
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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% | 7.5Kreviews | 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 847 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
JOGO TOP: dinâmico, elegante, divertido. Com boas mecânicas e uma pixel arte de excelentíssima qualidade.
Record of Lodoss War-Deedlit in Wonder Labyrinth is a really fun metroidvania game. What makes it unique is that you have two different elements you can switch between at any point. Some enemies are weak to one of them, so you are constantly switching between them. For combat, you have melee, ranged with a bow, and ranged with magic. The pixel art in this game is very fun and the metroidvania upgrades you get along the way are all fun to use. If you like metroidvania games, this is a must play. Also the music has some pretty good bass riffs.
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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 |
|---|---|---|---|---|
| $1.2M | 2.6K | 52% | $17.49 | |
| $1.2M | 1.2K | 83% | $29.99 | |
| $1.2M | 3.1K | 77% | $19.99 | |
| $1.2M | 5.6K | 81% | $9.99 | |
| $1.2M | 6.7K | 95% | $9.99 | |
| $1.2M | 13.1K | 91% | $2.74 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.5M | 19.1K | 95% | $14.99 | |
| $5.2M | 12.3K | 95% | $17.99 | |
| $3.1M | 15K | 97% | $10.79 | |
| $1.1M | 2.7K | 84% | $14.99 | |
| $40K | 132 | 58% | $14.99 | |
| $21K | 242 | 82% | $4.99 |
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 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] A visually appealing metroidvania [/h1] I wasn't familiar with the Record of Lodoss War before I played the game. I presumed the game to be a standalone title. Apparently the world and story deepens an already existing universe that has been around for quite a while. I'm not knowledgeable on the series and will not take a stand on how this compares to other titles or the overarching story. Instead I will give my two cents from my simple perspective of liking games of the genre. The immediate aspect I laid my eyes upon was the visual polish in pixel art. Color schemes and palettes between the characters and surroundings are composed and soothing. There are very little overly saturated or bright colors and tones. Everything flows and blends naturally with one another. I have two different ideas or explanations of my own for why this is. I have to remind right now that I have no knowledge whatsoever of this universe and how it works. If I did, maybe my interpretation would change. As far as I know our protagonist Deedlit is an elf. Typically elves live in harmony with nature and the chosen palette reflects in my opinion just that, Deedlit's connection to nature and their place in it. Yet the harmony is at an imbalance... Deedlit pursues their lover Parn in a labyrinth and in this combat filled venture is interrupted a multitude of times with dialog that question the surrounding reality. Visions of the past or of a different timeline invades Deedlit's mind and the curtain starts to tear with every new encounter. Characters that once were hostile start to guide our protagonist in the slowly rising insight of what everything really stands for. In the end Deedlit comes to understand that they were in denial of the loss of Parn. In grief Deedlit fell in past memories and lived them over and over in hopes to be once again united with their one. And this dreamlike made up reality gives forth my second explanation for the colors. The haziness throughout the environments and their colors, makes connections to the dreamworld and to whom it belongs, that has entrapped the mourning Deedlit. I lied. There is a third reason. It looks beautiful! [hr][/hr] Now for something completely different and more straightforward. You have two different stances or spirits (Sylph/wind and Salamander/fire) that you can switch freely in any given instant to alter your attacks and movement. Some enemies are immune to the other and some areas require you to frequently swap between the spirits in rhythm. Both of them come in beautiful visual effects in movement and attacking. Maybe a minor point for some, but this was one of the first notes I took while playing. The tracers left behind when sprinting or the ground taking impact from the breeze left behind from levitating are both great elements that elevate the feeling of interacting with the world. Visual effects in general seem to have attention put into them. Reality bends have been done well to feel like a pulling motion on the screen while still staying mostly in two dimensions. There are a few 3D animated objects sprinkled every now and then that still retain the 2D feel which is cool. Hats off to visual direction in every way possible! And last, a note for usability and accessibility! I don't recommend playing with keyboard and mouse, as I wouldn't with any other metroidvania as the intuitive movement is often lost if not played with controller. However, getting the game to recognize your controller can be a pain in the ass. Seems that the game registers only Xbox 360 controllers, and I had to find an way around this as I play with PS5 controller. I masked my controller as an different one with DS4/5windows software. It's not hard to manage, but takes away from the joy of just wanting to begin with a new game. Take this into consideration before you begin, if you are going to play with controller! [hr][/hr] To put it short. I liked it. Could've been a bit more challenging and longer, but in any case worth to play. I had fun! Soundtrack was also on par with metroidvanias. Didn't reach the levels of the greats, but still. Thanks for taking the time, means much <3
เด็กหนวดยุค 90 ฟิน
It's fun. One of the powerups is [spoiler]jumping higher by holding the up button[/spoiler]. Deedlit is generally more similar to SOTN than Luna Nights was, which is kind of a regression tbqh, but the game is still very fun. The story is cute. The pixel art is wonderful.
