
THYSIASTERY is a dungeon crawler RPG featuring traditional roguelike and turn-based gameplay. Command a party of bearers of the Brand, drawn into a vast Labyrinth. Recruit while exploring the Labyrinth in hope of finding a way out, and its secrets will be revealed as you delve deeper.
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): 0.43/day in the week to Sep 11 → 1.33/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 30 → 0.29/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
THYSIASTERY is a turn-based, dungeon crawling roguelike role-playing game rendered in a retro-inspired art style.
Play as a group of bearers of the Brand that have been drawn into the vast and enigmatic Labyrinth. Save, ally with, rely on and learn from characters you encounter whilst exploring in hopes of finding a way out. Discover buried forests, underwater cities and other ancient secrets as you delve deeper into the Labyrinth.

The Brand has called you in.
The Labyrinth hungers once more.
Or is it all just a sign of madness?

Turn-based combat in which your choices allow you to capitalize on chance and weakness - or be similarly exploited.
Classic roguelike features such as permadeath, procedurally generated areas and randomly generated characters that provide a highly replayable game.
A great number of skills for characters to learn and discover, then teach further to other characters.
Explore different environments, investigate mysterious objects and artifacts, and meet some of the friendly natives of the Labyrinth.
A number of difficulty modifiers to amp up or down the difficulty.
Beautiful retro-inspired art style drawn in limited color palettes.

Genres
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]你能逃脱成为祭品的命运吗?复古像素风的地牢逃亡之旅 [/h1] [h2]前言—— [/h2] 没有人知道这座迷宫从哪里来,也没有人知道这座迷宫真正的出口在哪里。唯一可以明确得知的是——这座迷宫正在饥渴地吞噬着所有进入其中的人,而每个在迷宫里的冒险者,都将成为迷宫的祭品! [h2]游戏介绍—— [/h2] 《祭祀地宫》是一款由芬兰制作团队DIRGA开发的复古像素风rpg肉鸽地牢游戏,游戏开场每个人控制的都是一群被神秘力量召唤进入迷宫的【烙印之人】。 我们需要去探索并试图逃离这座迷宫,随着探索的深入,途中会遇到危机四伏的森林、沉没的城市遗迹、奇怪的科技造物,以及遇到各种愿意加入的队友。 而让人感到后背发凉的是,所有进入者也许根本不是被召唤来的探险家、冒险者,而只是一个个献给迷宫的血肉祭品。 [h2] 第一人称视角移动机制——[/h2] 如果是曾经玩过其他硬核地牢rpg的牢玩家,那么看到祭祀地宫里的视角设计一定不会陌生。玩家在迷宫中一格一格移动,通过Q和E来左右转动视角,触发事件、遭遇敌人、开启宝箱,。 第一人称的视角,加上网格式的移动方式,每次转身也许就是未知的敌人或者宝箱,让人感觉仿佛自己就深处迷宫之中。 [h2] 回合制的战斗设计——[/h2] 游戏中可以随时进入战斗状态,无论面前有没有出现敌人。 如果真的遇到了敌人,进入战斗状态后就是按照回合进行轮流行动,使用技能、攻击、道具来击败敌人,或者是趁敌人还没发现你抢先从旁边埋伏一手。 网格距离也是战斗力很重要的一点,每个攻击手段都有范围距离,一旦超出就没法命中,只能往前移动拉近距离后再尝试攻击。 [h2]跨职业的技能传授—— [/h2] 不想做奶妈的战士不是好法师,游戏里对于职业的限制并不严格,我们可以让队友之间互相传授职业自己的技能,让法师学会治疗,让战士学会法术。 和常规的固定职业rpg游戏不同,队伍的职业构筑在这个游戏里变得非常自由,通过不同的技能搭配可以建立起一支玩家理想的队伍。 [h2] 角色的心神凝聚——[/h2] 越强力的技能,需要消耗的法力值MP也会越多,尤其是面对强敌需要用强力技能终结却发现没有法力那就糟糕了。 游戏里的战斗设计有一个特殊机制,那就是心神凝聚,玩家通过不断的移动可以使得队员们进入心神凝聚状态,在此状态下人物释放技能需要的MP会变得很少,效果也会变强。 这就延伸出了放风筝战术,通过移动和拐角来遮蔽敌人视线,自己给角色上心神凝聚buff后释放强力技能来决战。 [quote]欢迎关注鉴赏家:[url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url]来一起感受游戏的乐趣 喜欢这篇评论,也可以顺手点个赞哟[/quote]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing indie game it gives you what you need pretty FUN!
