
Real cave paintings. Brutal executions. Procedural Death Labyrinth. Single player & couch co-op. Your closest blood brother has betrayed you and tricked you into a cave labyrinth. Restore your honour by brutally crushing his skull with one of the STONES OF SORROW.
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/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
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
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 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
★░░░░░░░░░░░████░░░░░░░░░░░░░░░░░░░░★ ★░░░░░░░░░███░██░░░░░░░░░░░░░░░░░░░░★ ★░░░░░░░░░██░░░█░░░░░░░░░░░░░░░░░░░░★ ★░░░░░░░░░██░░░██░░░░░░░░░░░░░░░░░░░★ ★░░░░░░░░░░██░░░███░░░░░░░░░░░░░░░░░★ ★░░░░░░░░░░░██░░░░██░░░░░░░░░░░░░░░░★ ★░░░░░░░░░░░██░░░░░███░░░░░░░░░░░░░░★ ★░░░░░░░░░░░░██░░░░░░██░░░░░░░░░░░░░★ ★░░░░░░░███████░░░░░░░██░░░░░░░░░░░░★ ★░░░░█████░░░░░░░░░░░░░░███░██░░░░░░★ ★░░░██░░░░░████░░░░░░░░░░██████░░░░░★ ★░░░██░░████░░███░░░░░░░░░░░░░██░░░░★ ★░░░██░░░░░░░░███░░░░░░░░░░░░░██░░░░★ ★░░░░██████████░███░░░░░░░░░░░██░░░░★ ★░░░░██░░░░░░░░████░░░░░░░░░░░██░░░░★ ★░░░░███████████░░██░░░░░░░░░░██░░░░★ ★░░░░░░██░░░░░░░████░░░░░██████░░░░░★ ★░░░░░░██████████░██░░░░███░██░░░░░░★ ★░░░░░░░░░██░░░░░████░███░░░░░░░░░░░★ ★░░░░░░░░░█████████████░░░░░░░░░░░░░★ ★░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░★
JUEGAZO 😎👍💛🌟
Media

Related
Related
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Stones of Sorrow, created by Cult Software, is a harsh and unrelenting roguelite action game that focuses on survival, speed, and precision within a constantly shifting labyrinth. The premise is minimal but effective, placing players in the role of a betrayed warrior trapped in a hostile underground world where escape seems nearly impossible. Rather than relying on a deep narrative, the game builds its identity around atmosphere and gameplay intensity, presenting a journey that feels more like a test of endurance than a traditional story-driven experience. The core gameplay revolves around navigating procedurally generated cave systems while fighting off waves of enemies. Combat is fast and immediate, requiring players to react quickly to threats while carefully managing their positioning. Attacks are straightforward, but survival depends on timing and awareness, as enemies can overwhelm the player if they are not handled efficiently. The system encourages a balance between aggression and caution, forcing players to constantly adjust their approach based on the situation. Each run feels unpredictable, as the layout of the labyrinth and the placement of enemies change every time, keeping the experience fresh despite its repetitive structure. Progression is tied closely to the roguelite framework, where death is both a setback and a learning opportunity. Each failed attempt contributes to a gradual sense of improvement, as players become more familiar with enemy behavior and environmental hazards. Resources collected during runs can be used to unlock permanent upgrades, providing a sense of advancement even in failure. One of the more interesting aspects of the design is how the game increases pressure over time, with certain elements becoming more difficult as players continue to die. This creates a constant tension, as progress is never entirely secure and each run carries a sense of risk. The variety of items and abilities available adds depth to the gameplay, allowing players to experiment with different approaches. Some upgrades enhance combat effectiveness, while others introduce unique effects that can change how encounters play out. This system encourages adaptability, as players must work with whatever tools they acquire during a run. However, the randomness of these elements can also lead to uneven experiences, where certain combinations feel significantly more powerful than others. While this unpredictability is a common feature of the genre, it can sometimes make success feel dependent on luck rather than skill. Visually, the game stands out with its distinctive art style inspired by primitive cave drawings. Characters and environments are rendered in