
A vast world awaits in the medieval, dark fantasy action-RPG, Lords of the Fallen. As a fabled Dark Crusader, embark on an epic quest to overthrow Adyr, the demon God. The final major update Version 2.5 is out now: features deadlier boss battles and all-new Veteran Mode.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best PL #90, worst BR #91 · 2 markets collected
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): 23.71/day in the week to Aug 10 → 41.43/day in the week after.
About
Lords of the Fallen introduces an all-new, epic RPG adventure in a vast, interconnected world.
Aeons after his defeat by the hands of man, the demon God Adyr’s resurrection draws nigh. As a fabled Dark Crusader, journey through the realms of the living and the dead in this expansive RPG experience to overthrow Adyr once and for all. Featuring colossal boss battles, fast challenging combat, and deep, immersive storytelling.

Journey across two expansive, parallel worlds - the world of the living and the dead - with each harbouring its own pathways, secrets, treasures… and foes.

Choose from 100s of unique weapons, from heavy-hitting flails to rapid-fire crossbows, or forgo metal for magic with devastating attacks of the arcane.

Personalise your character’s appearance before selecting one of nine varied character classes. Whichever starting path you take, develop your own playstyle by upgrading stats and weapons.

Experience the campaign alone, or unite with other players in online co-op. You’re free to journey together for as long as you desire, with the option of both casual and full shared progression sessions - where both players save all progress. Alternatively, use your Free Friends Pass to invite anyone to join your game regardless of whether they own a copy themselves.

