
Journey through the realms with your heroes party. Defeat hordes of enemies in a bullet heaven and reach Valhalla where you belong.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 18 → 0.14/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.
About
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Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
สนุกดี ข้อเสียเดียวที่เจอเลยคือแลคยิ่งด่านไหนมอนยิงสกิลพื้นที่เยอะๆยิ่งแลคจนหลบอะไรไม่ได้
เล่นเพลินมาก แต่อยากให้มีเพิ่มอะไรอีกหลายๆอย่าง อย่างเช่น อัพเพิ่มการได้ EXP
ヴァンサバライクは爽快感重視~やり応え重視でかなり幅があるが、このゲームはやり応え重視。というか爽快感はゼロ。 そのせいでやりがいを感じない。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Thai, Japanese
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
EDIT : DONT BUY THIS GAME, ITS A DEAD GAME NO UPDATE NO FIX PATCH DEV ARE NOT TAKING CARE OF THIS GAME ANYMORE ! I love the game good potential BUT some terrible mechanic are too frustrating and unfair, and need to be fix as fast as possible, 1/ Colision, there is right that u are block by monster but here u are not only block you are bump by monster runing into you and monster cannot be bump from you when u try to run into them , so some time you are juste like a punching ball. 2/ environnement , some obstacle block you but monster are not... 3/ in this game you need to have EXTREMELY DPS because u have no move speed , SO ITS AN OBLIGATION IN GAME LIKE THIS to have some progression with "Mv Speed" 4/ you have to choose relic for your heroe to get there master class, but since u cannot see what item are use for each heroe (otherwise you have hero in your party) so but a com in relic / item for wich class it is. That it for now but those 4 point are crucial EDIT , SLIM in this game are BOSS , they run more faster than you no matter what , there attack are undodgeable , litteraly when u first see slim in your game u have to try again hoping not having slim
เม้าส์ค้างไม่หาย
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Seed of Heroes takes the familiar bullet-heaven formula and gives it a more tactical identity by placing an entire group of warriors under the player's control rather than focusing exclusively on a solitary character. Developed by Vermillion Digital and published by Sekai Project, it combines the escalating chaos of survival action with party composition, positioning, character abilities, treasure collection, and roguelite progression. Its Norse-inspired premise sends a band of battle-hungry heroes through dangerous realms on their journey toward Valhalla, with increasingly overwhelming enemy hordes and powerful bosses standing between them and their ultimate destination. The party system is easily the most distinctive part of the experience. Heroes possess individual attacks alongside leadership abilities, so building a group is about more than accumulating additional sources of damage. The chosen leader has particular importance because only that character can actually take damage. This unusual rule changes how movement and survival work. Instead of worrying about every member of the formation being struck, players primarily need to maneuver the leader away from incoming attacks while considering how the rest of the party is positioned for maximum offensive effectiveness. It creates an interesting relationship between aggressive party building and precise defensive movement. Formation management adds another strategic dimension. The arrangement of party members can be adjusted according to the situation, allowing the group to approach different enemy configurations in different ways. Attacks can also be directed toward a concentrated point, which becomes particularly useful when dealing with tougher enemies or when the party needs to break through a dangerous section of the battlefield. This gives players more involvement than simply moving around and waiting for automated abilities to clear everything. The strongest moments come from recognizing that a current formation is no longer effective, repositioning the heroes, and turning a seemingly disastrous encounter back in the player's favor. Boss battles and special encounters further separate the game from more conventional survivor-style experiences through the use of grid-based attack patterns. Rather than filling the screen with completely unpredictable hazards, major attacks can follow deliberately designed patterns that encourage observation and learning. Understanding where dangerous areas will appear becomes essential, particularly when enemy numbers increase and the battlefield is already crowded. This creates a satisfying mixture of bullet-heaven spectacle and traditional bullet-hell pattern recognition. Bosses consequently feel more like encounters that need to be learned instead of simply larger targets requiring greater damage output. Roguelite progression gives repeated attempts a worthwhile sense of development. Additional heroes and treasures gradually broaden the player's options, creating more potential combinations for later runs. Unlocking characters is especially valuable because a new hero can introduce a different attack style or leadership ability rather than functioning as a simple statistical improvement. The treasure system provides another layer of variation, encouraging adaptation based on what becomes available during a particular attempt. As the collection of possibilities grows, experimentation becomes an increasingly important part of discovering effective party configurations. The action itself can become extremely busy, which works both for and against the overall experience. Watching a carefully constructed group tear through enormous enemy waves delivers the satisfying power escalation expected from the genre, but managing movement, formations, projectiles, enemy positions, and grid patterns simultaneously can occasionally create visual overload. The leader-only damage system helps by giving players a clear focal point during chaotic encounters, although identifying every important threat can still become challenging once effects begin filling the screen. Difficulty can also rise substantially during later challenges, making effective party construction increasingly important rather than optional. Its colorful top-down presentation suits the fast-paced combat well. Heroes, enemies, attacks, and environmental elements generally maintain enough visual distinction to communicate what is happening, while the fantasy aesthetic supports the exaggerated scale of combat. The Valhalla and Ragnarok framing provides thematic flavor without overwhelming the action with excessive storytelling. This is fundamentally a gameplay-focused experience where narrative serves as motivation for moving between realms, fighting bosses, collecting treasures, and developing increasingly powerful combinations. Steam Deck compatibility is another positive aspect, although the experience comes with some qualifications. The game is rated Playable rather than fully Verified. It runs successfully on SteamOS, displays Steam Deck controller icons, supports gamepad input, and its default graphics configuration performs well on the handheld. However, some functionality may require touchscreen input, an alternative controller configuration, or similar intervention because the default controls do not provide access to everything. Certain text can also appear small on the Deck's display. These issues prevent it from being completely seamless, but the core game remains functional and reasonably suitable for portable play. The biggest strength is ultimately the way several familiar roguelite concepts are connected through the party mechanic. Character selection influences leadership, leadership affects vulnerability, formation changes offensive coverage, focused attacks provide additional tactical control, and grid-based encounters demand careful positioning. None of these concepts individually reinvents the bullet-heaven genre, but together they produce an experience with considerably more tactical involvement than its straightforward premise initially suggests. Players who enjoy experimenting with character combinations should find more depth here than those interested solely in passive power escalation. There are still areas where the experience may not appeal universally. Players looking for extensive storytelling will find the emphasis firmly placed on repeated combat runs, while those wanting an effortless survivor game may find formation management and patterned encounters more demanding than expected. Conversely, these qualities are exactly what make the game attractive to players who have already experienced numerous bullet-heaven titles and want something that asks for more deliberate decisions during combat. Overall, Seed of Heroes succeeds by taking the addictive foundation of horde survival and building meaningful party mechanics around it. Its combination of hero abilities, leadership choices, adjustable formations, treasures, persistent unlocks, grid-based attacks, and increasingly demanding battles gives repeated runs a strong tactical component. Some visual congestion and difficulty spikes can occasionally interfere with the flow, and Steam Deck users should expect minor interface and control inconveniences, but the central combat concept remains engaging. For players who want a bullet-heaven game where positioning and party construction matter almost as much as raw destructive power, it offers a distinctive and enjoyable interpretation of the genre. Rating: 7/10
今日のパーティーはとても楽しかった!
the game is fun but for some reason it runs incredibly bad when i enter ragnarok (drops to 10 fps) even when i turn off effects and opacity. meanwhile other more demanding games i can easily run 60-120 fps game needs optimization badly
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Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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