
Manually trigger every ability in Real-Time in this Party-Based Extraction RPG. Manage cooldowns and react to enemy mechanics. Loot resources to complete quests, craft powerful gear, and combine skills. The world has fallen into the grasp of a creature that erases everything, even thoughts.
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 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
Skills & Raids is a party-based Extraction RPG with Real-time, ability driven combat. Manage cooldowns and react to enemy mechanics. Loot resources to complete quests and craft powerful gear. Combine skills & create unique builds. The world has fallen into the grasp of a creature that erases everything, even thoughts.
Combat is real-time and focuses on managing skill rotations, cooldowns, and resources while reacting to enemy mechanics. Pay close attention to status effects, as they heavily influence the outcome of each encounter. A pause mechanic allows you to take your time and read what each skill and status effect does.
Enemies drop valuable resources that, if successfully extracted, can be used to craft powerful equipment, skills, and complete quests. If you’re lucky, enemies may also drop their own skills, which you can combine with yours to create unique builds.
The game features a variety of quest types, including target objectives, resource collection, using specific abilities and more. By completing quests, you unlock new equipment and skills allowing you increase your power.
Combine multiple skills in order to create powerful synergies redefining how you approach every combat encounter.
Party-based RPG combat with real-time, ability-driven encounters
2-5 hours of content
Multiple combat areas with unique skill mechanics
Craft powerful equipment and skills
Rarity based gear, Common, Uncommon, Rare, Epic and Legendary
Complete multiple quests
A dark handcrafted world
Thank you for checking out Skills & Raids.
I hope you enjoy the game as much as I enjoyed creating it as a solo developer. 💜
Eddie H.H
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, French, German, Polish, Turkish, Spanish - Spain, Russian
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
덜 만든 게임임 그냥 프로토타입 딸깍하는 수준을 가져다가 출시했는데 엉망이고 재미도 없고 지루함 절대 사지말것
El juego tenía muy buena pinta. Jugué parte de la demo y de una fui a comprarlo porque me gustaba el rollo que llevaba el juego. Sin embargo a la media hora de estar jugando, el tipo que me da las misiones desaparece, me sale un mensaje del dev dando las gracias en plan, juego terminado y dejan de salir misiones, ni puedo avanzar a otras regiones ni nada. Intenté dejarme matar para ver si podía volver a empezar (porque no hay apartado de guardar ni cargar) y lo único que hice fue perder todos los objetos. Viendo el panorama, desesperado, me fui a las carpetas del juego para borrar la partida guardada y empezar una nueva, pero solo encontré millones de carpetas vacias y algunos archivos pero nada de partidas guardadas (no sé, si estaran en oculto o que, pero mis skills de hacker llegan hasta ahí). Total, reembolsado, es una pena.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An interesting blend of a dark fantasy RPG, an extraction shooter, and auto-battler, bundled into a short, simple, but tight game that took me about 3 hours to 100% and roll credits. And that in ofitself was something that was quite surprising. While most would associate an extraction shooter to be a game where you endlessly grind and go through maps and build your stash and go through changing seasons battling other players. Skills & Raids decides to not do that. I didn't have to grind once. I didn't really have to re-do areas if I didn't want to after finishing the quests. I never felt pressed by the difficulty enough that I needed to excessivly go through an area to get materials. The drop rates felt good and it made the progression through each quest and area feel fine. Even if I didn't have the highest grade gear, it never felt like I needed to. One could say the game was easy in that way, and sure I didn't wipe once, or really see any characters die on my way to the boss, but there were quite a few close calls, and that's owing to the auto-battling aspect of the game. The game's combat is basically watching and praying that your characters are kitted out enough but, there is also a manual component owing to each character in your 3 member party having 2 skills. The game is also designed around a classic RPG party, so you have a tank, with skills revolving around protection, a back liner that has healing skills and a vanguard with attack oriented abilities. Each area (out of 4) provides skill drops for each character. And there's no restriction you can have on each character despite there being clear synergy baked into the areas. As such, by the end of the game I had a comp running both freeze and static status effects. So while the auto-battling was happening, I could rotate my freeze skills and then subsequently paralyze. Its not mechanically intensive in that way, but there is some degree of customization that can make combat feel more intense and require attention, especially as the enemies themselves garner more mechanics in each area, having limited healing and protection because of cooldowns, etc. There were some geniuinely tense moments where I almost wiped due to overestimating how I built my squad. Unfortuantely the gear system is more linear then that. You just build gear and there's no special status to provide more customization. But in a way I almost felt that worked for the, again quite short and simple experience, especially because the game railroads you through the area as one might in a more traditional RPG. The game does feature a narrative by the quest giver. And I did find the overall world and atmosphere quite nice. It's a world that's enveloped by this aura of forgetfullness that's created from a larger entity that you have to slay. The game is flavoured around it, you don't use MP, but "memory" to cast skills, you don't drop items, you "forget" them, and the quest giver provides a good amount of detail that helps build that overarching dreary atmosphere of a world that seems steeped to be doomed to always cling onto the idea of memory. While its told in plain narration and not through scenes or with any accompanying visual aid it was cool to see, and I appreciated having that element to tie things together. And it made the railroad process to the final boss coherent in design. You're helping this NPC gather material, craft items for you, and they slowly start to remember details about what to do while guiding you across the world through contiuously dangerous areas until you finally hit the boss. I mean it works for the kind of experience the game wants you to have, which is a contained, linear, narrative extraction rpg one. Which is a set of words that I don't often see put together, but, it was quite fun here.
