what doesn't. And the art style! Every texture and mesh is hand-crafted and creates a memorable surrealist world with a nightmarish atmosphere. Reminds me a bit of the best parts of the original Runescape, like I've accidentally wandered into an area way above my level and I'm simultaneously in awe of and terrified by the omnipresent danger. Worth trying, especially at the current price.
I would not recommend at this price for now. Really like the concept, and id love to see this polished more cause I love the artstyle, these types of games, and for a bit, I was having fun exploring, but for now, it should still be in early access and maybe have a demo up untill the castle and labrynth. TL;DR: Feels desolate, not enough sound design, decent souls gameplay... 4/10, 6/10 if you can ignore the weirdness. Visual Notes: The camera tends to clip through thin walls, like in houses and shacks. This could be intentional, but ramps and sometimes hills dont have any side textures and are pixel thin, so on some parts of the level geometry you can see through the ground, and any ramp is just super thin and looks funny. Theres not really a skybox and the land kinda looks empty and desolate. The npcs dont have any idle animations, making it a bit static, and (from what I can tell) the friendly npc's dont have much different poses than the enemies, causing me to be very slow when approaching anyone. Menus: 2/10. Menu visuals are 10/10 though, I personally love it Theres no volume slider. You cant change the prompts to an xbox, nintendo, or steam controller. The Blood mechanic isnt explained early enough (or at all, I still dont know what it does, pressing x clears the slots, but doesnt seem to do anything). Sound: 5/10 Sound is good, although very heavily compressed or just not good quality. Some sounds can be too loud, one in mind is the armour damage sound, even at 30% volume it still hurts my ears Needs more ambient sounds and music, with the desolate lands and unresponsive npcs, having no ambiance makes it feel even more lonely. Gameplay: 6/10 Its good, I personally really like it so far, it would be better with some better movement gear or maybe allow the weapons to have follow up attacks as combat does feel a bit sluggish and odd, and maybe give the player some arrows for the bow on pickup instead of having to find where they are to use it.
A good first attempt, looking forward to how it pans out!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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