
SWORN is a 1-4 player co-op action rogue-like. Explore and reclaim a fallen Camelot from the reign of a corrupted Arthur and his Knights of the Round Table.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 5/day in the week to Jul 30 → 5.29/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
SWORN is a 1-4 player co-op action rogue-like. Explore and reclaim a fallen Camelot from the reign of a corrupted Arthur and his Knights of the Round Table.


Play solo or unite with friends to stand off against the Knights of the Round Table. Combine the strengths of your characters in surprising ways and master abilities to become knights worthy of standing off against Arthur himself.

Meet familiar friends and foes from Arthurian legend.
Discover the source of spreading darkness over Avalon.
Befriend and learn from powerful figures such as Merlin and Nimue.
Take up your sword as a Soulforged knight.


Swear fealty to the Fae Lords, and choose from over 200 unique blessings to unleash your full potential. Will you wield the cleansing fires of Titania or take the blessings of Oberon to strike with the fury of the wind?


Versatility thrives in the ever-changing battlegrounds of Camelot. Combine your blessings with unique character, weapon, and ability selections. Test thousands of unique builds as you become a seasoned knight.


Upgrades from the Beacon of Avalore will forge your squire into a worthy champion over time. However, if you believe you are already worthy of facing Arthur, get ready for a challenge that will put your skills to the test.

