
A dark action RPG rooted in Korean mythology, with brutal, fast combat.
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): 1.57/day in the week to Aug 26 → 0.57/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 2,402 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
Since its launch, Project Cloud Games have been working round the clock to improve the game, with the current focus fully on fixing technical issues and performance. We have already released 17 patches, but we are not stopping there. The next patch is being worked on. You have our time, dedication, determination, and word that we will continue to do everything in our power to be worthy of your support.
Created by a small and passionate core team of a dozen people, Project Cloud Games has created a fresh new take on combat, with a heavy emphasis on balancing action and vulnerability, their unique, dark, and gritty spin on classic Korean stories has been in the making for six years.
Transformed into an apocalyptic wasteland by the destruction of the great relic, the once-prosperous realm of Arsilthus lies in ruins. Set in a dark and haunting atmosphere enriched by the tapestry of Korean folklore and ancient mythology,
it falls upon you to mend this shattered land and honour the memories of those who came before you.
The Relic approaches combat differently - delivering freedom in attack, intensity in survival. Unleash an unstoppable onslaught with attacks that cost zero resources, allowing you to strike continuously with relentless creativity and consistency. Your stamina gauge is reserved strictly for high-stakes defence like dodging and blocking, while high-power magic operates on cooldowns and a dedicated meter. Attack without limits, defend with absolute precision.
Traverse a vast, interconnected realm filled with forgotten ruins, hidden dungeons, and atmospheric landscapes. The world of Arsilthus rewards curious Guardians who venture off the beaten path with ancient artifacts, secret encounters, and pieces of lost lore buried deep within its ruined regions.
Step into battle against up to 80 mythic encounters - each a dark, standalone folktale brought to life, bound to a tragic lore that can only be laid to rest through ultimate victory. Adapt or perish: no two legends fight alike, and a strategy that slays one nightmare offers no guarantee of surviving the next.
Command five distinct weapon masteries: Sword & Shield, Battle Staff, Daggers, Two-Handed Weapons, or the Longsword. Without a single duplicate weapon to be found - every single item is a bespoke, one-of-a-kind creation with its own tragic history. Discovering a new blade means uncovering a piece of the world's past, transforming your arsenal into a personal collection of living legends.
Forge a deeper bond with your chosen armoury through specialised skill trees powered by relic energy. Channel forgotten power into game-changing passives alongside awe-striking, visually spectacular ultimate abilities.
Forget traditional levelling - your power is forged entirely through the gear and Relics you discover. Collecting and equipping relics is as much about augmenting your character as it is about uncovering the world's past. With over 70 unique passive effects scattered that alter combat tempo and skill, the relic system encourages you to experiment endlessly. Freely swap game-changing passives, manipulate attack tempos, and tailor your build on the fly - giving you complete freedom to adapt.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 222reviews | 46% | — | $194K |
| $49.99 | 831ratings | 50% | — | not modelled | |
Engagement
Reviews
Themes across 220 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
画面再优化一下吧,色调太单一且不利于玩家眼睛,没有独特的参照物下,着火场景和下雨起雾天太阴沉太暗了,分不清路线,需要多次打开地图确认,也容易忽略一些隐藏区域,需要仔细搜索。 有些区域会卡住不能动弹,需要小退主菜单才能脱离。 升级的资源有点匮乏,打完一个大区域我都不能升级一下武器或者饰品。 战斗还可以,弹反很爽,奔跑不会消耗体力条,技能强力,没有装备负重,而且可以直接在菜单界面升级物品和学习技能,而且篝火真的太多了,非常多。能看出来制作组还是有些穷,音效和攻击模组有点单一,希望可以优化一下boss在战斗时不要攻击一次就叫一次,太吵了,整体来说,应该是7分作品,对于我个人来说会给到8分,因为我对战斗还算满意,ign的4分简直是胡扯!希望制作组可以好好优化,加油!
