
Plunge into a dark fantasy Action-RPG, harnessing powerful magic alongside a satisfying combat system. When the tyrannical god, Adyr, invades the human realm seeking vengeance for his imprisonment, humanity calls upon an unlikely defender… a convicted sinner named Harkyn.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 874 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
J’ai découvert Lord of the Fallen 2014 comme on entre dans un monde brutal et sans pitié, en voulant en connaitre plus sur le lore de Lord of the fallen 2023 et il m’a marqué durablement. Son univers sombre, lourd et macabre impose une atmosphère unique, où chaque pas semble peser sur l’âme. Le jeu ne cherche pas à ménager le joueur : combats lents, puissants et exigeants, ennemis implacables, sentiment constant de danger. Malgré ses aspérités, il pose les fondations d’une identité forte, avec une direction artistique austère et un ton mature. Lord of the Fallen 2014 n’est pas qu’un simple Souls-like : c’est une première chute courageuse, imparfaite mais sincère, qui a ouvert la voie à une vision plus ambitieuse du genre.
bug之王,瑜不遮瑕,游戏很有特色但奈何不了恶性bug与各种糟心的设计
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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 |
|---|---|---|---|---|
| $14.8M | 27.6K | 92% | $19.99 | |
| $14.8M | 31.3K | 94% | $19.99 | |
| $14.8M | 36.2K | 94% | $24.99 | |
| $14.9M | 33.4K | 90% | $19.99 | |
| $14.9M | 40.3K | 98% | $14.99 | |
| $14.9M | 40.3K | 95% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $41.5M | 20.5K | 79% | $49.99 | |
| $203.6K | 469 | 40% | $24.99 | |
| — | 0 | — | — | |
| — | 78.6K | 92% | — | |
| $469.3M | 440K | 94% | $59.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 11: 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.
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, Czech, Japanese, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese +1 more
Hours played at review time, across 875 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Top 5 worst games I have ever played. Truly the bottom of the barrel tier ♥♥♥♥♥♥♥.
Com certeza o pior soulslike que já joguei, achava que exageravam nesse jogo, me enganei, quanto mais jogava pior ficava, as lutas com chefes é disparado a pior parte do jogo, inimigos insuportáveis, lutas extremamente maçantes e chatas e exploração meia boca. Os designs super fantasiosos das armaduras talvez seja a única coisa que me trouxe algum leve interesse durante o jogo, de resto, apenas chato.
Больше хуесосов с щитами, а то мало
boss打完了闪退,没存档要重打,sb游戏
支援手掣
Parliamo di Lords of the Fallen. Il classico caso di “ho studiato dal migliore, ma durante l’esame mi è tremata la mano”. Estetica: dark fantasy con armatura lucidata a specchio Il mondo è pesante. Non solo nel tono, proprio fisicamente. Armature enormi, armi che sembrano travi portanti, architetture gotiche che gridano “decadenza” ma con una certa ossessione per il dettaglio estetico. Meno sottile di certi mostri sacri del genere. Qui il messaggio non è sussurrato, è inciso nel marmo con un martello. Gameplay: lentezza voluta… ma non sempre raffinata Il sistema di combattimento punta tutto sulla massa e sull’impatto. Ogni colpo è deliberato, ogni errore è punito. Fin qui, bene: è il manuale base del genere. Il problema è che la risposta ai comandi non è sempre chirurgica. A volte sembra di pilotare un camion con lo sterzo leggermente allentato. Non ingiocabile, ma abbastanza da farti sospettare che il gioco non sia sempre d’accordo con le tue intenzioni. C’è comunque un’idea interessante: il rischio-ricompensa legato all’esperienza. Più aspetti a “mettere in banca” le anime, più guadagni… o perdi tutto. Un piccolo tocco darwiniano che salva un po’ la situazione. Struttura: corridoi con ambizione Qui si vede la differenza grossa: level design più lineare, meno interconnessioni brillanti. Funziona, ma non sorprende. È come un sistema biologico semplificato: stabile, ma povero di quelle complessità emergenti che rendono un ecosistema davvero vivo. I checkpoint personalizzabili sono una buona idea. Ti danno controllo sul ritmo, anche se a volte