
Save Bunnyville from a doomed fate: a top-down action/RPG roguelite from the makers of Dungreed. Explore the depths of the tower, collect and upgrade artifacts, and defeat hordes of demons to keep your village safe.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #62, worst CN #82 · 2 markets collected
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): 31.29/day in the week to Jul 31 → 213/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
On the Day of Destiny, a terrible omen strikes Bunnyville. The bunny villagers will be slaughtered by a horde of demons… unless you can stop them.
Sephiria is a fate-defying action roguelite following a brave bunny on a quest to save their town from doom. Master and upgrade different weapons, unlock new Talents each run, strategically arrange your inventory, and fight through hordes of enemies to uncover the threat waiting at the journey's end.
Strategic inventory system: Collect and arrange Artifacts and empower them with the different Tablets. Manage your inventory to suit your abilities!
Custom combat: Master 6 distinct weapons, each with over 50 unique upgrades to unlock!
Ever-changing threats: Face more than 60 distinct and dangerous enemies, and over 10 unique bosses. Across a journey spanning 6 chapters, the challenges ahead grow ever greater.
Join forces: Team up with friends in online co-op for up to 4 players and explore the tower together. Trade items, revive fallen companions, and claim victory as a team!
Genres
Updates
Engagement
Reviews
Themes across 2448 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]원하는 빌드로 즐기는 로그라이트[/h1] 로그라이크 특유의 랜덤성과 게임의 모든 요소를 경험하도록 요구하는 도전과제 때문에 한동안 관련 장르를 피하고 있었습니다. 그러던 중 세피리아가 정식 출시되었고, 멀티플레이도 가능한 데다 도전과제 달성률도 높은 편이라 친구와 함께 2인 플레이를 하게 되었습니다. 우선 로그라이크의 가장 큰 특징인 초기화와 랜덤성에 대한 편의 기능이 상당히 잘 갖춰져 있습니다. 소원 분수를 통해 원하는 유물을 들고 게임을 시작할 수 있으며, 과일 꼬치를 이용해 원하지 않는 유물 특성을 제거하거나 원하는 특성이 등장할 확률을 높일 수도 있습니다. 또한 거울을 통해 기본 스탯이나 추가 효과까지 챙겨갈 수 있습니다. 지금껏 여러 로그라이크 게임을 플레이해 봤지만, 이렇게 원하는 빌드를 구성하기 쉬운 게임은 처음인 것 같습니다. 빌드의 다양성도 뛰어납니다. 다양한 효과를 가진 특성과 무기의 2차 강화 등 빌드에 영향을 주는 요소가 많아, 여러 판을 플레이해도 매번 새로운 조합을 시도하는 재미가 있습니다. 빌드가 워낙 다양하다 보니 약 50시간을 플레이하고 뿌리거둠 30까지 클리어한 지금도 아직 시도해 보지 못한 빌드가 많이 남아 있습니다. 참고로 매 판 새로운 빌드를 사용해 플레이했습니다. 빌드는 유튜브를 통해 쉽게 찾아볼 수 있으며, 코드 복사 기능도 지원합니다. 일일이 설정할 필요 없이 다른 유저가 정리해 둔 코드를 붙여넣으면 바로 해당 빌드를 사용할 수 있어 이 부분의 편의성도 상당히 좋았습니다. 스토리는 정석적인 용사물의 흐름을 따르지만, 그만큼 익숙하면서도 마음에 와닿는 내용을 담고 있습니다. 스토리를 클리어할 때마다 새로운 요소가 해금되는 데 그치지 않고 게임의 진행 방식 자체가 변화하며, 연출에도 상당히 공을 들였다는 점을 알 수 있습니다. 단순히 스토리를 감상하는 데 그치는 것이 아니라, 내가 이 세계와 사건에 직접 영향을 주고 있다는 느낌을 확실하게 받을 수 있었습니다. 도전과제 구성도 마음에 들었습니다. 모든 유물을 수집하거나 모든 무기로 클리어하는 식의 로그라이크 장르에서 흔히 볼 수 있는 100% 수집형 도전과제가 전혀 없습니다. 대부분 스토리와 관련되어 있으며, 하드 모드인 뿌리거둠 15와 30 클리어 정도만 요구합니다. 뿌리거둠 자체는 50이 최대이지만, 도전과제는 30까지만 달성하면 된다는 점도 개인적으로는 장점이었습니다. 왜 많은 로그라이크 게임이 유저에게 게임의 모든 요소를 100% 경험하도록 요구하는지 모르겠습니다. 세피리아는 원하는 빌드를 골라 충분히 즐기면서도, 억지로 모든 콘텐츠를 반복하게 만들지 않아서 좋았습니다. 이런 도전과제 구성과 빌드 편의성 덕분에 오랜만에 부담 없이 즐길 수 있었던 로그라이크 게임입니다. 로그라이크 입문용으로 매우 추천드리는 게임입니다. 랜덤성이 비교적 적고, 원하는 유물을 선택해 게임을 시작하거나 특정 방향으로 빌드를 유도할 수 있습니다. 