English comment: I’m still leaving a positive review for The Relic: First Guardian, mainly because I really like its concept, atmosphere, and because I genuinely think there is a lot of potential here. But that positive review comes with a huge asterisk: in its current state, the game clearly lacks the level of polish I would expect from a title sold for €49.99. There are still a lot of genuinely good ideas. The world and the stories you discover through exploration are interesting and give the game a real identity. I especially like the way enemies, bosses, and even equipment are tied to stories and to the lore of the world instead of simply existing as content to farm. I also really appreciate two choices that set it apart from more traditional Soulslikes: there is no real death penalty, and defeated enemies do not respawn. This completely changes the way I approach exploration. I can head in an unknown direction simply because I want to discover what is there, without constantly worrying about losing progress or having to fight the same group of enemies fifteen times. It makes the world feel more like a place you are gradually clearing and changing rather than an artificial loop of enemies endlessly reappearing. The combat also has some genuinely good ideas. When it works properly, it can feel brutal, fast, and very satisfying. Unfortunately, this is also where the lack of polish becomes difficult to ignore. The combat is far too clunky for a game that is clearly trying to deliver fast and aggressive encounters. Transitions lack fluidity, some animations feel awkward, and the overall system does not yet have the precision that this kind of gameplay really needs. Even basic movement could use serious improvement. The walking animation sometimes genuinely makes it look as if the character is sliding across ice rather than properly walking on the ground. That may sound like a small issue, but in a game that relies so heavily on atmosphere and exploration, details like this quickly start hurting immersion. The technical side is even harder to defend. On PC, the graphics options are extremely limited, with no real advanced settings allowing you to individually adjust things like texture quality, shadows, or effects. And despite playing on a PC equipped with a Ryzen 7 7800X3D, 32 GB of DDR5, and an RTX 4080 Super, I still experience slowdowns during certain boss fights. With hardware at this level, I simply expect better performance. What makes these issues particularly difficult to excuse is the price. At €49.99, I obviously do not expect the same production values and polish as an €80 AAA release, and I fully understand that this comes from a much smaller team. But €49.99 is still the price of a proper commercial product, and in its current state the game sometimes feels more like a very ambitious indie project that was released a few months too early. Personally, I paid around €28 for it, which makes the experience much easier to accept. Even at that price, however, I still cannot say that I am fully satisfied with the state of the game right now. And that is exactly what makes it frustrating: I want to like this game. Its world feels refreshing, its stories are interesting, I enjoy its approach to exploration, and some of its gameplay ideas are genuinely strong. I do not think the foundations are bad at all. Quite the opposite. For now, I am leaving a positive review because of those strengths and, above all, because of the game’s potential. But I will probably wait for several updates before seriously continuing my playthrough. With better performance, more graphics options, improved animations, and especially much smoother and more precise combat, The Relic: First Guardian could become a genuinely enjoyable experience. There is a good game here. It simply needs a lot more polish bef Commentaire Français: Je mets malgré tout un avis positif à The Relic: First Guardian, principalement parce que j'aime beaucoup son concept, son ambiance et parce que je pense qu'il y a ici un vrai potentiel. Mais ce positif est accompagné d'un énorme astérisque : dans son état actuel, le jeu manque clairement de finition pour un titre vendu 49,99 €. Il y a pourtant de très bonnes idées. L'univers et les histoires que l'on découvre en explorant sont intéressants et donnent une vraie identité au jeu. J'aime particulièrement la manière dont les ennemis, les boss et même l'équipement sont associés à des histoires et au lore du monde plutôt que de simplement exister comme du contenu à farmer. J'apprécie également énormément deux choix qui le