
A 2D Metroidvania-style game developed under the supervision of Ryo Mizuno, depicting the story of Deedlit and the events leading up to Record of Lodoss War: Diadem of the Covenant. Use a variety of weapons and spirit powers to unravel the mystery of the labyrinth.
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): 0.86/day in the week to Sep 9 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Genres
Sums Steam only; PlayStation, 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 | $8.99−55% | 7.4Kreviews | 93% | — | $1.2M |
| $24.99 | 1.1Kratings | 90% | — | 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 840 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
La mecánica de intercambiar fuego y viento es divertida, varios bosses hacen que tengas que intercambiar para no dañarte, pero no está del todo explotada en el mundo. Todo lo demás es bastante normal, divertido para pasar el rato, pero no es tan bueno.
Record of Lodoss War: Deedlit in Wonder Labyrinth é um metroidvania 2D que mistura jogabilidade clássica com elementos modernos, sendo considerado uma homenagem sólida à franquia Lodoss War. Apesar de não reinventar o gênero, entrega uma experiência divertida, com belos gráficos em pixel art e uma trilha sonora envolvente.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Traditional Chinese, Korean
| $11.24−55% |
| — |
| — |
| — |
| 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 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A good metroidvania that you can chew on one or two afternoons. Gorgeous visuals, engaging progresion and mechanichs.
It has been almost three decades since I've dealt with Records of Lodoss War, but when I saw that there's a game about it, a metroidvania with pixel art, I got interested and gave it a try. The pixel graphics are very nicely done, beautiful, and detailed in their craft. Different areas with different themes, giving it a pretty touch overall. Deedlit's movement animation feels inspired by a certain vampire who helped crafting this genre back then. The music is nice to listen do, offering a good boost to the overall atmosphere of the game. The difficulty felt majorly fine, having a few spots which were a bit rough but not impossible. Bosses weren't too hard to figure out so I feel it's in a good balance in general. Story gives you an idea what may go on within it, but doesn't go into deeper depths and enhancing the situation. It's simply a nice touch to the game but the focus is in the gameplay. Downsides of the game depends on people's view of it, but the game's very short. New weapons and other items show up in a very fast pace, same going for bosses and new areas to discover, being a rather linear game over exploring the areas more intense. It's probably nice for people with a busy real life, not needing 20-40h to beat the more known metroidvanias. The stunning of enemies can chain into receiving a lot of damage if not being careful which in rare cases got a bit out of hand to recover from. There are ways to handle it, but getting stunned and chained into another stun feels a bit too powerful. If you want to enjoy a shorter metroidvania, based on an older anime series with familiar faces also showing up, and enjoy pixel art with good music to enhance the atmosphere, you can give the game a try for sure.
10時間位でクリア、残念ながら面白くない、メトロイドヴァニラではかなり出来の悪い方 レベルデザイン、敵の配置、UI、ゲームシステム、すべてが出来が悪い エンディングだけはディードリットの気持ちが少し見れて、ほっこりした ただ、そのためだけに買うには1000円ですら高すぎるという位、あくまでロードス島ファン向けの域を出ていないし、逆にファンには、これ、ロードスじゃなくて良くない?という程度のストーリーでしかない ディードリット好きで期待しただけに残念です
[h2]훌륭한 아트와 레벨 디자인을 지닌 악마성 라이크 메트로배니아[/h2] [list] [*][h3]평가: A (호)[/h3] [*]출시/플레이: 21년 / 25년 5월 [*]조작/언어: 키보드/한국어 [*]난이도 옵션: 없음, 소비템 x [*]도전과제: 15/25 [/list] 일본 판타지 소설 로도스도 전기의 30주년 기념 2차 창작 게임. 캐릭터 모션, 다양한 무기, RPG식 성장요소 등 다양한 면에서 캐슬바니아가 떠올랐다. 특히 백대쉬는 다른 게임에서 처음 봄ㅋㅋㅋ 이걸 대체 어떻게 쓰냐? 아무튼 개인적으로 캐슬바니아 시리즈 정말 안 맞는 편인데, 이 게임은 오히려 재밌게 플레이했다. 개인적으로 Ladybug 작품들 중 가장 마음에 들었음. 일단 도트와 모션 그래픽, 연출이 너무나 훌륭했다. 개인적으로 아트도 게임성이라고 믿는데, 이 게임은 떼깔이 너무 좋았음. 특히 컷씬 역할을 하는 연출에 공을 많이 들인 게 보였다. 개발진이 로도스도 찐팬인 듯. 원작을 조금이라도 알았더라면 게임 연출에 진짜 몰입했을 거 같은데 그러지 못한 게 아쉽다. 서사와 메시지가 중요한 게임인데, 일반적인 팬 게임 마냥 배경 설명이나 인물 소개 없이 무작정 먹이더라. 스토리텔링에 조금 더 신경 써줬으면 정말 좋았을 거 같음. 