게임의 템포와 타격감도 훌륭하며, 스토리와 연출 역시 다른 로그라이크 게임에서는 쉽게 보지 못한 새로운 경험을 제공합니다. 또한 입문자가 아니더라도 충분히 즐길 만한 게임이며, 오랜만에 돈이 아깝지 않다고 느낀 작품이었습니다.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, Simplified Chinese, Spanish - Spain, Russian, Portuguese - Brazil, French, German, Swedish, Thai, Polish +3 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So, after spending my first 110 hours in the game, I think I can point out a few things that really stood out to me. First of all, I have to say that your studio's second project is an absolute success and shows real progress. I'm genuinely happy to see it. I originally played my first 200 hours of Dungreed on a pirated copy. But after finishing everything the game had to offer, I realized I wanted to buy it and support the developers. PLEASE, LET ME MAKE A PROPER RUSSIAN TRANSLATION. I'm begging you. I'll sit down, figure out all that Korean of yours, and finally make a proper localization. Right now I can only understand some things from the context. Overall, I'd rate the current Russian translation about 4/10 in terms of clarity. One of the biggest strengths of the game is the multiplayer. It's well-balanced, and I really like that you can leave a multiplayer run and return to your own village whenever you want. I also think it's great that the main story progression belongs to the session host. One thing that could make it even better would be a voting system to decide which floor to go to next. My girlfriend played on a Steam Deck, and it took her quite a while to get used to the controls. And, honestly, you guys completely outdid yourselves with the combo system. You can build practically anything on practically any character. In Dungreed, synergies were a fun addition to your weapon. In Sepiria, they've become genuinely important. Your inventory becomes one of your strongest weapons—if not *the* strongest. I absolutely love this system. It would also be nice if there were some kind of level-based progression for... something. Right now you level up, level up, level up, but it doesn't really feel like anything changes. I imagine that's probably already on your roadmap. It would be fun to have an item that makes your dashes unlimited, but causes them to consume mana instead. Finally, it's always a pleasure to find references to your first game. They feel more polished and thoughtfully integrated this time. Without a doubt, 10/10. I can't wait for the full release and all the future updates.
this game made me autistic and gay
순수 게임성으로만 달성 "압도적으로 긍정적" 1.단 경험치 욕심을 부리지 마 2.젠 마나 회복 욕심도 부리지 마 돈 많이버는 빌드 가더라도 어차피 운빨이라서 필수 아티펙트 못먹을 바엔 갖고싶은거 소원분수에 넣고 출발해요 우리 잉걸불 정밀은 신이고 뉴비의 구원자이시다
What a surprise. I am still early on but when I started the demo I was very unimpressed, then I got into the level up setup, how the weapons work and overall design and it really caught my attention.
Charming pixel art with adorable character designs and varied character build options. And online multiplayer! This game should be way more popular.