différencient des Soulslike traditionnels : aucune véritable pénalité à la mort et les ennemis vaincus ne respawnent pas. Cela change complètement mon approche de l'exploration. Je peux partir dans une direction inconnue simplement parce que j'ai envie de découvrir ce qui s'y trouve, sans constamment penser au risque de perdre ma progression ou de devoir refaire quinze fois le même groupe d'ennemis. Le monde donne ainsi davantage l'impression d'être un lieu que l'on nettoie progressivement qu'une succession artificielle de mobs qui réapparaissent. Le combat possède lui aussi de bonnes idées. Lorsqu'il fonctionne correctement, il peut être brutal, rapide et vraiment satisfaisant. Malheureusement, c'est aussi là que le manque de polish devient difficile à ignorer. Le combat est beaucoup trop clunky pour un jeu qui cherche justement à proposer des affrontements rapides et nerveux. Les transitions manquent de fluidité, certaines animations paraissent maladroites et l'ensemble n'a pas encore la précision que ce type de gameplay demande. Même les déplacements mériteraient une sérieuse amélioration : l'animation de marche me donne parfois littéralement l'impression que mon personnage glisse sur de la glace plutôt qu'il ne marche réellement sur le sol. Ce genre de détail peut sembler secondaire, mais dans un jeu qui mise beaucoup sur l'atmosphère et l'exploration, cela nuit rapidement à l'immersion. La partie technique est encore plus difficile à défendre. Sur PC, les options graphiques sont extrêmement limitées, sans véritables réglages avancés permettant par exemple d'ajuster individuellement la qualité des textures, ombres ou effets. Et malgré un PC équipé d'un Ryzen 7 7800X3D, de 32 Go de DDR5 et d'une RTX 4080 Super, j'ai tout de même des ralentissements pendant certains combats de boss. Avec une machine de ce niveau, je m'attends clairement à mieux. C'est surtout le prix qui rend ces défauts difficiles à excuser. À 49,99 €, je ne m'attends évidemment pas au niveau de finition d'un AAA à 80 €, et je comprends parfaitement qu'il s'agit d'un projet provenant d'une équipe bien plus petite. Mais 49,99 € reste le prix d'un véritable produit commercial, et dans son état actuel le jeu donne parfois davantage l'impression d'un projet indépendant très ambitieux sorti quelques mois trop tôt. Personnellement, je l'ai payé environ 28 €, ce qui rend l'expérience beaucoup plus facile à accepter. Pourtant, même à ce tarif, je ne peux pas dire que je sois totalement satisfait de son état actuel. Et c'est justement ce qui est frustrant : je veux aimer ce jeu. Son univers est rafraîchissant, ses histoires m'intéressent, son approche de l'exploration me plaît et certaines idées de gameplay sont réellement bonnes. Je ne pense donc pas que les fondations soient mauvaises, bien au contraire. Pour l'instant, je laisse un avis positif pour ces qualités et surtout pour son potentiel, mais je vais probablement attendre plusieurs mises à jour avant de continuer sérieusement ma partie. Avec de meilleures performances, davantage d'options graphiques, des animations retravaillées et surtout un combat beaucoup plus fluide et précis, The Relic: First Guardian pourrait devenir une expérience vraiment plaisante. Il y a un bon jeu ici. Il a simplement besoin de beaucoup plus de finition pour réellement le devenir.
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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*, French, German, Spanish - Spain, Korean, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
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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 221 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Das Spiel sieht nicht annähernd so aus wie aus den Videos oder Bildern. Es sollte sich eine Menge an der Grafik tun . Dann erreiche ich gerade mal 70-80Fps und sogar massiven Schwankungen bis auf unter 30Fps. was zu ruckeln führt und im Kampf zum kotzen ist. Wenn ich bei anderen Rezensionen lese das Einstellungen auf Max 120Fps bringen...pinkel ich gleich vor Lachen in die Hose. Es sind keine Einstellungen möglich. Bisschen an Gamma kannste rumpopeln ditt war es aber auch. Möge das Spiel potenzial haben aber so ist es kaum auszuhalten um es länger zu spielen. 49,99€ viel zu teuer für diesen Zustand!!! Kampfsystem ist etwas stumpf zu spielen finde ich. ausweichen und immer danach in die Leere zu schlagen halte ich für unnötig da die Ausdauer eine große Rolle spielt. Ansonsten möchte ich es nicht wirklich schlecht reden. Man hat jede Menge zu erkunden. Man hat gute ausbaufähige Fähigkeiten.