한편 Ladybug 게임에서는 매번 분절적인 레벨 디자인이 아쉬웠는데, 이 게임은 꽤나 만족스러웠다. 맵간 유기성이 한껏 개선됐고, 덕분에 포털 개수가 크게 늘지 않았음에도 탐험 편의성이 크게 올라갔다. 플랫포밍 관련 어빌리티가 많아서 백트래킹이 비교적 시원시원한 것도 좋았음. 수집요소도 딱 적절했고. 전투는 오랜만에 근접 전투를 채용했는데 개인적으로 취향에 맞았다. 전투 시스템은 정령 원소와 정령 3레벨 회복이 특징적이었는데, 각각 SYNCHRONICITY PROLOGUE의 속성과 동방 루나 나이츠의 그레이즈 회복과 유사했음. 하지만 SYNCHRONICITY PROLOGUE보다 부유 컨트롤이 편리하고, 루나 나이츠 보다 회복이 자유로운 등 편의성 면에선 훨씬 발전된 게 눈에 띄었다. 다만 보스 전투는 여전히 아쉬웠음. 보스 패턴을 파훼하기에는 너무 까다롭고, [spoiler]평타보다 마법이 너무 세서 굳이 평타로 무리해서 딜하느니 적당히 정령으로 MP 흡수하고 HP 회복하면서 마법 난사하는 게 만능이었음. 기믹 보스에 가깝게 느껴질 정도.[/spoiler] 이쯤되면 게임사에서 추구하는 전투 방향성이 이런 건가 싶기도 하고... 개인적으로는 머리 박는 보스전을 더 좋아하는 편이라 아쉬웠다. 그럼에도 전체적으로 정말 만족스러운 메트로배니아였다. [h3]로도스도 팬이거나, 캐슬바니아, 고해상도 도트를 좋아하는 사람에게 특히 추천.[/h3] 원작 요약 유튜브 같은 거부터 보고 게임하면 더 즐길 수 있을 듯.
Short in length but an amazing metroidvania — I just love everything that Team Ladybug does.
I haven't played a ton of Metroidvanias. I have, however, played a lot of Metroids and Castlevanias, so I'll mostly be comparing this to those, mainly to Aria/Dawn of Sorrow, as it seems to be the one that maps the closest to it. TBH, the game is already worth the buy on sale for aesthetics alone, but I wanna go deeper than this and focus on "design philosophy". On "map design" it is kinda weak, around "Dawn of Sorrow" level, in which individual maps aren't particularly interesting or memorable (And I'm pretty sure some are copy-pasted with some slight difference) nor is there any form of environmental storytelling in them. Is something like SotN, all maps are part of something larger (The castle), so you can see them as parts of a whole, while here regions don't seem to have any relationship with one another. Granted, that could be justified with the whole "Wonder Labyrinth" thing, as technically the final maps of both Aria of Sorrow and Dawn of Sorrow do the same thing. Boss battles are hard to balance: The first two bosses are piss easy, though for a different reason as to why the first two bosses of Igavania games tend to be easy. Those tend to be so for being mechanically simple, while here every boss is mechanically complex (In the sense of having A LOT of different attacks), but those first two are balanced by "being too lenient", meaning that you can "screw up a lot" and still beat them in your first or second try... and being able to beat a boss without knowing how to deal with half of their mechanics doesn't sit well with me. Later on the bosses remain as mechanically complex, but are now so hard that the strategy becomes "rush them down before they rush you down", meaning that you beat a lot of them before they're able to repeat their cycle of different attacks (Because they have A LOT of attacks), hyper-aggressive bosses like Flaus or Pirotess being prime examples of that, so you're less practicing mechanics so you can nail them thrice before the boss dies (Like you would in something like Aria/Dawn), and more so that you don't die right up in your next try. Perhaps it's due to that some negative reviews complain that the game is too easy while others complain that it is too hard? I chose to never use items and to not abuse spells until way later on, but that some issues on their own: Your bow is pretty good... too good sometimes, to which I even asked myself if all bosses were even balanced to it (Again, for hyper-aggressive ones, being in melee range is a death sentence). The way the button layout works (Though I ended up slightly changing mine to Jump on A, attack on X, bow on B and spell on Y) made me rarely use the backdash mechanic because my brain couldn't associate that, while one of the "dodge" buttons was down+Jump, the other was LB. Another small issue with the controls being that YOU HAVE TO press down first before downjumping or sliding, rather then pressing them at roughly the same time. The story requires you to be acquainted with the Lodoss franchise to be understood. Technically you can get the main structure, that being Deedlit reminiscing about her adventures, but you might not feel much if you don't know those characters. That map is packed tight in a way that makes it easier for you to know where hidden rooms are without having to use a guide (Exception being those at the edges). The elements system is very well designed (Djinn & Efreet was one of the most fun bosses I've seen), though the issue that for all elements outside of Fire and Wind, the only way to interact with it would be with using spells (Some which might be overkill for normal mobs) or specific bow monster drops. Speaking of which, it solved the issue of Igavanias of having unreasonable hard drops and too many of them. I know that the original idea was for it to be "So every playthrough you'll have different weapons and be different!", but in practice in most of your playthroughs you'll drop nothing (Unless you go out of you way to farm it). Not here, though: You can get anything with a small farm session, and getting some of them to drop "organically" isn't very rare either. I did wish the bestiary showed in which maps each mob was located, though. Technically it has the same issue as SotN/Aria/Dawn in which most weapons are just a different skin with different stats, and while there are different categories of weapons (Throwables come and go and have a lot of range, but only hit a single enemy, spears/halberds have long range, daggers are fast but have very few range, swords are "the good ol' reliable" and greatswords hit the most area), most people will feel that only two exists, as technically the moveset for everything that isn't a greatsword is the same. I do see value in it's "wackyness": Just like you have wacky stuff in Castlevania games, here you have stuff like the tip for a hidden location being hidden in a diegetic QR Code as well as the game having special lines if it detects your savescumming or AFK farming. Speaking of which, I ASSUME being overleveled isn't an issue, as I did beat the game around lvl 50, and comparing videos of people at lvl 50 and people at lvl 99 on boss rush gave maybe a 30-40 second difference. Perhaps my bar is too low because I'm comparing it to something like RetroAchievements, but I liked the achievements here, all of them felt very doable (Even buying all the weapons in the shop costs only like 60k). The game runs fine at 60FPS and feels very optimized, though I must also say it crashed a few times for me (Usually when spamming buttons after respawning or teleporting) and it even softlocked once after dying for the final boss, with Deedlit being "stuck" in her "respawning" animation (I just solved it by reloading my save). The game is very good in some QoL like swapping spells and weapons pausing the game, [strike]though lacks in others like a good way to see if you're fire/wind in the heat of battle without having to move your eyes to the top of the screen[/strike] (Apparently your cape changes colors and I just never noticed while playing). Overall, solid game, a Metroidvania through and through: All the same qualities they all have and all the same issues they all have.
se eu tivesse que explicar minha opinião desse jogo para alguém em um elevador, eu resumiria para "muito foda, mas muito atrelado ao que o inspirou" o jogo me lembra de 3 coisas, fora o anime no qual ele é inspirado, Castlevania Symphony of the Night, Synchronicity (um jogo do mesmo estúdio que foi criado como um anúncio para um outro jogo da Atlus que tem uma mecanica semelhante de trocar de elementos para evitar dano) com um toque de cave story (exclusivamente por causa do sistema de leveling dessa mecanica de elementos que te encoraja a matar tudo o mais rapido possivel) mas é claro, o jogo tem algo único: o sistema de arco, que é muito foda! o jeito que ele é ambos usado para puzzles e usado em combate é muito interessante, mesmo que nos trailers ele pareça chato de se manusear, ele na verdade é muito intuitivo. em geral, deedlit in wonder labyrinth faz o que quer fazer bem, mas nada muito novo. se vc quer mais gosto de symphony of the night, ou é um fã de Shin Megami Tensei e sente falta de synchronicity, eu recomendaria comprar. se você não se encaixa nesses dois grupos, talvez espere uma promoção?
Pretty good, obviously inspired by SotN, delivers roughly 8 hours of good gameplay. It is a bit hard, but manageable.
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Where this game's players are, estimated from review languages.
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