a way that evokes ancient imagery, giving the world a raw and almost ritualistic appearance. This aesthetic reinforces the game’s harsh tone, creating an atmosphere that feels both eerie and grounded in something primal. The use of simple but striking visuals ensures that the action remains clear, even during chaotic moments. Combined with intense sound effects and minimalistic audio design, the presentation enhances the sense of isolation and danger that defines the experience. The pacing is relentless, especially in the early stages where players are quickly thrown into combat scenarios with little room for error. As runs progress, the game becomes more methodical, requiring careful decision-making and resource management. Despite this, the overall structure remains consistent, which can lead to a sense of repetition during longer sessions. The lack of significant variation in objectives or gameplay modes means that the experience relies heavily on its core loop to maintain interest. Multiplayer adds an additional layer of unpredictability, allowing multiple players to explore the labyrinth together. This can make the experience more dynamic, as interactions between players introduce new challenges and opportunities. However, it can also increase the chaos, particularly in tight spaces where coordination becomes difficult. While this mode enhances replayability, it does not fundamentally change the structure of the game. In the end, Stones of Sorrow is a demanding and distinctive roguelite that succeeds in delivering an intense and memorable experience. Its strengths lie in its fast-paced combat, unique visual style, and the constant tension created by its progression system. At the same time, its punishing difficulty, reliance on repetition, and occasional imbalance limit its broader appeal. It is best suited for players who enjoy challenging, system-driven gameplay and are willing to embrace its unforgiving design. Rating: 6/10
Un juego de dungeons en 2D, bastante bonito, buena ambientacion, musica, sonidos, sos un personaje que es como una especie de pintura rupestre y luchas contra otras pinturas rupestres (bastante pintoresco y divertido tengo que admitir). Tenes posibilidad de mejorar Stats y armamento, tenes como un shop, esta bastante pobre y sin pulir pero la idea es interesante y no esta tan mal ejecutada como parece. Destaco como positivo que tiene cooperativo, logros y cromos, como negativo que la musica se venda por separado, no estoy de acuerdo con eso. 7/10 - Si se hubiera mejorado la propuesta podia ser interesante, sobre todo con algun Workshop para agregar mas contenido y demas. Aunque el hecho de poder jugar multiplayer y con remote play, suma mucho.
asd
Нечего сказать, отлично
Not bad
Sometimes I kept wondering if this game was adjusting to a try hard.
В данной виртуальной среде, имитирующей пещерные комплексы первобытного периода, пользователь сталкивается с аутентичными наскальными изображениями, иллюстрирующими жестокие формы наказания, характерные для архаичных обществ. Пространственная структура представляет собой процедурный лабиринт смерти, где реализованы как одиночный режим игры, так и кооперативные взаимодействия с другими игроками. В рамках игрового процесса, пользователь сталкивается с предательством со стороны ближайшего родственника, который обманным путем заманивает его в данный пещерный лабиринт. Целью пользователя становится восстановление своей чести и справедливости через ритуальное действие, заключающееся в нанесении смертельного удара одним из КАМНЕЙ СКОРБИ, что символизирует символическую казнь предателя в соответствии с древними традициями.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
Selling now
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $102.4M | 456K | 97% | $14.99 | |
| $116.2K | 459 | 63% | $11.99 | |
| $1.7M | 4.3K | 93% | $9.99 | |
| $459 | 3 | 100% | $6.99 | |
| $0 | 4.4K | 76% | Free | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8K | 131 | 85% | $2.99 | |
| $8K | 53 | 89% | $5.99 | |
| $8K | 70 | 94% | $5.99 | |
| $8K | 59 | 98% | $6.99 | |
| $8K | 236 | 72% | $1.59 | |
| $8K | 50 | 86% | $4.99 |