
Explore the subterranean depths in this first-person dungeon crawler with real-time combat, a unique rune magic system, exploration, and puzzle solving. This game will awaken memories of what made old-school dungeons so much fun to play while you fight, hunt for hidden treasures, and avoid deadly traps.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 17.6/day in the week to Jul 17 → 0/day in the week after.
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 2,400 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




Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 190reviews | 70% | — | $60.1K |
| $17.99 | — | — | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Keep ocení hlavně začínající a příležitostní hráči. Ostatní pravděpodobně odradí svou průměrností a plytkostí. Velice uspokojivý je systém kouzlení, kde magické runy umisťujete na čtvercové pole a poté přes ně myší swipujete. Jelikož ono pole má omezenou kapacitu, je třeba přemýšlet, jak runy rozestavět tak, aby člověk maximalizoval počet okamžitě dostupných kouzel. Pochválit se dá také příjemně plynulý pohyb mezi políčky. Žádné čekání na dokončení animace jako v Legend of Grimrock, odezva po zmáčknutí směrové klávesy je okamžitá. Vše ostatní je ale průměr až podprůměr: • Hra je snadná, krátká (dohráno za 5 hodin, přičemž jsem zabil všechna monstra a nalezl 2/3 secretů) a její systémy zjednodušené. Při postupu na novou úroveň vylepšujete jen tři statistiky, a například při hře za mága má smysl dávat body pouze do jedné z nich. • Vybavení je málo, a i tak nalezení nových kousků nepřináší téměř žádnou radost. Ono je totiž vlastně docela jedno, co na sobě zrovna máte (s výjimkou zbraní u válečníka). • O příběhu, grafice, zvucích a hudbě se dá říct jen to, že tam jsou. Minimálně u příběhu, hudby a namluvení postav by ale bylo možná lépe, kdyby tomu tak nebylo. Mobilním hrám člověk ledacos odpustí. Když chce zabít čas na cestách, originalitu, hloubku a umělecké zpracování tolik neřeší. Pokud se ale mobilní hra dostane i na PC, nároky na ni automaticky stoupají. The Keep pod těmito přísnějšími měřítky neobstojí.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Czech, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Hungarian*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The Keep, developed and published by CINEMAX GAMES, is a first-person dungeon-crawling RPG that deliberately embraces the traditions of classic grid-based adventures while adding its own mechanical twists. Built in the spirit of genre pioneers from the late 80s and early 90s, it focuses on deliberate exploration, tactical combat, and environmental puzzles rather than cinematic storytelling or sprawling open worlds. The result is a compact but carefully structured descent into a hostile labyrinth ruled by the corrupted wizard Watrys, whose experiments with crystal magic have unleashed chaos across the realm. Navigation unfolds in real time across grid-based corridors, with players moving tile by tile through dimly lit dungeon halls filled with traps, hidden switches, locked doors, and lurking monsters. The design emphasizes attentiveness: walls may conceal secret panels, pressure plates can trigger hazards, and missteps often carry immediate consequences. This methodical pacing reinforces tension, as each step forward requires awareness of surroundings and readiness for sudden encounters. The dungeon layouts are layered with interconnected passages and vertical progression, rewarding players who thoroughly investigate their environment. Combat is one of the game’s most distinctive features. Rather than relying on simple click-to-attack mechanics, The Keep introduces targeted strikes that allow players to aim at specific body parts of enemies. Attacking a foe’s limbs can weaken its offensive capabilities, while targeting the head may bypass defenses. This system adds a tactical dimension uncommon in many dungeon crawlers, encouraging players to observe enemy behaviors and adapt their strategy accordingly. Battles unfold in real time, requiring quick reflexes as well as resource management. Healing potions and stamina recovery must be used wisely, as reckless aggression can quickly lead to defeat. Magic further enriches the gameplay through a rune-based crafting system. Players collect elemental runes that can be arranged on a spell grid to create custom spells. Combining fire, frost, lightning, and support effects allows for experimentation and personalization of playstyle. Stronger spells require thoughtful rune placement, and managing magical energy becomes as important as wielding weapons effectively. This flexible system encourages creativity while maintaining balance, ensuring that magic complements rather than replaces melee tactics. Narratively, the game follows a straightforward fantasy premise. The protagonist ventures into Watrys’s stronghold to end his destructive influence and restore balance to the land. While the overarching plot is relatively simple, occasional voiced lines and environmental storytelling provide context and atmosphere. The focus remains primarily on gameplay rather than elaborate character development, but the clear objective gives purpose to the descent. The dungeon itself becomes the narrative centerpiece, its architecture and enemy design conveying the consequences of the antagonist’s corrupted magic. Visually, The Keep adopts a modest but functional presentation. Textures and character models are straightforward, prioritizing clarity over high-end graphical effects. Lighting within the dungeon creates a sense of depth and occasional menace, especially in darker chambers where threats may emerge suddenly. Sound design reinforces immersion with ambient dungeon echoes, enemy growls, and subtle musical cues that heighten tension without overwhelming the player. While the presentation may appear understated compared to modern RPGs, it aligns well with the game’s retro-inspired ethos. The difficulty curve can be challenging, particularly for players unfamiliar with classic dungeon crawlers. Encounters demand patience and preparation, and progression may require revisiting areas to uncover hidden paths or missed items. The absence of extensive hand-holding reflects the design philosophy of its inspirations, expecting players to learn through experimentation and careful observation. For fans of the genre, this old-school approach enhances immersion and satisfaction. For others, the deliberate pacing and occasional repetition may feel restrictive. Ultimately, The Keep stands as a focused homage to classic first-person dungeon RPGs, enriched by its tactical targeting system and customizable rune magic. It may not reinvent the genre, but it demonstrates a clear understanding of what makes grid-based dungeon crawling compelling: tension, strategy, and the thrill of uncovering secrets within a dangerous labyrinth. For players who appreciate deliberate exploration and combat depth rooted in tradition, it offers a challenging and atmospheric journey that rewards persistence and thoughtful play. Rating: 6/10
第三关找不到密码,网上也没有通关教程,弃了,藏这么深当解谜游戏玩呢,解谜游戏有提示你提示呢?
Hra, která je jistota mého mládí :)
though the combat is frustrating at times, the game is fun overall, with a nostalgic indie charm to it. we don't get enough first person dungeon crawlers lately. if you're looking for a throwback, this is a good one.
Gegner schlagen durch Wände.Wenn man eingekesselt ist von 2 Seiten kann man nicht fliehen. Nahkampf unbrauchbar. Schade.Dreck.
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ein richtig schönes grid based game - wer den ersten Teil von Lands of Lore mag wird dies hier auch mögen - es ist zwar nicht ganz so abwechslungsreich, da nur in Dungeons, aber es gibt ja leider nur sehr wenige solche Spiele
c'ho un debole per il vintage ptnmdn
Nic velkého, ale příjemná jendohubka.
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.
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