I'd say this is a good purchase if you're after a challenging first person dungeon crawler in a very retro style. In the end, the challenge level was too high for me to commit a lot of time to, but if that's something you crave, absolutely grab this. I got it on sale and the time I spent with it was worth the price. It's actually rather short, I was able to get to the second to last boss, but don't have the time to commit to getting it done, as it were.
とんでもなく難しいけど面白い
Wasted potential, could be fixed but I don't think it will be considering the direction taken by the devs. - the game has a lot of charm at first. The nice retro graphics, the soundtrack, the atmosphere of the overall design. It got everything you could ask for a nice dungeon crawler... - ...albeit it is a dungeon crawler which doesn't want you to dungeon crawl. Ennemies respawn, hidden timer which makes a huge boss appear, overall weak loot. Exploring dungeons just means taking unnecessary damage and wounds. Gaining a level is barely noticeable in terms of power. Exploring does not mean you'll get more powerful. - no variety at all. Each floor corresponds to a biome, and it will be the same biomes in the same order on each run. Each biome will get the same ennemies. Each run does not bring anything new because there is no metaprogression. So the only thing that makes each run different is the RNG... - ...and that's the issue. The game has too much RNG involved. Your party ? Random. Skill trees ? Random. Skills ? Random. Fights ? Absolutely random. Loot ? Definitely random. And it is not balanced at all. You can have a run with no significant loot (meaning no powerful stuff), a run with only mages (meaning getting one shot by random ennemies), a run with a balanced team but with stupid ass skills for each of them (yes, a passive which makes ice skills stronger on a character who doesn't have any ice skills is possible, or a warrior with bare minimum intelligence having access to spells). One enemy will barely scratch you one turn then instakill one member of your team the turn after. This game need a huge rework.
Thysiastery is a wonderful but short oldschool roguelike dungeon crawler with a charmingly ominous atmosphere and beautiful music and dithered graphics. The default difficulty is moderate for a dungeon crawler. RNG can sometimes get you into a pickle, but that just means more opportunities to experiment and iterate. The skill system is really fun, and leaves a lot of room for interesting builds. I've only played on the default difficulty so far, but the time limit has been more than manageable once I got a feel for it. On the whole, Thysiastery is a gorgeous and atmospheric dungeon crawler with crunchy mechanics and just the right level of difficulty.
Amazing RPG with wonderful pixel-art and music. Very inspiring and very addictive.
