
A dark fantasy roguelike where you play as the Devil! Lead famous evil geniuses through events and turn-based fights to spread terror and corruption. Create synergies between your disciples, use your evil powers and take revenge on those miserable Demon Hunters.
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): 0.57/day in the week to Sep 6 → 0.71/day in the week after.
About
The first roguelike in which you play as the devil, which means you can change some of the game's rules to your advantage! Run after run, manage your team of famous evil geniuses as they encounter unforeseen events and turn-based combat. Unlock new skills, create powerful synergies and use your powers to turn the situation in your favour at critical moments. Only by collecting ancient artefacts can you finally take your revenge on the Demon Hunters.
Sums Steam only; PlayStation, GOG, 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 | $2.49−90% | 1.9Kreviews | 70% | — | $87.1K |
| $19.99 | 793ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really had high hopes, but I am gonna highlight what some others have said. This is just full of potential that seems purposefully restricted or blocked. Everything feels grindy, unneeded difficulty bits and bobs tacked on that otherwise get in the way of what could have been a good game and a fun time. Let alone the other bloat. It feels like its trying to tell a story with Chapters and voice over then forces you to actually wander through a procedurally generated map slowly where a fight can take FAR too long and the rewards are very unsatisfying. I was looking forward to this, forgot i had it in my library even. Loaded it up with excitement and was so very let down. I gave this quite a few runs and after repeated and lengthy runs on just the first? second? chapter it left me nothing but a bitter taste in my mouth sadly. A lot of cool visuals, but unless you are gonna put in a LOT of grind who even knows if the payout will be worth it. After a handful of hours I can say, probably not.
Bought it on 90% discount, totally worth it, even full price is worth it, but if you read other you might think it is not so let me clarify it: A lot of people say it is too hard and enemy scaling is lazy way too increase difficulty and it is kind of the case, to win later stages you need broken builds and oh boy I do love broken builds, but the problem is in theory it should be a lot of ways to build OP team, but the problem is repeating elite enemies and to deal with them you need specific skills or relics to beat them so out of infinite possibilities you are locking in into few overpowered builds and items so it just kills variety, and half of the hero roster pretty much locked from playing because they don't have that needed scaling at late stages, so you end up locked in same team same items same skills most of the time. And frankenstein and creature? what's about it? when you unlock it next stage boss is direct counter to them? make it make sense devs... and weaknesses spirit and physical should not cancel each other... again just kills half of hero rosta... to sum up if you love a bit of theory crafting and overpowered builds it's definetly worth full price, but if you want fairly balanced game it's not for you, game by design force you to very narrow pathway so pick it up on discount and rage quit around stage 4-5
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 22 → 0.25/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Simplified Chinese, Japanese, Polish, Russian, Portuguese - Brazil*languages with full audio support
| $2.49−90% |
| 22ratings |
| 80% |
| — |
| not modelled |
| $24.99 | — | — | — | $0 |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game atmosphere, animations, voice acting and music are top for a horror game. BUT.... it's way too challenging to be enjoyable. -You don't feel more powerful when starting a new run, - enemies have at least double health and deal at least double damage with negative statuses than your disciples do -this happens even in the first mission after the tutorial, even in the easier difficulty -because of too much randomness, you can't make any strategies or builds
Excellent. This is a very different flavor of roguelike, and it does all the elements superbly. Negative reviews kept me from buying this for years, and now that I got it on sale (at 3$), I can see how they are wrong (or devs fixed the issues from 2021 in 2026). This game is not Slay the Spire, where you have to avoid damage, here you can take a hit for 100 hp on a minion with 20 hp, which brings the minion into the "vulnerable" state. The minion can still fight, but can not take more damage - it will be dealt to your main HP/Mana pool (that red orb in top left). You got 3 minions, thus 6 hp pools, and the game is 95% deterministic - you know that enemies will not hit your vulnerable minions if they don't have an attack intention. Once you grasp this, the game is well balanced with the exception of 2 specific elite fights, which are annoying the first time you see them, but are manageable after that. Bringing up a team of 3 wimps to godlike status over 7 chapters feels satisfying. Some combinations are very weak early on and depend heavily on getting the correct relics. The starting Trio ( Dracula + Headless Horseman + Bloody Mary) specced in hp damage is a bit weak, spirit damage is more versatile. The main hp pool can be spent to alter many aspects of the game. For example, if a fight is too difficult and you will lose, just pay to drop the enemy HP to 0, then one shot them. It may cost 20 main hp, but dragging that fight on would lose you the run. Some combinations of node modifiers allow you to munchkin your way to success, for example - one free use of energy on an elite fight means you can drop an 800 hp mob to zero on round one and kill it right away to get a free relic. What this game does right: Multiple ways to build up a deck of up to 7 skills per minion - 21 skills total. There are 3 tiers for each skill, and getting 3 copies of the same skill upgrades the skill to next tier and gives you a random upgraded skill as well. Another way to upgrade a skill is to leave it with a vendor until the next vendor encounter. This mechanic - produces meaningful choices in terms of how you get top tier skills. In order to get the 2 locked slots open, you have to forever sacrifice a skill - it will not drop anymore for the entire run. So early on there are important choices of what to sacrifice. There are 3 things you need to balance to win - skills (their number and quality), relics and minion stats. These are obtained through different nodes. If you neglect one, you will suffer at the boss fights. For example, a character starts at 20 hp, if you don't do any events, he will stay at 20 hp and will struggle, while events can raise this number to around 60. Enemies are tough, but fair, I've reached the end game and only failed 3 runs, including two runs that ended with a boss at 3% hp due to some misunderstanding of the mechanics. I like how all the info regarding skills is there - all the keywords are highlighted, I have no problem understanding what skills do, except for "combo", which I had to read 3 times - it does not require another "Combo" skill, but simply having another character act before. Just in terms of Art, music, voice, this is a labor of love, not some pixel graphics and sprites - all the characters are fully 3d animated, and you can run around on the overworld as any of them. That's a huge step forward from any of the darkest dungeon clones, which are made of sprites.
