
Fallen heroes of old folk tales and legends: you are on the verge of a crucial battle against the Nightmare invading and corrupting your world. A roguelike action game from the creators of Curse of the Dead Gods©, playable solo or in online co-op.
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.
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.
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): 6.71/day in the week to Aug 22 → 9.71/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
Ravenswatch is a top-down roguelike action game in which you play as heroes of tales and legends that must slay hordes of nightmarish creatures in nerve-racking fights. After the success of Curse of the Dead Gods©, Passtech Games returns with an improved formula and an addictive game experience with endless replay value. It can be played solo or with up to four players in co-op.
Play as 9 heroes, each with a unique twist and individual gameplay, including Little Red Riding Hood, who suffers from lycanthropy; Sun Wukong, the fallen monkey king; the Snow Queen with her evil powers; and many other familiar characters who have a darker side and are more violent than you might remember.
The Nightmare has invaded the world of dreams and is corrupting everything in its wake. Faced with this evil, the Ravenswatch is gathering heroes from tales and legends from all over the world to lead a crucial battle and restore the fragile balance. But the heroes themselves have been corrupted. How deep do the roots of this evil go?
To defeat the Nightmare and reach the final chapter, you will need a strong build, focus and/or excellent teamwork. You have 3 days and 3 nights to increase your power. Face the chapter boss when you feel ready… or when you no longer have a choice.
During your game, optimize your time and make the best use of the upgrades you earn. With each new run, explore a new map filled with activities and enemies. Unlock new heroes and new content from one run to the next.
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, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 22.7Kreviews | 80% | — | $10.2M |
| $39.99 | 2.2Kratings | 86% | — | 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 1136 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cool game idea but poorly executed. It's my first game review ever. I bought this game with one of my friend and was expecting some fun co-op gaming experiences. But it ends up frustrated both of us. The control system is somehow counter-intuitive. For example ESC button leads to another menu when I just want to quit the map or a conversation. A lot of bugs make the game flow unsatisfying. The hardness is heavily based on luck. It's the most frustrating part. At first, we thought we might need some time to build the character up. But even at the MAX level of a character, you can still get very trashy build due to RNG. And to be honest, it is not fun. Sometimes half way through one game, we just realized we are not going to make it because of the trashy build we've got. It somehow feels like playing some online PVP games with a bunch of random noobs. We did our best, but the rng failed us. I know there are guides online that we can use to help us through. But I'd like to explore a game myself. If any games are designed to play with a guide. I, unfortunately, am not the player of those. I'm personally very disappointed at the game. It gives me rollercoaster feelings and I don't like it when it is going down. All I would say is, it is not the game for me. I had some fun moments. But the frustrations killed it all.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Korean, Polish, Portuguese - Brazil, Russian, Japanese, Simplified Chinese, Traditional Chinese*languages with full audio support
| $29.99 |
| 431ratings |
| 84% |
| — |
| not modelled |
| $24.99 | — | 79%* | — | not modelled |
| $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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ok, the game has a lot of good features going for it. The characters are great, the power fantasies given through each of them is absolutely fantastic, the personality of each of them is well written and the overall experience is quite fun if you choose to look past a great deal of things the devs just want you to sort of "deal with". It can be clearly seen that the developers put a lot of heart into the project. And even though I recommend the game I have some issues with it that make the game unnecessarily stressful, and annoying and take some level of player expression out of it, and, in my opinion takes a lot out of the experience: First the game doesn't let you play as several copies of the same character. I understand that the narrative doesn't support it, but being so focused on quick gameplays the story aspects kind of swing past you, even on the lowest of difficulties. So if you and your friends have that sweet DLC and you want to play as the same character, well tough luck, you're gonna have to play turns. And if you're solo queueing, it can get even more annoying to be sort of competing for a character in a game where there isn't any type of competition. Second, the hourglass.. That darned thing. Yes I understand the devs want to make the game fast-paced, and setting a night and day cycle is