화면 전환 매우 불편, 멀미 유발 몬스터 인식 범위나 조건도 애매해서 대처 불가능 컨트롤 요소 없음, 잡기술 없음 그냥 순전히 운 느낌 재미가 없냐? 그건 또 아닌게 도트 나쁘지 않고 제발 제발! 하면서 야영지나 이벤트 있는 곳들 찾는 도파민은 나오는데... 문제는 뭐냐 일단 근접 캐릭은 쓸모가 없다 (근딜이나 마법사나 활력 능력치 <랜덤>로 체력이 정해지기에 오히려 근딜캐보다 법사가 체력이 훨 많은 경우도 있다) 몬스터가 벽 끼고 저 멀리 사거리 3칸 이상일 때도 전투가 잡히면 근딜은 그냥 가만히 턴 넘기기만 해야된다. 만약 몬스터가 광역 4인 타격기를 가지고 있을 때 사거리 3 이상에서 전투가 시작되면 근접을 이용하기 위해 붙는 동안 최대 2번 이상의 광역 4인 타격을 맞게 되는데... 이러면 치명타라도 뜨는 순간 파티 전멸이다... 2시간 밖에 안했지만 팁을 주자면 1. 초반 튜토리얼 한판이 끝나면 커스터 마이징이 가능하다. 2. 커스터 마이징으로 시작하면 시작 능력치, 기술, 아이템 등등 어느 정도 설정이 가능하다. 3. 난이도 쉬움으로 하고 싶다면 치명타 발동X, 층별 턴 제한X 를 장착하고 시작하자. (그래도 처음하기엔 어렵다.) 4. 야영지에서 휴식은 무제한으로 가능하다. 더 이상 위 층으로 돌아올 수 없습니다가 뜨지 않는 이상 위 층으로 돌아와 야영지에서 체력, TP(기술 사용 스테미너)를 무제한으로 회복시킬 수 있으니 잘 활용해야 한다. 5. 빨빨거리고 돌아다니다보면 OR 몬스터 퇴치 시 캐릭터들 레벨이 오른다. 이로써 얻은 성장 포인트로 기술 해금, 기술 업글, 능력치 상승, 테크 트리 이 네 가지 중 하나를 골라서 할 수 있다. 필요한 기술은 해금해서 쓰고 (전체 치유같은 것들) 기술 업글은 1티어 기술 -> 2티어 기술 중 랜덤 -> 3티어 기술 랜덤 이런 로직같은데... 어쨌든 안쓰는 기술은 업글을 좀 하다보면 초전자포(1000딜 이상 BUT 총알 필요)와 같은 개사기급 스킬을 얻을 수 있다. 6. 2층에서는 치유사를 고르자 붕대(회복템) 드랍이 너무 적어서 제자리 턴스킵 전투 시작 -> 치유 로 항상 파티 풀피 유지하고 전투를 시작했다. 붕대로는 피 유지가 안된다. TP(일반적인 게임의 스테미너)가 진짜 부족한데 드랍템인 혼령 주머니도 너무 부족하다 그냥 아이템 장비말고 안준다고 생각하면 된다. 전투 시작 첫 턴에 사용되는 기술들은 TP를 적게 사용하게 된다 원래는 15TP 사용되는 기술이 첫 턴에는 2나 4 이런 식으로 적게 사용되는 경우가 있다. 이를 활용해서 첫 턴에는 강한 기술 혹은 필수 기술을 사용하고 이후에는 TP 조절을 해서 사용해보자. 야영지가 아니면 TP를 채울 수 있는 수단은 없다고 생각하고 잘 조절 해야된다. 각종 이벤트 거울 -> 제단에 아이템을 올리면 똑같은 아이템을 2개로 만들어준다 (복사) 유랑상인 -> 아이템들을 다른아이템으로 물물교환 가능하다 (5개 품목) 레버 -> 못올라오는 층을 다시 올라올 수 있게 해준다 (야영지 이용) 우물 -> 일회용 야영지 등등
I'm really enjoying THYSIASTERY. The visuals are great, the atmosphere is oppresive and the soundtrack is really well done. I like the skill system where your party is able to learn from one-another. The itemisation is fun too, always looking forward to drops to make your party stronger. I do wish there was a way to save character presets in the character creator however as having to rebuild every time to start over is kinda annoying. The combat is kinda jank, walking away from enemies can let them hit you 5 - 6 times in one tile movement, completely nuking your party. I think the game needs to be a little more aggresive when pulling you into combat mode to stop this from happening as it is a run ender. Your characters can also get one shot which is extremely annoying, from full health to just dead in one attack, doesn't feel fair or balanced when this happens. There is an extreme jump in difficulty when you get to the third boss. I do feel like there needs to be at least a level or two between this encounter as unless you cheese it, most player will be woefully underprepared for it. I managed to beat it, but I can imagine other players not bothering after dying to it as it feels unfair. Otherwise, enjoying my time with this game. I REALLY wish we could get a character preset system though.
挺好玩的
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