easy to hate on yet easy to love 1 settings are horrible you can't even change the graphics settings you can only change the resolution and the upscaler(which you are forced to use btw) other than graphics settings i would say the rest is solid 2 graphics for vfx looks sexy af, for anything else blurry and mid unlike the trailer where it looked great 3 combat is very fast paced which i did like but it might not be your cup of tea + there is only 1 button for the sword fight i wish if they added another button for like heave attacks or something 4 story is kinda goofy but does draw you in a way 5 game is pricy so i would say wait for a discount if you really wanna try it
Vraiment sympa à jouer, bcp d exploration et de boss à rencontrer. On sent bien la montée en puissance. Quelques bugs de camera par ci par la mais rien de choquant. ça serait bien qu'ils rajoutent des marqueurs pour la carte (style pour les seaux) car dur de se rappeler de tous les endroits tellement y a de choses à faire.
Лютая ♥♥♥♥♥♥. За такие деньги можно купить пару нормальных игр. Возврат
Ich bin von dem spiel begeister es fesselt einen die Welt zu erkunden und die Boss fights sind mit dem Kampfsystem sehr gelungen wer Souls Spiele mag soll zugreifen.
The game has a very good and diverse combat system (it could be the game's main element due to its stunning visual effects). However, I have a few suggestions for improvement: improve the quality of the surrounding environment, the AI, reduce the excessive repetition of maps as it becomes boring, address some bugs in the game and character animations—there are probably more as I've only played for a short time. Additionally, if possible, you could add special animations when defeating monsters (after stunning them) to make them look cooler and more visually appealing.
Empfehlung mit Einschränkungen The Relic: First Guardian ist kein klassisches Soulslike, auch wenn es auf Steam oft in diese Richtung eingeordnet wird. Das Spiel ist vielmehr ein düsteres Action-RPG mit einigen Einflüssen aus diesem Bereich. Wer ein zweites Dark Souls oder Elden Ring erwartet, könnte enttäuscht werden – wer aber ein eigenes Spiel mit dunkler Atmosphäre sucht, sollte einen Blick riskieren. Die größte Stärke von The Relic ist meiner Meinung nach die Atmosphäre. Die Welt wirkt düster, geheimnisvoll und lädt dazu ein, die Umgebung zu erkunden. Viele Bereiche vermitteln das Gefühl, dass hier eine Geschichte dahinter steckt. Besonders gefällt mir, dass besiegte Gegner nicht einfach wieder auftauchen. Dadurch fühlt sich der Fortschritt echter an und man hat das Gefühl, die Welt tatsächlich zu verändern. Beim Kampfsystem wird es etwas schwieriger. Die Kämpfe funktionieren grundsätzlich, aber sie erreichen nicht ganz die Qualität und Präzision, die man von den großen Vorbildern kennt. Das Treffergefühl und manche Animationen könnten noch verbessert werden. Trotzdem macht das System Spaß, wenn man sich darauf einlässt. Der größte Kritikpunkt ist aktuell die technische Seite. Die Grafik und die Atmosphäre haben eigentlich viel Potenzial, werden aber durch die aktuelle Bildqualität und Optimierung teilweise ausgebremst. Besonders die starke Unschärfe durch die Upscaling-Einstellungen nimmt der Welt einiges von ihrer Wirkung. Mit besserer Optimierung und saubereren Grafikoptionen könnte das Spiel deutlich stärker wirken. Auch die Einordnung als Soulslike halte ich für problematisch. Dadurch gehen viele Spieler mit einer falschen Erwartung hinein. The Relic möchte meiner Meinung nach kein Dark Souls sein, sondern ein eigenes Action-RPG. Fazit: The Relic: First Guardian hat eine gute Grundlage und eine interessante Atmosphäre. Es fühlt sich an, als hätte das Spiel noch etwas mehr Entwicklungszeit für Optimierung und Feinschliff gebrauchen können. Wer ein düsteres Action-RPG sucht und keine 1:1-Souls-Erfahrung erwartet, kann hier durchaus seinen Spaß haben. Mit weiteren Patches könnte aus dem Spiel noch deutlich mehr werden.
