
Fight, Zefiro! Arm yourself with the power of chess and explore Medhelan, a land haunted by the Plague of Angels, in a dark action-adventure with soulslike elements. Will you be able to return to Heaven?
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.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Assume the role of Zefiro, a pawn capable of transforming into other chess pieces, as he embarks on a perilous Dantesque journey in a world ravaged by the Plague of Angels.
Venture into gloomy and forgotten lands and prepare to face armies of angels: statues and objects inspired by Italian art and folklore!
Discover and unlock all of the armour transformations and their unique abilities in a dark action-adventure soulslike, where the shield can truly change the outcome of every encounter.
Uncover the secret of the chess pieces and guide Zefiro through Medhelan on an epic quest to return to Heaven.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 276 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
un 10 visualmente
Never got me invested in chess lore as much as this From the combat gameplay, the lore and the MUSIC!! It seems all of my wishes of combining some genres into 1 came true. The gameplay: It's got Hack & Slash implemented into Souls and honestly it couldn't be done better the way it is. It's got style switch system (Knight, Bishop, Horse and PAWN) and all of them are fun to play but also how you can on quote COMBO with them as one of each can correlate to another. But not only that, the parry and the dodge system are worth noting like for example feeling the impact of parrying certain attacks to recharge your healing. The Story: Without spoiling much, I'd say the story is nice of about finding yourself and the atmosphere around it and the theme around. The Music: The music is what mostly got me the most hooked in Stonemachia, the boss, the atmosphere like it was describing the feelings like it's absolute final moment. It's something I totally vibe with and the theme on most describe it well... All in all it's really great and worth every penny maybe even more, hope there'd be a DLC in the future to explore more of the story if there will be any. Totally all worth it... and curse Zerafim I finished it in all one go...
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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, Italian**languages with full audio support
Hours played at review time, across 278 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The only way to replenish your heals is by parrying the enemy; if you don't know how to parry, don't even buy this game. If you do know how, keep reading. So lets say you're on a roll, parry after parry, and now your healing orb is full, but then you get caught with a hit, healing will always use ALL of your orb's contents regardless of how much HP you lose. There goes all of your heals in one gulp. So lets say your HP is low, and you are relying on the boss to recover your heals via parry, does the orb refill right away? No. There is a delay. Why? You have already restricted the player in such a way that recovering their health and the ability to be able to do so is purely skill-based, so why include a delay when you know that in the thick of battle that heal (by design) had to be earned? Mind you, parrying doesn't simply recover your health; you are still responsible for utilizing the heal function during battle and only when your orb is filled (pending delay). Okay so you want to use some special attacks; what special attacks do you want to use? Nevermind, its all convoluted skills-based nonsense that requires you to time a parry just right or lose your health in the thick of battle, while switching between the pieces at just the right moment. Here is where if you're like me and need little more than one weapon to complete a game, you'll quickly realize that not only will half of the game features and functions be useless in your style of play, it will go about being useless in such a hostile sort of way that you will wonder why someone didn't just ♥♥♥♥♥♥♥ reel it in. The bosses are also not very good; almost all of them is designed like they are on a swing, with their motions constantly swinging away from you and then back with an attack. The devs use the cheap tactic of changing one or two moves but still use the same setup as previous ones, confusing tf out of you, and forcing you to learn the moveset of every single boss to some capacity, but where you have better games that have a stagger meter or at least some benefit to parrying, this game gives you nothing. It's just parry parry parry until you get hit. You can play a 90% accurate game but get hit by the bosses cheese attack twice and you're dead. Zero ♥♥♥♥♥♥♥ respect for your time or effort. This game is needlessly unforgiving, not so much in a way that makes it unplayable, but in a way that makes playing it majorly unfun. Honestly at no point have I found this game fun. It has gone from boring, to mildly interesting, even engaging, to utterly bash-your-head-in levels of unfun. It's still mildly interesting, but very annoying and that without a doubt. Would I recommend that you buy and play this? idk. I do think you should consider the points I've brought up. I know that I'm not enjoying it and I'm over 30 hours into it.
