
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 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
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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
The game is fine at difficulty 1, but other than this difficulty the scaling at 2+ does not make sense and makes the game unplayable at all. Would not recommend if you're looking at vampire survivor clone. The game scaling is so bad it seem like the developer did not even put much thought into it nor tested it. And just randomly slap and double numbers for no reason since they don't even know about basic game level design on the difficulty scaling.
Pretty good game. Would love DLC with more stuff.
It's one of those games where you start off bad. The game is vampire survivors where you survive until Ragnarok and try to last. Usually your first run lasts for around 10 or so minutes. Until you get upgrades then you slowly moved towards that 30 minute mark. Then Ragnarok happens.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
W SKRÓCIE Fabuła 2/10 Grywalność 7/10 Długość gry 8/10 Dźwięk 7/10 Grafika 7/10 Poziom trudności 3/5 (więcej = trudniej) W ROZWINIĘCIU Na plus: + ciekawy pomysł na survival/bullet hell, gdzie zbieramy drużynę bohaterów + wiele kombinacji klas bohaterów oraz przedmiotów zdobywanych podczas przejścia + możliwość przełączania głównego bohatera, który daje zdolność specjalną całej drużynie + kilka trybów gry + wiele seedów (biomów), w zależności od seedu zmieniają się przeciwnicy i bossowie + szczegółowe opisy wszystkich zdolności, przedmiotów, cech. Gra raczej nie pozostawia niejasności co do mechanik Na minus: - mogłoby być nieco więcej trwałych ulepszeń pasywnych - dosyć szybko można wymaksować wszystkie ulepszenia, odblokować postacie, przedmioty itp Podsumowanie - gra może dostarczyć wiele godzin zabawy, a cena nie jest wygórowana. Mogę śmiało polecić.
It's so much fun and so difficult at the same time.
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。
ไว้เล่นรอเพื่อนของคุณ
เม้าส์ค้างไม่หาย
its like vampire survivors but 500000000000% time more grindier no matter how good you do in a run best you can hope for is 1 maybe 2 upgrades good luck unlocking the other modes that requires u to play for maybe 30 hours lul
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
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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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