구매 전 제발 이 리뷰를 읽길 바람 (내용 요약: 사지마) 5만 원을 주고 구매했는데, 플레이하는 내내 “이걸 정말 이 가격에 출시했다고?”라는 생각밖에 안듬. 취향에 맞지 않는 수준이 아니라, 기본적인 완성도와 폴리싱이 심각하게 부족함 1. 성의 없는 필드 디자인과 UI (패드로 플레이) 지도에서 워프 포인트에 커서를 가져가면 마그네틱 커서 효과가 지나치게 강하게 걸려, 커서가 워프 포인트에 붙잡힌 채 더이상 움직이지 않음. 게임 초반부터 반복적으로 사용하는 기본 기능인데, 이 정도 문제조차 다듬지 않은 상태로 출시했다는 사실이 황당할 뿐더러 더 이상 진행조차 하기 싫어짐(이런 기본적인 것 조차 신경 안쓴다는거니 ㅇㅇ) 보통 인디게임은 개발 인력이 부족하더라도 제작자가 자기 게임을 수없이 플레이하며 문제를 찾아낸다는 최소한의 애정이라도 느껴지기 마련인데, 이 게임에서는 그런 흔적조차 찾기 어려움 미니맵에는 기본적인 마커 기능도 없고, 이미 클리어 한 지역을 구분해 주는 기능도 없음. 프롬조차 제공하는 기능을, 대체 무슨 자신감으로 빼놓은 건지 모르겠음. 공격으로는 부서지지 않지만 슬라이딩으로 몸을 들이받으면 부서지는 울타리도 인상적이었음ㅋㅋ. 웃자고 하는 얘기가 아니라 그냥 게임 내 상호작용 기준이 엉망 2. 정체성 없는 게임 컨셉트 “아시아에서 영감을 받은...”을 캐치프레이즈로 내세웠지만, 정작 게임을 플레이하면서 동양적인 분위기나 고유한 미학은 느끼지 못함. 동양 ARPG를 기다린다면 조용히 프로젝트 탈 기다리는게 맞을듯... 기대한 내가 바보다 에셋 제작 능력과 제작력 한계로 초기 컨셉을 구현할 수 없었으면, 차라리 기획 방향을 수정해 평범한 다크 판타지로 밀어붙이는 편이 나았을 거임. 지금은 아시아풍도 아니고, 독창적 다크 판타지도 아님. 그냥 누더기 골렘 개발사는 소울라이크가 아니라고 말했지만, 독자적인 방향성이나 차별화된 요소보다 소울라이크의 표면적 요소만 가져온 흔적이 더 강하게 보임ㅇㅇ 전투, 레벨, 적 배치, 보스 설계 모두 원본의 마이너 카피 수준조차 따라가지 못함. 어쩌면 소울라이크가 아니라는 말은 맞을지도 모르겠음. 제대로 된 소울라이크라고 부르기에도 완성도가 처참하니까 3. 모션과 조작감 적어도 액션 인디게임이라면 그래픽이나 컨텐츠 완성도가 부족하더라도, 모션과 조작감만큼은 집요하게 다듬었어야 하는 것 아닌지? 걷기와 달리기 사이의 모션 전환 임계값이 지나치게 낮아서, 캐릭터가 제자리에서 런닝머신을 뛰는 것처럼 보이는가 하면, 이동 속도와 발 동작이 제대로 맞지 않아 가장 기본적인 이동부터 어색함. 회피 슬라이드는 오르막이든 내리막이든 지형의 경사와 관계없이 거의 동일한 속도로 움직이는데다가, 슬라이드와 Idle 간 모션 블렌딩도 자연스럽지 않음. 4. 성의 없는 보스 디자인과 전투 AI 보스 디자인은 특히 심각. 다들 보스랑 WWE하러 온거 아님? 