rompono la tensione invece di costruirla. Narrazione: più esplicita, meno evocativa Qui niente archeologia mentale. La storia ti viene servita con più chiarezza: demoni, religione, redenzione. Funziona, ma perde quel senso di scoperta quasi patologica. È un dark fantasy più “classico”. Meno mistero cosmico, più narrativa diretta. Non sbagliato, solo meno affascinante per chi ama scavare. Il punto critico: identità Il gioco funziona, ma fatica a emanciparsi dall’ombra del genere che imita. Non è abbastanza preciso per competere sul piano tecnico, né abbastanza audace da reinventare davvero qualcosa. Rimane in una zona intermedia un po’ scomoda: competente, ma raramente memorabile. Difetti principali Input e animazioni non sempre reattivi Level design troppo lineare Varietà dei nemici limitata Boss visivamente imponenti ma spesso meccanicamente semplici Sintesi finale Lords of the Fallen è un organismo funzionale ma evolutivamente conservativo. Sopravvive, ma non domina. Se ti piace il genere, lo giochi e lo finisci. Se cerchi qualcosa che ti cambi il modo di vedere i videogiochi… questo resta a metà strada. Non è un fallimento. È un tentativo. E si vede.
I really wanted to love it, but the mediocreness is ruling the whole game unfortunately. First of all, let's appreciate a little bit that this is the first Dark Souls clone (aka souls-like) before this genre became mainstream. About the game itself, I really liked the style of the world. Everything is huge (that's what she said, haha), huge buildings, huge weapons, huge armor. It reminds me Warhammer a little bit. The graphics also very good, even in 2026. Sound quality is fine too more or less. Have mixed feelings for the combat. Back then we used to in Dark Souls that even the big weapons has kinda fast animation, well...here even the short sword has a slow animation, which makes the whole combat much slower (obviously) and that encourages you to be more thoughtful stop spamming the attack button. Also, swing a big weapon and hit an enemy with it, is VERY satisfying. In theory, that's a great idea, unfortunately there a few enemy types which ruin the whole thing. There are enemies whom really hard to hit, because either they dodge very fast, or recover very fast. You think to kick a shield enemy out his balance to attack him? Good luck with that, the player's attack animation so slow, that when you swing your weapon, the enemy already recovered and his shield blocks your attack. You think to lock on him and when he attacks, you just do a backstab? Haha you fool, he turns around immedietaly like a ♥♥♥♥♥♥♥ super sayian. The bosses also a disappointment. 70% of them are just big, knight bosses, who are more or less fighting the same way. The other 30% are bigger monsters, more similar to Dark Souls bosses. My problem is that most of them are boring as ♥♥♥♥. I mean the way they attack you is always the same, in the same pattern too, so predictable. Some of their designs are cool though, they look really cool. The map variety is good enough. We have the castle map, the courtyard of castle map, the catacombs map, the hell looking map etc. The map design could have been better, but didn't have major problem with it. I got lost a couple of times, so it's at least not full linear. It has a story, but it's so weak and short that it doesn't need a mention. The game also has a basic dialoge system, you can talk to some NPC to find out where to go next or to get some more lore. And sometimes you can do choices, like in a regular RPG. Some of the choices actually matter in ending wise (there are three endings AFAIK), so if you like to hunt achievements, there you go. But other than that, I didn't really care about it, always felt a pointless feature. So this is it...well...almost...there is a DLC called Ancient Labyrinth. I did beat that also, but wish I didn't. It's terrible! I don't even willing to speak about it. It doesn't exist. If you want to play with this game, you can do it, it has it's moments, but leave...the DLC...alone!!!
Schwul und schwer aber fair!
Players by region
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