doesnt deserve all the harsh reviews Innovative gameplay very impressive and polished for solo dev world building is good one advice - battles need to be more responsive in terms of skill usage there needs to be more satisfaction from player inputs during battles its hard to tell who is doing what dont give up on development, small updates can do a lot for this game
I wanted to give a positive review, despite my refund because the game is well put together, and seems like a lot of content for the price. I was thinking it was an autobattler darkest dungeon, and maybe a little bit, but was personally hoping for more strategic/hamlet like options. This is more simplified to get you back into the gameplay loop which was smooth, but just not what I was looking for. I Do think the game is worth a look, and is a very good start from what looks like a solo dev.
This game is lack lusted. and im pretty sure the quest are AI and they didnt read over them before posting grammer and the amount of errors in it was crazy
[h2]A barebones extraction RPG that fails to make its core loop compelling[/h2] ⛔ [b][i]Extremely shallow gameplay[/i][/b] Unfortunately, the gameplay is very barebones. Each character only has a few cooldowns to manage, and most fights are so easy that you can basically just sit back and watch them happen. There's very little decision-making involved. ⛔ [b][i]Barebones quests & story[/i][/b] The quests are mostly uninspired "kill X" and "collect Y" checklists, which makes the progression feel pretty tedious. The story doesn't do much to make things more interesting either. ⛔ [b][i]The extraction loop doesn't work[/i][/b] The game wants to be an extraction-based RPG, but there's almost no risk involved in staying out in the world. There's no real incentive to venture further from town, and you can just return whenever you want. I never came close to losing a character or any of my gear. That's a huge problem for an extraction game. There needs to be some reason to weigh the risk of staying out longer against the rewards you could get, but [i]Skills & Raids[/i] doesn't really have that tension. The extraction mechanics end up feeling almost pointless. ✅ [b][i]Good character art & fantastic enemy designs[/i][/b] I really like how the characters look, and the enemies are especially well designed. The background art is also nice to look at. ✅ [b][i]Good UI/UX[/i][/b] I was surprised by how competent the UI/UX is, especially considering this was made by a solo developer. The inventory could definitely use some work, but overall, it's pretty solid. ✅ [b][i]Interesting setting & lore[/i][/b] The lore is pretty underdeveloped, but I like the setting and think there's an interesting foundation here if the game gets expanded. [h2]Grade: D[/h2] Unfortunately, [i]Skills & Raids[/i] feels more like a proof of concept than a finished game. The gameplay is too shallow, the quests are boring, and the extraction loop doesn't create any meaningful sense of risk or reward. There are some interesting ideas here, particularly with the setting and enemy designs, but there's just not enough content or polish to justify it as a fully released game. At its price point, there are plenty of other indie games offering significantly more gameplay and a much more complete experience. I can't recommend [i]Skills & Raids[/i] in its current state. Refunded.
Skills & Raids is a autobattler with player control the timing of the hero skills, its also an loot & extraction that look very similar to Dark and Darker. Overally its not bad, with just 1 main mission NPC giving you mission to recover or defeat certain type of monsters, However it will get repetitive really fast after few mission. Gameplay: Fair Graphics: Good Music: Fair Story: Fair PC Requirements: Normal
It is absolutely mind-blowing that this game was developed by just one person. The gameplay feels incredibly smooth, and the combat keeps you completely hooked. I love how fluidly you can link different characters' abilities together to pull off some truly spectacular combos. I was going to wait until the credits rolled to write this, but I don't need to finish the game to know I’m locked in until the very end.
the game feels like an early access. done with the whole thing in about 7hrs, maxed everything and left with nothing else to do.. literally. everything is shallow and felt like it was just released to get money out of people for not much work done. not much choices to do either. tbh playing a family computer game feels more rewarding. this game has potential, but the dev shouldn't have released it this early nor priced it at this much.
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Players by region
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