NON farò spoiler: Diamante assoluto. Ivan Maestri è un autore che terrò decisamente d'occhio per progetti futuri. Complimenti a te, Ivan, e a tutto il team di Crossfall Games per aver realizzato Stonemachia. Questo gioco è pregno di tutti quegli elementi che mi fanno amare i videogiochi. Il modo in cui sono state composte le mappe, disegnate le boss fight, realizzati i design delle creature, la musica... Ragazzi, questo gioco trasuda amore e passione da tutti i pori. Ci ho visto tanto di Nier, a tratti ho provato quella malinconia di Shadow of the Colossus... Ma soprattutto, il gioco splende di un'identità che è solo sua. Mi sono appassionato ai personaggi, ho provato sincero affetto per molti di loro (i topini sparsi in giro... adorabili), ho provato tante cose che non riesco a mettere a fuoco in breve. In tutto questo non ho menzionato l'italianità di questo gioco, l'ispirazione incredibile che c'è dietro. L'unico aspetto per me negativo è il modo in cui sono state gestite le abilità, sinceramente non le ho mai usate (e le ho sbloccate tutte). Le ho trovate poco interessanti, poco efficaci. Usare il pedone di base, invece, a una certa fa venire il tunnel carpale a furia di premere R1 (infatti usavo principalmente la torre per questo motivo), ho spesso desiderato di poter tenere premuto il tasto e basta invece di continuare a premerlo ripetutamente in velocità. Io provo sincera gratitudine per questo gioco. Vorrei potervi stringere la mano a voi artisti che lo avete realizzato, davvero complimenti. Spero di incontrarvi presto perché ho tante cose da chiedervi su tutto il processo creativo. Un progetto meraviglioso che meriterebbe decisamente più attenzione.
Pawn=Goat
16 ore (senza completismo al 100%) di diviertimento costante, level design lineare ma efficace, direzione artistica da paura, sempre interessante e mai uguale combat vario e pieno di combo possibili, boss tosti da combattere e belli da vedere, assoluto picco. Nonostante tutto ciò, ogni tanto si notano delle brutture nelle texture, imprecisioni nelle hitbox, e qualche comando preso erratamente, ma nulla di trascendentale.
非常好玩, 地圖:有種當初玩黑暗靈魂一的時候,地圖串聯得非常巧妙 手感:彈反手感佳,回饋感令人開心 技能:各個兵種有略為克制相對應的敵人,令我在卡關時突然有靈機一動的感覺 劇情:劇情簡單又有融合西洋棋的主角成長線以及神曲的感覺 場景:非常漂亮,尤其是喜歡會唱歌的大頭
yes
战斗爽、音乐雅、美术牛(不是一般的牛!) 这就是这游戏的特点,这个价位有着十几个小时的流程,相当可以了 战斗风格多样,除了完美闪避和完美格挡,还可以运用不同棋子连携打出不同组合技,战斗与怪物的交互感极强,是别的类魂无法带来的,在上手后可以很明显的和boss、小怪打的有来有回,颇有《卧龙苍天陨落》打吕布的感觉 音乐美术方面也是很顶级,风景真的超级漂亮,我是个很少会给游戏截图的人,但是这款游戏我真的忍不住啊,每一个地图我都会拍拍拍,风景真的太美了! 这价格玩到这种质量的游戏绝对的值!推荐!!!
A hella good sequel to Chess tbh The vibes in this game are immaculate. The way they managed to blend the uncanniness of biblically accurate things with some of the most enchancting sceneries ever is unreal. Music is also 10/10, made me levitate, want to sit and listen, and made me want to push forward as if I was odysseus traversing the big blue. I WILL be unironically be listening to it on repeat for a hot minute. The progression is perfect, starting out genuinely weak feeling but with each class gained and each skill unlocked. You viscerally feel stronger each time. Ontop of also finding out underlying mechanics that are unique to each class and then synergizing each skill with the other classes, incentivizing switching between classes inorder to get the most out of em. Its just so intuitive and well thought out. Genuinely loved playing through this.
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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