Good idea, great setting, nice story — absolutely terrible execution. You have a lot of RNG on the campaign map, which is of course normal for this genre, but the issue is that it comes with really bad game design. You have multiple things to acquire: artefacts, skills, social skills and stats of your disciples. The problem is that most of the time you can only level up or get one of them. Enemies past the first one or two fights scale ridiculously, which, combined with the above, means you are always on the back foot. You will face early enemies that deplete a disciple’s health in a single attack while having more than double your HP. Your disciples are these legendary creatures, but they feel like trash mobs compared to the random goons they face. It doesn’t even matter whether you fight normal or elite enemies; their damage output escalates way too much, way too soon. Because of that, you are meant to use your devil’s powers — but regenerating the currency for them is heavily dependent on RNG, which is exactly the bad combination I mentioned above. On top of that, there are brutal enemy effects you cannot block or stop with your supposedly almighty power. You often have to sacrifice a skill or remove it for a random amount of time on the map in order to upgrade it or get a better one. Nice idea, but with the bad balance it only adds to the feeling of being on the back foot. I greatly enjoyed Slay the Spire, Darkest Dungeon and Iratus: Lord of the Dead, which do something similar, just better. RNG adds the spice and battles are challenging, but they are balanced in a way that you never feel cheated. That reminds me: this game’s UI is absolutely terrible. So much information is not listed on the skills, not even in the form of a keyword. Often you think you understand the mechanics you use or that get thrown at you, only for them to do something completely unexplained. This game is simply frustrating and not fun because it lacks a solid underlying balance and design.
Not great, RNG no fun and awful progression
Не рекомендую (со вздохом) Начну с хорошего: задумка у игры реально интересная — играть за Дьявола и его адептов, ломать правила боя себе в пользу вместо банального "бей-беги" — свежо. Графика приятная, стиль выдержан. Механики и случайные события на карте тоже цепляют — есть над чем подумать, помимо "куда ударить". Но всё это перечёркивается тем, насколько душной оказывается сама игра в первых часах. Первая глава превращается не в обучение, а в бесконечный забег на месте: перепроходишь её раз за разом, теряешь весь прогресс, и по факту твой единственный "рост" — это накопленные достижения в логове, которые расширяют пул возможного в следующей попытке, а не что-то ощутимое здесь и сейчас. Из-за этого возникает стойкое чувство, что ты не учишься и не продвигаешься, а просто с разной степенью неудачи повторяешь одно и то же. Отдельно доставляет то, что я проходил всё это на пониженной сложности — то есть с бонусной эссенцией и Ужасом на старте, со сниженным уроном врагов — и это всё равно ощущалось как борьба на грани мазохизма. Страшно представить, какой опыт получают те, кто честно играет на обычной сложности с первого запуска. В сухом остатке: интересная задумка, которую портит совершенно неоправданно жёсткий порог входа. Если бы кривая сложности была хоть немного более щадящей в первых главах — было бы отличной игрой. А так — на любителя мазохизма от roguelike-жанра.
Игра неплохая, не рекомендовать я её не могу. Слишком связаны у тебя руки буквально с самого начала. Это как из кубиков "п", "ж", "о", "а" пытаться собрать слово "счастье".
I like the game. Its addicting. But more of a bad habbit kind of way. Its fun but the random unbalanced regular battle that will destroy a run and other frustrations make it not worth the time. Definitely not money. Sorry
Yeahh i cant beat this game i give up over all it good but hard fights are sometimes not fair but i guess it a skill issue
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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