내 취향은 아님. 빌드를 쉽게 만들 수 있도록 설계한 것은 좋았으나 랜덤성이나 의외성에서 오는 재미가 부족한 것 같음.
i do like playing the game though im still leaving a bad review because the main reason i bought it is to play with my friends and the netcode sucks ass (attacking/blocking and enemy attack hitboxes are all server-sided which REALLY does not work well with this kind of game)
[h3] TL;DR -[/h3] [list] [*] [b][u]Overall 9.5/10.[/u][/b] [*] Inventory arrangement aspect is simple but [i]can[/i] be built complex, definitely [b]not[/b] a headache or "50% of the game" but it is enjoyable and a great feature. [*] [b]Item variety[/b] is great. The amount of items isn't insane but none of the items feel like fillers. [*] [b]Build variety[/b] is just okay. [u]You can't run any build on any config, diff playstyle will need figuring what combo works for the build.[/u] Can't just roll 'this time I try fire' on the same setup and have it be as successful as previous which can be a plus (IMO, it is). [*] [b]Weapon variety[/b] is decent, not overwhelming, no choice paralysis and upgrade system turns them into having completely different ways of use like its a new weapon, which is nice. [*] [b]Enemy variety[/b] is very good. Again, not overwhelming, no missing out, repeated enough but not in any tiring way. [*] [b]Story[/b] is sweet and charming, more non-spoiler elaboration added. [*] The [b]difficulty[/b] scaling is kind of meh but to gamers preferring low to medium difficulty, it is great. [*] The [b]visuals[/b] are absolute amazing, [b]10/10[/b]. [*] If you enjoyed [b]Dungreed[/b], buy with no questions asked. [/list] [hr][/hr] [h1]Full Review[/h1] [hr][/hr] Sephiria is really going to set a new standard for roguelike/lite games going from this point forward. The amount of depth that Team Horay pulled off with simple mechanics that build on top of each other and work together is exactly how it should be done. From the get go, you're thrown in a village somewhat reminescent of Stardew Valley and such and you think "I guess we're going level to level in this village that's procedurally generated and killing mobs with builds", on the surface, that's close to the premise, but there's so much more to it. You try to hit everything in the environment, and with a decent amount of interactable/breakable elements around, you kind of feel like there could be anything happen or maybe you could discover something like a hidden item. Although, I never found a hidden item or something in a bush I slashed, I still tried to break every box and slice through every bush hoping there could be something there. Just interacting with those things was highly satisfying. The story starts off a bit generic sounding, you do your usual fallen world/dimension typical stuff, do your first few runs and unlock items. Get to know that you have to become powerful over time by a mandated defeat the first time but the story, at this point seeming generic, is delivered charmingly and gracefully through those elements still. All the animations and effects are wonderful, nothing is overworked or overwhelming, the balancing of story elements with the effects and game interactions are just right. The overall visuals and artstyle are just amazing. I think TEAM HORAY and their pixel artist (I'm sorry, I don't remember the name from the credits) are really benchmark-setters for doing a pixel art game just right. The color palette and prioritization of where you need to add strong colors and where you keep the usual pastel-y palette is phenomenal. I really think that for people that usually don't like games in the pixel art aesthetic, Sephiria and Dungreed can be truly an exception in their library. The combat, you truly can button mash your way if you wanted to or you could utilize the combos that come with your weapon and often change with upgrades. For e.g., I don't utilize parries or special attacks in combat very often with multiple enemies and staggered attacks from them and not knowing when I'll be invincible and when not, so I start with a weapon and then on upgrade I choose the option that completely removes the special attacks or makes it redundant than the spam attack. The fact that I can build like this and still enjoy the game is a testament to it being done right for the kind of gamers they're aiming the game towards. Another note on combat, the way that the camera is angled in this game (the