Игра небольшая (на 4-5 часов), если не задрачивать испытания. Тем не менее тут хорошая история, классный пиксель-арт и отличная музыка.
ロードス好きなら損はない面白さでしたね。ディードリットのストーリーとしては納得の出来るモノかと。 とはいえ原作はともかく、せめてOVAは見といた方がいいと思います。でなければ、キャラとか全然分からないのに当然のように説明なく話が進みますからね。 アクションとしては少し難しいかな。とはいえ、回復アイテムでゴリ押し出来ますし、クリアだけなら程よい難易度かと。 アイテム集めもメトロイドヴァニア系の難点である後から集めるだるさ、は少なく。というよりマップを埋めれば大体上手く集まっている。とはいえ、攻略を見なければ分からんとも感じる隠し要素みたいなのもある。 独自の精霊を切り替えるシステムは慌ただしく感じるので合わない人には合わないかも。 個人的には前方ダッシュが(ないし回避)ないのは結構苦痛だった。バックダッシュって有用性が分からないんですよね。
The game feels great. Moving around and jumping is just right. There are a lot of different weapons to find and use. The game is based on an anime from 1990 called Record of Lodoss War. I haven’t seen it so the story didn’t make sense to me. The main thing of this game is the two magic system, wind and fire. You can switch between wind and fire. Some enemies can’t be hit by one. You don’t take damage by the same element so when bosses use both you switch to the right one to avoid taking a lot of damage. Getting hit the same element absorbs it into your magic meter to refill it a bit. There are 8 or so spells and I only found the first one useful and used it the whole game. The elements can be level 1, 2, or 3. The higher it is the more damage the main weapon does with that element. While the active one is 3 you slowly heal. It goes down 1 when you take damage. It goes up a bit when you beat an enemy with the other element active. It makes you want to switch often to keep both elements high for damage and healing. --------The rest is what I don’t like-------- Full reset to last save on game over. I beat a boss and died right after so I had to do the boss again. I don’t like when games do this. You are stunned for so stupid long. It gets extra annoying in bosses where the damage is high and you can’t move for a while. Trying to hit the gear with the bow to make the platform that you are on move wouldn’t be that bad if it was one way. You can make the gear go backwards and there’s never a single time you want to do that. It’s hard to hit and annoying to hit the right side of the gear while on the moving platform. The last area was just filled with only high level enemies that took so many hits and did so much damage. A big jump from the area before. At least the last area is pretty short but it was still pretty frustrating to get through. Usually boss rushes are bonus content (and there is in this game) but there is also a required boss rush at the end of the game. It’s so long and so many times I failed at the last few bosses. You get a full heal each boss but the later bosses are bit hard and takes 5 minutes or more to get back to them only to slip up a bit and have to start over.
at first i thought it was stupid but as i progressed i realized it was fun i really liked the wind fire switching mechanics.
依旧优秀的像素美术、新颖的能力设计和勾石的地图设计。 整体难度较低,一周目流程十小时不到,手感中规中矩,算是这个公司制作的类银里手感相对较好的一部了,双属性切换的设计挺有意思的,在地图设计和怪物设计上也有对应双属性切换的机制,整体体验还不错。 地图设计依旧拉胯,区域与区域之间连通性很差,开了捷径但因为传送点位置的原因使用率缺很低,属于无效捷径。前几章地图至少还有设计性,有几个弓箭解谜玩起来挺有意思,但到后期地图基本变成《东方夜神月》那样的塞怪摆烂式地图,最终Boss前还搞个BossRush也真是没活了。地图“锁”的设计过度依赖颜色钥匙门,对滑铲的应用甚至只有两处,对类银能力锁的应用浅尝辄止。 人物性能一般,转向操作比较僵硬,受击以后会有个很大的击退,受击过多或者被特殊属性攻击打中还会出现眩晕机制,比如最终Boss一阶段僧侣形态的三连电击,只要挨到一下就会被眩晕吃下后面的几下,可能会直接暴毙。 UI设计比较简陋,地图没法放大缩小也没法做标记,对探索不是很友好。角色道具算在技能里我觉得是个很抽象的设计,每次技能盘转半天才能摸到自己想用的技能或者道具。这个UI也是被套用了在这个制作组好几个作品了,说实话字体设计看的真的很累我不是很喜欢。 Boss设计里非人形Boss设计的都还不错,但人形Boss基本都很烂,通过薄纱主角的机动性把主角按在地上打,依靠主角羸弱的机动性真的很难躲,基本只能靠无脑法术灌伤的拒绝交互式打法才能打过,我个人觉得这种战斗模式有点畸形(包括这公司其他作品也是这种玩法)。 整体探索体验还行,算是个中规中矩的作品,如果对原作剧情有了解体验会更好一些。 ps1. 有个地方的解谜要扫二维码,初见的时候还挺有意思的。 ps2. 地牢里那些爬墙上的大蜈蚣大蜘蛛真是给我看的汗流浃背了,害怕节肢动物的真看不得这个……
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