Delve into a beautifully crafted comic world, inspired by the work of American artist Mike Mignola. Fully experience the awesome art and original sound that brings the world of SWORN to life.
Sums Steam only; Xbox, PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 5.1Kreviews | 80% | — | $2.6M |
| $7.49−75% | 1.3Kratings | 72% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 378 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll start this with the conclusion: SWORN is almost a good game, but I cannot recommend it for multiplayer (no experience on single-player, so no comment there). NOTE, there are some minor spoilers in this review in regards to certain functionality/bosses. The good: - The gameplay loop is solid (with some heavy influence from Hades, understandable). - Fighting gameplay (keyboard and mouse aswell as controller) feels solid. Fluid, snappy and easy. - The Boons are unique feeling and provide several different ways to play during each run. - Every run feels like you achieve progression, this due to the amount of resources you receive every run and options available to invest in. The bad: - The menuing with controller is... designed by someone drunk. This cannot have been QA tested. The index does not show where you are correctly in the menu and transitions weirdly. The potion shop does not register "up" correctly and by pressing it you will move up diagonally (even though it is a squared grid). Meaning the potion on the top left can only be accessed by going to the potion to the right of it and and then go to the left... - Multiplayer, you have player collision (even in the base). In a run I can understand it (from a gameplay perspective) but in the haven it is just frustrating. - The blacksmith/weapon interaction ranges are very small and closely placed. Meaning when you want to interact with the blacksmith you often end up picking up a different weapon (very minor, but happens often). Players can even lock another person completely out interacting with the blacksmith or even block in the person closest to it. Meaning they are stuck there until the other players move away. - Ultimate boons create an ungodly amount of clutter on other players screens during gameplay. There is no opacity to it, the way you see it is how other players see it. With some boons even filling a quarter to a third of the screen, visually blocking any objects behind it can become frustrating fast. It will full block a player from seeing enemy's or projectiles. - No reconnect on multiplayer disconnect (kind of a necessity for these kind of games, or any bug will just ruin the run for a group that wants to progress together). - No skippable scenes. Having to sit through boss transition screens that everyone has seen a 100 times and you've grown bored of and not providing a skip option is just frustrating. Now, the downright horrible: BUGS. So many game/run breaking bugs (experienced often, basically daily, during multiplayer playthroughs). - When picking up boon flags you have a chance to be frozen in place, unable to pick a boon or even move, softlocking progression as the room cannot progress until all players pickup the room reward. The affected player has to leave (remember no reconnect) or the group has to forfeit the run. - One of the bosses has a "Get over here mechanic" hooking a player to itself, stunning the player and then hit them with a followup attack. You can get softlocked in the stun, unable to move untill the boss hits you with specific attacks which have a 'chance' to unstuck you (not guaranteed). Meaning you just take damage untill you die. Even using resurrection tokens (used automatically on death) don't free you. This is not a feature, you're supposed to be temporary stunned, long enough to get hit by the follow up attack. Not loose control over any and all interaction of your character forever. If the boss does not manage to hit you with an attack that ends up unbugging the player before it dies the player is now permanently stuck. Again meaning, the group cannot go to the next room as all players have to pick up the room reward. The bugged player has to disconnect (remember no reconnect) or the group has to forfeit the run. - Dying has just a straight up chance of not spawning the revive 'beacon'/interaction. Players cannot move to the next room untill all players have picked up the room reward. This means players need to be revived (and paid the cost associated with it). With no revive, the group is now stuck. As a result the affected player has to leave(remember no reconnecting) for the others to continue or the group has to forfeit the run. - Dying on the main (end) boss has a higher chance then other maps (my group has experienced it several times more often in that fight then other maps) to not spawn the respawn beacons on death. Meaning the dead (and alive) players cannot 'finish' the run. Even though the Boss is dead. It is required for certain progression to interact with the final scene in order to get the progress. Either the bugged players leave or the entire group has to forfeit the run (even though you beat everything, but the game mechanics itself). - On higher diffuclties, effects are added to the maps. One of these is 'No resurrections'. What it is supposed to do is when a player dies on that specific map, they cannot use their self resurrection tokens and just full die (requiring another player to revive them). On map complection you just leave with the tokens you went into the map with and they become active again on the following map. Sometimes the effect bugs and just deletes the players resurrection tokens and never gives them back. Denying you a helpfull resource for completing a run (this is not an intended feature). - Although it has not happened often, disconnects can randomly occur (internet blips, bugs etc.). Annoying, but its the nature of a multiplayer game. However everytime one of these disconnects occurs, regardless if they are the host, it can just disconnect the entire group back to the main menu. Losing the run, instead of just a player. Consclusion: SWORN is not a bad game in gameplay mechanics. There is enough here to warrant playing it with friends. When everything works it absolutely is fun to play and has a nice challenge to it. The bugs however, make it incredibly frustrating to play. I cannot give it a recommendation for people looking to play this multiplayer until this is resolved. As I've not done any solo-gameplay I cannot comment how that feels (or behaves bugswise).
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 29: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 536ratings |
| 87% |
| — |
| not modelled |
| $8.49−66% | — | 94% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 379 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]Summary:[/h2] I'd recommend grabbing SWORN on sale. It can be a lot of fun as a Hades-like action game, but it'd seriously benefit from some quality of life changes: [h2]1) Add a dedicated Boss Rush mode.[/h2] Make Boss Rush mode accessible from the beginning. Having to go through the majority of the game to do Boss Rush feels tedious, it takes approx. ~15-30 minutes to get there. It's a fun mode to do, but it's buried deep within the game. [h2]2) Add the option to re-join Co-op games.[/h2] If you disconnect from an ongoing co-op game, you can't rejoin. If the Host disconnects, everybody disconnects, and you gotta start all over again. I was briefly disconnected from a good co-op run earlier today, then I couldn't rejoin. Lots of folks in the forums have echoed similar issues. Co-op feels janky/fragile and a little buggy. Certain skills & abilities can cause frame loss and lag people. [h2]3) Solo Mode: Add the option to save your progress mid-run.[/h2] Unlike the Hades games, mid-run saving isn't an option. Players can't completely close out the game & resume later where they last left off. An average run can take between ~15-45 minutes, make sure you can commit the time to do a full run. If your game crashes, you're starting over from the beginning. Please add this! [h2]4) Add the option to skip Boss Introduction sequences.[/h2] Please add an option to "Hold X to skip" during boss intro sequences. If you've beaten the game & cleared every boss, you've still got to sit through their boss intro sequences, with no ability to skip them. Changing this would improve the flow of every run.
not worthy of its positive reviews, its just watered down hades but everything feels bad to use
its all fun and games until u dc in multiplayer and cannot join back. will change review to yes if changed
Rigoberto Patapocha se parte la pierna y se le quea toa pocha, recomienda este juego
Game is great, but negative review is only for requesting reconnect option.
The game keeps crashing and there are NO SAVE POINTS!!!!!!!!!!!! Got to the final boss, felt great, game crashed. Gotta start over now. This SUCKS. please add saves or checkpoints or SOMETHING. its unplayable without them.
I realize that comparisons in reviews are annoying but this really is the best way to describe this game: It's Hades but not nearly as good and with co-op. I would actually somewhat recommend it if you have a friend to play with AND you can justify the price. If you would play it solo, just don't bother.
Сегодня готовим блюдо "SWORN по-домашнему". Ингредиенты: - 4 героя с разными специями - по вкусу; - щепотка безумных билдов; - горсть благословений, которые сначала кажутся странными, а потом ломают игру; - 2–3 порции боссов до золотистой корочки; - немного страданий (не обязательно, но традиционно); - друзья - 3 штуки. Можно и без них, но вкус уже не тот. Способ приготовления: 1. Соберите команду и хорошо перемешайте. 2. Щедро добавьте случайные улучшения, пока не получится что-то подозрительно сильное. 3. Запекайте на боссах, периодически переворачивая персонажа после очередного поражения. 4. Повторяйте процесс до состояния «ещё один забег и спать»Подача: Подавайте горячим, желательно с друзьями и громким: «ДА КАК Я ЭТО ПРОШЁЛ?!» Вкус: динамичный, слегка острый, с приятным послевкусием «ну ещё один ран». Рекомендуется всем любителям рогаликов и кооператива.
Not exciting and not special at all. It's a less polished Hades with what feels like mediocre "gods" to upgrade your abilities. They also have some very anti-fun mechanics like: -Taking away your upgrades for a room -Making you stay in some small circle that moves to random locations while the mobs are either all ganging up on you or are at the opposite side of the room so you're just wasting time -Filling some water fountain with water that spawns around the map (why the hell can you only pick up one at a time? and who the hell thought this would be fun??) The 2nd world is particularly not fun as they have this "goo" spread around each room that not only slows you by about 90%, it also reduces your dash distance by the same amount, making you pretty much stuck. They liked this mechanic so much that they even made special rat monsters that fire this goo in a mortar-like fashion so you end up with each room filled with this ♥♥♥♥. The poison mushroom trap is also pretty badly designed - it spawns a poison mist in a radius around it and it always instantly ticks you for some damage without giving you a chance to dodge out of the way. It also stays active for a long while, essentially taking away another big chunk of area away from the room, which is already filled with the slowing goo. A complete disaster of a world and it alone made me not wanna play anymore due to how frustrating it is to go through it every run. The bosses are ok and fair, with recognizeable patterns, and are pretty easy to beat, including the final boss. TLDR - even if you get it for free it's probably not worth playing, cause it's bad.
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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