
Serpent’s Gaze is a punishing 1-4 player co-op third-person action game where you fight tough enemies and relentless bosses, all while uncovering the secrets of an ancient desert.
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.
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 2,402 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
Serpent’s Gaze is a punishing 1-4 player co-op third-person action game where you fight tough enemies and relentless bosses, all while uncovering the secrets of an ancient desert.
Choose your favorite weapon and fight tough enemies in heavy, tactical combat, with a plethora of different upgrade possibilities. Fight your way through handcrafted levels, and face the bosses – as many times as you need.
With support for up to 4 players, you can face the challenges of the world together with your teammates, or play at your own pace alone.
As you progress through levels, you find upgrades along the way – blessings from strange deities, gifts from your patron and strange relics to utilize in your pilgrimage. Choose wisely and explore endless builds and strategies.
The Curse system introduces random variables every run – everything from minibosses hunting you, to environmental hazards that keep new runs fresh and challenging.
The Awareness system brings even more challenges, making each successful run progressively harder.
Battle through imposing environments inhabited by different factions. The desert and ruins belong to the nomadic Majin, while the city with its cathedrals is inhabited by the proud Attar’Esh.
You are a scion – brought to life by the withering tree god Magnolia, with the sole purpose of vanquishing the opposing gods and usurpers who currently rule the lands.
There is only one way to make the desert bloom again - violence.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very satisfying souls-like mixed with Rogue-like mechanics. Always gives a solid amount replay-ability. ONLY issue I have with the game is that, when you choose a class, weapon and a calling, it pretty much sets you up for a specific play style and build, and when lady luck decides to spit in your metaphoric bowl of cheerios, the run is pretty much done for. I understand the essence of rogue likes and that potentiality to not get what you want. But to start a run and get everything that doesn't work for the build just turns into pain and suffering. And to be honest, I enjoy that too, keeps me humble even though I curse each blessing that isnt right for my build. Looking forward to the new content! Keep it up!
good
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Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 177 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Love it
I know that this is just a 15 bucks game, but i do enjoy this so much at first. But seriously the balancing, combat and hitboxes. Need Serious Major overhaul. No Parry, No Backstab. No deflect. The block felt clunky. The combat could felt a bit jank sometimes. IIdk, maybe i got biased with others soulslike tittle and endded up putting unfair expectations. I do really enjoy this game tho, it's a great co-op with friends. But i really hope you guys make it through the early access era and release it with much more polished combat andd balancing. If the update coming better, i will change this review.
The game its pretty fun tho it still needs a little bit of polish, I have some suggestions/feedback: Deflects I believe implementing a deflect or timed block mechanic would make the combat even more fun. A timed block that would not consume stamina or health if done at the right moment, could also do some fatigue damage. It could also bring more ideas for seeds that benefit from perfect blocks/deflects and add build variety Revive Depletion When a teammate is down in the middle of a boss fight, it's nearly impossible to revive them. Instead of the revive progress resetting instantly when you get interrupted, adding a slow depletion to the progress bar would make reviving much more viable while still keeping it challenging. Fixes or QoL Please allow players to roll even while holding the guard button. Right now, guarding and not being able to roll out of it feels unresponsive and clunky.
Gorgeous art in search of a combat identity: right now it sits in the dead middle between power fantasy and skill expression, and satisfies neither. STATE: DROPPED AT HOUR 2, co-op with a friend, played on PC and Steam Deck. Early Access, so this judges the current state (as of July 2026). DESIGN INTENT A punishing co-op soulslike where roguelike blessings make every run a different build, and a band of friends slowly overpowers a hostile desert. WHAT WORKS The art direction is phenomenal: environments, music, and a level of visual clarity that most Early Access titles never reach. It ran flawlessly on both PC and Steam Deck for us (stable FPS, no bugs, no crashes), which deserves credit. Deaths are readable, telegraphs are honest, and the blessing ideas are genuinely original rather than the usual +X% stat sticks. WHAT BREAKS The combat toolkit is too thin to carry the genre's central pillar. There is no parry, no backstab, no perfect dodge: block exists but offers no counterplay reward, so with scarce and costly heals the optimal strategy collapses into pure defensive turtling and pattern memorization. Short weapons like the mace ask for risk the game never pays back. Meanwhile the blessings, original as they are, hit too softly and arrive too rarely: we beat the first two bosses without once feeling stronger, and our second run felt like replaying the first with no power delta. The Curse system, one of the signature features, barely registered in two hours. That is the dead middle: not enough power fantasy to feel growth, not enough combat depth to reward skill. WHAT I'D CHANGE One priority above all: pick a lane. Either lean power fantasy (blessings that come more often and hit much harder, so a run has an arc, the Windblown/Hades model) or lean skill expression (one responsive risk-reward defensive option: a parry, even weapon-specific, or a true perfect dodge). The cheapest first step is the former, since it is mostly tuning, not new systems. I think i would be fun: i played hades and sworn and i loved them. But i was missing the soulslike fighting style where tactics matter more than button spamming. Secondary: surface the Curse system earlier so new players actually feel it. Of course after deciding the lane. VERDICT Buy it if you want a beautiful co-op souls-lite with friends and you are patient with Early Access; the current price is fair for the craft on display. Skip it for now if you are a genre veteran (we have played every Souls game and plenty of soulslikes and roguelikes, so this game is aimed exactly at us). Wishlist it and check back. The art and the ideas deserve a stronger combat core, and if the devs commit to one identity this could become something special. So son't give up on this game! The art direction is crazy good, potentially you can keep creating new maps for years and keep the game (and your cashflow) alive. But dont forget the target of this game is someone that looks for a satisfying combat system more than anything.
2時間で終わったw 似てるなぁと思ったゲームはナイトレインよりセイクリッド3だよ! 斜め見降ろし視点を3人称視点にしただけって感じがした。 ステージクリアしてくのも同じだし。 4面で終わりは短すぎるけど...。 プレイして1900円の値打ちはないw無料でいいんじゃないかなw 大しておもろいとも思わんかったのでBADでw
Def a fun rouge like, soul like game.
This is cooking out to be a masterpiece. Great combat (it needs more weight), great roguelike elements. Needs more content but its only just came out in EA.
Really good game
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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