great for the gameplay, but having to run around the map without getting too much of a chance of enjoying the combat, or having the time to plan different strategies, or just standing around to calmly think about your next step makes the whole game feel like you're in a constant rush every single time. So if you want to calmly enjoy the side quests there's no chance to do it and earn goodies and levels for your characters... You're just more likely skipping everything you see in favour of just min-maxing your stats and abilities to get the most bang for your buck and running to the finish line as quickly as you can. And maybe AFTER you leveled up your character you can try slower runs through modifiers that don't let you earn experience. Third, solo queueing is a very complicated experience to enjoy, but playing with others is sort of a must if you wish to earn the most amount of powerups and in-game resources. My issue doesn't lie with the multiplayer aspect in itself, but instead with the lack of management tools one gets while playing with a full team of unknown people that muted their mics and audio, but still get the chance to drag to wherever they want, if they get there before you, all while spamming a single signal in the map, which is the only non vocal tool given to the players. There is no chat, there is no emotes, and no way to stop someone from starting a "story" bossfight right as you were getting a chest item, which would result in some frustration and you losing a possible item choice that could benefit your gameplay. And since the regular game mode is not really recommended to play solo (although it is absolutely possible). The multiplayer aspect is highly recommended to be played alongside people you know, or have a voice chat to communicate through. And last, but certainly not least, the roguelike mechanics. For a roguelike game as Ravenswatch tries to be, the biomes themselves feel extremely limited. Making the whole sidequesting mechanic part of the different "biomes" you get to experience inside the main biomes themselves. But then again they can feel immensely limited by the fast pace of a run if there's a player leading the charge and going to different places than you want to be. And that paired with the players that just seem to be speedrunning when they play with you makes the linear sequence of biomes feel even shorter than it already is. If possible, I'd try to give players more options of "worlds" to explore, as well as more time to explore them without punishing them too hard for trying to savour the experience at their own pace. Overall, the game experience is fun, I loved the Merlin character DLC. He feels amazing to play as. But I find myself just leaving the game for months after a couple of successful runs due to all these issues. Even though my comments might seem mostly negative, I must say that I have enjoyed the experience so far, but would need some more improvements to it to make me want to keep playing for longer sessions without feeling so tired afterwards. If you read this review to the end I thank you so much for your time. If you're curious about buying the game and supporting the franchise, please do give it a chance. The game is a lot of fun, but just needs some improvements.
Отличная игра как для компании так и для одиночного исследования, сначала может показаться достаточно медлительной, но привыкнув к анимациям втягиваешься в глубину геймплея
내 인생 게임
mi tostadora con graficos integrados lo corre expectacular
This game is extremely hard and punishing, especially in co-op. There is almost no margin for error, and the communication system is terrible. You cannot even type in-game chat, which makes coordination unnecessarily difficult. The hourglass system is one of the biggest design failures. Sometimes you want to farm just one more objective before the boss, but your teammates can simply teleport everyone into the boss fight and ruin the entire run. It feels frustrating rather than challenging. The hero balance is also poor. Characters like Sun Wukong and Juliet feel overpowered, while others like the Snow Queen and the Piper feel almost unplayable by comparison. The scaling system is badly designed as well. At the beginning of the game, you are extremely weak and can die very easily. However, once you survive Act 1, the rest of the run often becomes a walk in the park. As a result, 90 % of your deaths happen in Act 1, which feels really abnormal for a roguelike. The difficulty curve is completely uneven. On top of that, there is no meaningful out-of-run progression system. You do not become stronger after dying, so repeated failures feel like a waste of time rather than progress. You just die again and again without gaining anything meaningful. Overall, this is one of the most poorly designed and frustrating roguelikes I have ever played. I definitely do not recommend it.
ИГНОР ПОДДЕРЖКИ 24/7 Как всегда со своими отдельными лаунчерами внутри игры ЗАЧЕМ?! (MyNacon)
Una persona se esta 400h en la primera dificultad, te regala el juego para jugar contigo y procedes a pasarte el modo pesadilla con el en 3 runs. Dice que le jodes el juego y te borra de amigos 20/10
PONGAN MAS CONTENIDO, SOY PRECOZ Y TERMINO RAPIDO., NESECITO QUE DEN MAS CONTENIDO O DEMANDARE A STEAM POR TENER BASURA (OSEA YO).