여기 보스는 우리 동네 태권도장 초등부 스파링급ㅇㅇ 보스의 행동 트리를 대체 어떻게 구성했는지 플레이어가 일부 오브젝트 뒤에 숨어 있으면 보스가 필드만 멍청하게 돌아다님. 내가 보스 AI를 정상 작동하도록 위치를 맞춰 줘야 함ㅋㅋ 몬스터의 공격 판정 역시 엉망. 벽 너머 공격에 맞거나, 공격 모션과 실제 피격 범위가 전혀 일치하지 않는 보스 다수ㅇㅇ. 공격이 닿지도 않았는데 피해를 입는 빈도가 과함. 보스가 무슨 선인모드라도 깨우쳤냐? 콜리전이랑 히트박스를 어떻게 설정하면 이런 결과물이 나오는지 모르겠음 성의 없는 보스만 추가해서 컨텐츠 수만 늘릴 생각 하지 말고, 이미 만든 보스부터 제대로 폴리싱하세요 제발 5. 그래픽, 가시성, 최적화의 환장 조합 기본적으로 화면 가시성이 낮은데, 그 위에 뿌연 필터와 각종 VFX효과들을 덮어 미친 조합을 완성; 진짜 과장 조금 보태면 6년간의 모든 노력을 화면을 보기 불편하게 만들려고 몰두한 수준. 더 어이없는 건 이 그래픽으로 프레임 드랍과 끊김이 발생... 셰이더 컴파일, 에셋 스트리밍, CPU병목 중 무엇 하나 제대로 정리하지 못한 굉장한 최적화 상태가 게임 수준을 여실히 보여줌. (PC사양 첨부) 이걸 6년간 개발하신 개발진에게 진심으로 박수 한 번 쳐드림 ㅇㅇ. 6.그래서 하고 싶은 말이 뭐냐고? 이 게임에는 인디게임에 기대할 수 있는 그 어떤 창의적인 시도도, 부족한 제작비를 뛰어넘는 확고한 컨셉도 없음. 남은 건 어설픈 파쿠리, 기본적인 폴리싱조차 전무한 데이터 덩어리 ㅇㅇ.. 어디 외국 유명 인디 개발팀이라도 된 것처럼 “적은 인원으로 이 정도 게임을 만들었습니다. 응원과 후원을 부탁드립니다.”하는 태도로 가격을 책정한 것 같은데, 소비자는 개발 인원수를 보고 게임을 구매하는 게 아님 단순히 실망을 넘어 스캠에 가깝게 느껴짐 ㅇㅇ. 현재 게임의 내부 구성, 완성도,QA 수준을 보면 대규모 수정이나 개선을 할 개발 여력도 없어 보임. 두 달 정도 풀프라이스 유지하다가 2달뒤에 50% 할인 들어가고, 버그 패치노트 2~3 번 올린 뒤에 런칠 미래가 뻔히 보임. 짧은 플레이였지만 어떤 재미도 느끼지 못했고, 플레이를 끝낸 뒤 남는 여운도 없음. 남은 것은 돈 버렸다는 불쾌감 뿐. 끝까지 해보면 다를거라고? 유저가 끝까지 플레이하게 만드는것도 너네 역량ㅇㅇ, 차마 끝까지 플레이하지 못하겠음. + 그리고 개발진은 “익숙한 똥맛, 스꼴라의 향기” 같은 긍정 리뷰 보고, 이 게임에 나름의 매력과 가능성이 있다는 희망이나 자기위안은 품지 않았으면 함. 그런 평가는 과거 ARPG의 노스텔지아를 불러일으킨다던가, 다크소울식 액션을 잘 구현했다는 칭찬이 아니라. 게임 완성도가 처참하니 어떻게든 웃음거리로 소비해 보려는 조롱에 가까운걸 알길 바람 ㅇㅇ
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.
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