perspective/POV) would have made it genuinely annoying to fight enemies and evolve playstyles that aren't very button mashy. To get around this problem, they came up with a very good QoL type feature of attack projection on every enemy - big and small - that is present on the smallest and most unchallenging enemies and also on every mini boss and boss with extra highlights to indicate a higher damage risk than your average enemy. The one blemish on this is that it doesn't project enemies charging towards you. There's enemies that move like the ball in brick breaker where they 'reflect' on clashing with the wall and if you aren't really used to it or just tank it or dash it, positioning yourself in the moment of combat is actually kind of tricky. It isn't a major problem by any means because the quantity of such enemies and elite/boss units is sporadic and I don't think this necessarily even needs polishing out in a roguelite game where failure is intended. Enemy variety is great with every type of level changing the kinds of enemies present in those. The amount of recycling done is very minimal. The attacks that enemies do build you up for elites and boss fights with the dodge patterns and such being shared with them, just magnified on the bosses and mini bosses. This isn't to say that it is a straight up recycle, the bosses do definitely have unique and more challenging attack patterns. The bosses and mini bosses also do themselves change every so often, you feel like it is related to real changes they're experiencing with regards to the story or changes that will happen later in the levels. I didn't notice such significant effects, nor did I expect to, but the feeling that it evoked, that it [i]could[/i] happen was a good sell, nonetheless. The build is really the key, similar to Dungreed, there's the talent system, the weapons system and items system and it all works out harmoniously. The talent system, like with Dungreed, leaves you desiring more as it caps out after a certain point and you don't nearly have enough points to become indestructible, as much as I wanted to be. There's also a very good number of different characters/costumes you can be which adds to the effects that you'll have with your build. The complexity is distributed in chunks so even if you keep blindly running the same costume and talent point combo just with different weapons and items, you truly can do that and convert it into good or winning runs. Something to aid the complex building system is the preset feature that you unlock, I ran one preset blind and finished the game in under 50 tries, that's including the game mandated retries/defeats, but if you wanted to, you could really geek out over all the specifics of your starting presets and save each for each type of playstyle that you want to test/run. Coming back to the story, there's a lot of tangents, a lot of loose ends. Loose ends not in the sense of having unfinished or badly written storyline that bit off more than it could chew but loose ends that make you wonder about the whole thing as to what it could be. The visual storytelling lifts a lot of heavyweight in helping you imagine the whole world, the lore of how it all came to be very well and not only that but it relates to what happens in the game and story as you progress. I talked to every NPC always, every single one. And, every single one can be talked to. Which was amazing. Depending on the context, they change too. Steam won't let me yap much more on this than I already have but I had a lot more to say, but the game is worth more than I could write about so just go ahead and buy it. Make sure to choose a good name for the story, the screenshot in Thank you for playing will be worth it. Story becomes very cute btw. Character design is amazing. Each pivotal character can have their own game and I would mf-n play it too!
暴雪这体量的公司,暗黑4都不敢不让玩家爽,你算个什么东西? 哦,本来烂的一逼的阴影和明度下面各种陷阱,你好魂哦,好日本~, 日本人那点小气吧啦的阴人一手你学的可好了 核心的机制你塞进局外巨量的成长树里,生怕别人发现你粗制滥造内容少,强行续时间 大量的道具,等于巨量的污染池,如果没有这些核心机制要构筑BD难于登天 你个逼放那么多词条到冲刺里干什么??冲刺这个机制在你生下来的时候在医院里抱过你? 且,大量BD强行增加多此一举的前置机制显得作者好像很有设计,经常性的特效是需要一些触发条件的,要不就是非常依靠CD,要不就非常依靠MP,要不就非常依赖某个核心道具触发,实际上是不会控制数值设计,只好加一些卡手的机制显得自己好像会设计游戏 这就引申出核心问题,本来加入背包摆放这种跟潮流的毫无意义的设计就已经够屎了,然后技能组和输出组还是卡手的手感 你一个2D破烂像素小游戏,你还卡上手了?那你的优势是什么,是子供向的剧情,是放在像素风里都算粗糙的画面?
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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