146 heures plus tard, le 100% en poche, il est temps de dire ce que j'en pense vraiment. [b]Ravenswatch[/b] m'a pris par surprise. Je m'attendais à un "roguelite" correct, et j'ai eu quelque chose de bien plus ambitieux que ça. Pas parfait, loin de là, mais authentiquement généreux dans ses intentions. L'univers frappe d'abord. Le "style dessin animé" plonge une esthétique fantastique sombre qui flirte entre le conte pour enfants et le cauchemar adulte. Je retrouve des personnages que je croyais connaître, [u]Scarlet[/u] la lycanthrope, [u]Franz[/u] le joueur de flûte de Hamelin, [u]Beowulf[/u] et son dragonnet, [u]Nyss[/u] la Reine des Neiges, [u]Mélusine[/u], [u]Aladdin[/u], [u]Geppetto[/u], [u]Sun Wukong[/u], [u]Carmilla[/u], [u]Merlin[/u], [u]Roméo[/u], [u]Juliette[/u], et je les retrouve tordus, abîmés, nettement plus intéressants que dans leur version d'origine. Chaque silhouette transpire une identité forte, ça se ressent dans le moindre mouvement. La bande son accompagne tout ça avec un vrai soin, atmosphérique sans jamais être envahissante. C'est dans le gameplay que le jeu révèle toute sa profondeur. Chaque personnage est un jeu dans le jeu. [u]Scarlet[/u] change de forme entre le jour et la nuit, ce qui m'oblige à penser ma progression différemment selon l'heure du cycle. [u]Franz[/u] contrôle une horde de rats depuis une certaine distance, avec une gestion du placement très précise. [u]Geppetto[/u] convoque ses marionnettes et peut générer des objets à une vitesse indécente si je trouve le bon talent. [u]Sun Wukong[/u] jongle entre ses clones. Il n'y a pas deux personnages qui se jouent de la même façon, et c'est ce qui m'a maintenu autant de temps devant l'écran. Il m'a fallu du temps pour vraiment comprendre chacun d'eux, pas juste les manier. La mécanique des trois jours en jeu impose une tension permanente. Je ne peux pas m'attarder, je dois prioriser les objectifs sur la carte, décider si je vais chercher le boss de zone ou faire confiance aux objets ramassés en chemin. Ce chronomètre déguisé crée une vraie pression qui rend chaque partie différente dans son déroulé, même si la structure globale reste similaire. Le système de talents est généreux. À chaque niveau gagné, deux options se présentent, et sur le long terme les combinaisons finissent par former de vrais agencements cohérents. Ajoutez à ça une cinquantaine d'objets qui fonctionnent différemment selon le personnage, et la boucle de progression tient la route bien au-delà des premières heures. Là où ça coince, c'est sur l'équilibrage. Certains personnages sont franchement plus forts que d'autres, et je l'ai ressenti. [u]Geppetto[/u] avec son talent de génération d'objets m'a permis de déchirer des parties entières sans grand effort, pendant que d'autres nécessitent une maîtrise bien plus fine pour les mêmes résultats. La méta finit par se dessiner assez rigidement, et je me suis retrouvé à choisir les mêmes améliorations partie après partie une fois que j'avais compris ce qui fonctionne vraiment. Le jeu est pensé pour la coopération, et je l'ai senti surtout en jouant seul. J'ai fait l'essentiel de mes heures en solo, et les premières dizaines d'heures ont parfois été franchement rudes. Les ennemis sont nombreux, les bosses ont beaucoup de vie, et certains chapitres m'ont donné l'impression d'être calibrés pour plusieurs joueurs. Les quelques sessions en coopération que j'ai faites m'ont confirmé que la difficulté s'évapore un peu trop vite à plusieurs en comparaison. Le chronomètre des trois jours, agréable en solo parce qu'il me laisse le temps de réfléchir, devient une source de friction en multijoueur car je ne peux pas vraiment m'arrêter pour lire les informations ou délibérer sur mes choix. La répétitivité finit aussi par s'installer. Les parties durent environ une heure, la structure des chapitres est toujours la même, les ennemis changent peu, et les cartes générées se ressemblent davantage qu'on ne le voudrait après une centaine d'heures. Le lore est réel, les personnages ont des histoires intéressantes à débloquer, mais la narration reste très en retrait, presque absente en cours de partie. Il faut aller chercher ces informations soi-même, et je comprends que tout le monde ne s'en donnera pas la peine. La difficulté, enfin, est inégale. Les écarts de puissance entre une partie où les objets tombent bien et une partie où rien ne se connecte peuvent être considérables. Ce n'est pas toujours injuste au sens strict, mais ça peut l'être dans les faits, surtout quand un ajustement de mise à jour vient raidir la courbe sans vraiment prévenir. Malgré tout ça, je recommande [b]Ravenswatch[/b] sans hésiter. Je ne regrette pas d'y avoir passer autant de temps. Le jeu a une personnalité réelle, un sens du détail dans ses personnages que je ne rencontre pas si souvent dans le genre, une difficulté qui finit par être gratifiante quand j'ai vraiment pris le temps de comprendre ce que je joue. Ce n'est pas un "roguelite" pour tout le monde, surtout si on joue exclusivement seul. Mais vous y trouverez sûrement votre bonheur. [spoiler] Par contre le succès ou faut découvrir toutes les mélodies est intankable [/spoiler]
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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