Includes over 70 updates, including the widely acclaimed version 2.0, vastly improving the overall experience with a fully revamped combat system, significant performance enhancements, rigorous difficulty balancing multiple new questlines and modes, and an array of new Quality-of-Life features.
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; PlayStation, Xbox, 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 | 56.4Kreviews | 68% | — | $26.7M |
| $39.99 | 34.2Kratings | 76% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 2539 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
先說結論:如果你喜歡像魂一那種峰迴路轉,走著走著發現不知不覺繞回來的回環地圖設計,那我很推薦玩墮落之主。但如果你想要更難更精采的boss戰或打小怪的戰鬥體驗,這遊戲別玩。滿分10分我給7分,屬於長版很長但短版也很短的類型 優點: 1.如同上面說的地圖設計非常優秀,算是類魂系列T0水準了 2.美術的暗黑奇幻風格很吸引人,盔甲很帥,音樂不錯 3.遊戲自帶各種稀奇古怪的mod 4.隻狼同款影逝二度,如果玩家在表世界被怪打死,有一次機會半血原地復活並進入里世界,且攻擊能回虛血,容錯不算低 5.表裡雙世界切換探索挺有意思,往往在意想步道的地方藏有新路線 缺點: 1.小怪大量換皮怪,前期一隻普通狗,中期噴火狗,中後期鐵頭狗。前期普通殭屍 中期火殭屍 自爆殭屍 影界丟球殭屍,換皮換出新世界 2.小boss大量換皮,上一秒還在當小boss,剛打完在同一張地圖就能遇到同款怪物,刪掉幾個技能當小怪用 3.大boss大多不難打,也有幾個boss打起來體驗還不錯,基本死幾次就能摸清他們的套路了,個別機制怪boss雖然造型設計獵奇但打起來真的蠻無聊的,又臭又硬 4.某些後期地圖堆怪比較嚴重,且怪物的傷害很抽象,40血960物防被一刀打半血
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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 2,420 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*, French, Italian, German, Spanish - Spain, Polish, Japanese, Korean, Portuguese - Brazil, Ukrainian, Traditional Chinese, Simplified Chinese +1 more
| $29.99 |
| 9.2Kratings |
| 64% |
| — |
| not modelled |
| $29.99 | — | 86% | — | 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h3] Pros [/h3] - Graphics look good. - Combat feels reasonably solid. [h3] Cons [/h3] - Lots of bugs and glitches. - The world is a confusing maze. - Enemies are heavily reused with little variation. - You get too many items you never use. - Most weapons seem built only for strength builds. - Bosses don’t feel well balanced. - Cheap tricks like insta-kill trap treasures. - The soundtrack wasn’t memorable. - The story drops you in with almost no explanation, so it’s hard to care or understand what’s going on. - The Friend's Pass introduced multiple issues. My friend had to buy the full game to solve them.
its a good game for 2 but does crash sometimes
Game has quite frequent micro-stutters, no amount of tweaking of the in-game, system nor ini settings was able fix that issue.
приятная игра с понятным гейплеем,враги совсем не тяжелые,графика просто сок,фпс будет много на синематике даже на микроволновке
Проведя в игре 60 часов и собрав все достижения, могу сказать точно: игра хорошая. Все предыдущие патчи пошли игре на пользу. Хороший soulslike не от FromSoftware. Не без минусов, конечно, но положительных эмоций сильно больше, чем отрицательных. Гнетущая атмосфера готического дарк-фэнтези, прекрасный арт-дизайн и незапоминающаяся музыка. Что же по достижениям... Мне действительно понравилось гриндить. Да, достижение "Ironclad/Бронированный" на сбор всех предметов снаряжения душноватое, но даже его я с удовольствием выфармил. И пару слов о PvP: очень кайфово побеждать вторгающихся к тебе челиков, которые юзают 150 баффов, эмоций и перекатов, а потом умирают через паниш после пары парирований. И да, неткод лучше, чем в играх Бабадзаки, за это респект.
I'll start with the good, which is that the two world axiom/unbral split is very cool. It reminds me of soul reaver. Thats about it though. The combat is terrible. The roll direction control is broken. Not quirky or something to adjust to, it's just broken. Your character will frequently roll in the opposite direction you are pushing the joystick. It might be related to the terrible lock on system, but I'm unsure. Then there is zero cancel action buffer. You can queue more than one action at a time, which itself is a problem, but what makes it worse is that you can't cancel or clear the buffer. That means you character WILL complete each action of a combo long after you've pressed parry or dodge. Note I'm not talking about the action being played, but actions 2-3 steps in the queue. The buffer clear is convention for a reason, and the designers either don't understand that convention or want to make the game harder by handing the player ♥♥♥♥♥♥ controls. Then there are the attacks themselves, often with needlessly long wind ups that don't make sense - the character is already in a guard for attacking, but they switch to some other guard. Maybe this is a personal preference thing, but I don't like playing characters in combat games that don't know how to fight with a weapon. This is a problem with many souls-like games in general, but LotF is the worst offender. They frequently lead with their body, fail to transition between strikes in a sensible way, halting strikes by slamming the weapon into the ground, and have zero options for narrow fighting in a hallway or rooms. In short the characters fight like morons. If you want to make a combat game involving swords, maybe take a fencing class or HEMA class or something... anything really.
更新个游戏都不会,我明明前一天在大本营保存退出的,更新完直接给我传送到开局的地图了,真逆天
Lords of the Fallen has some good ideas, but the way several important mechanics work made the game frustrating for me. The lantern is one of the biggest problems at the start. There are a lot of Umbral mechanics introduced very quickly, and the game does not explain them clearly enough. Instead of immediately understanding how the system is supposed to work, I spent a lot of time trying to figure out what the game expected me to do. Dodging also feels strange because it changes depending on the situation. Moving and dodging normally while exploring does not feel the same as dodging during combat, especially when fighting bosses or using lock-on. Because of that, the movement can feel inconsistent and awkward until you get used to all the different situations. I also really dislike the parry system. Even when you successfully parry some bosses, you can still lose a large amount of stamina. That makes a successful parry feel much less rewarding than it should. If I time a parry correctly, I expect it to give me an advantage, not leave me with almost no stamina afterward. The atmosphere and world design are interesting, and I can see what the developers were trying to do with these systems. But for me, the lantern, dodging, and parry mechanics make the combat feel more complicated and inconsistent than necessary, which hurts the overall experience.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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