
Fight through endless hordes in trials bestowed by constellation patrons. Upgrade skills, collect relics, and craft broken builds in true roguelite fashion! Rediscover the fantasy behind the words hack and slash and bullet heaven. Will you survive the densest monster Survivor-like ever created?
Modeled estimate, not a reported figure. How we estimate →
About
Trials Survivors is a roguelite that fuses the simplicity of survivor-style gameplay with the loot-driven depth of hack and slash RPGs. Each skill is hand-crafted and endlessly upgradeable, letting you forge unique builds as you face trials set by the constellations. Overcome the odds, embrace the loot, and ascend into an unkillable god.

As an agent of the stars, you must complete their Trials, survive impossible odds, and push back the encroaching darkness.
Choose from multiple archetypes to define your starting loadout. Your main spell is aimed manually, while all other spells auto-target nearby enemies, letting you focus on movement, survival, and securing loot.

Each run is divided into Trials, cosmic challenges that test your skills, such as surviving for 3 minutes or defeating a set number of elite enemies before time runs out, escort relics or destroy ominous totems...
Completing Trials rewards you with experience and upgrades. Collect new spells, enhance your powers, and build devastating synergies to unleash chaos.

Collect Relics, powerful remnant of power that boost any of your stats.
Relics are a part of the permanent progression and unlock more player power in every run...
Each relics has an associated cost, leveling gives you increased relics capacity and it's up to you to shape the fantasy you want to play.
Also, there is no level cap, you can keep leveling to infinity and beyond.
Each Relic grants stats: from global additional projectiles, to increased pierce, extra chain count, bonus damage, and more !
If a stat exists on a spell, chances are there’s a Relic that can supercharge it. The result?
Absolute build freedom, and total disregard for visual clarity.

We love monster density. This game was built from the ground up to handle absurd numbers of enemies and projectiles on screen.
Our dream? To let you craft an overpowered build worthy of the greatest Hack&Slash games, in under 30 minutes of survival gameplay. And we truly believe we can deliver on that promise.
If that sounds like your kind of chaos, we’d love to have you on board.
5 Classes
7 Constellations
95 Spell Evolutions
2 Biomes
Relic Merchant (It's a fox)
Tons of Monsters
Super Cool Soundtrack
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 177 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不需要走位,只需要肝时间,越来越无聊。
It's a fun journey early on but the game needs some rebalancing at higher difficulties. At lower difficulties you can pretty much use whatever you want, take whatever you want, and as long as you have at least one strong skill you'll probably be fine. Upgrades are very satisfying and mostly focus on the fun stuff like extra chains, extra projectiles, extra damage. Each weapon gets a choice of 3 evolutions, which are huge power boosts that feel great and drastically change the feeling of each skill, though there's usually one that is way stronger than the others which removes a bit of the fun once you figure that out. Meta progression is a bit underwhelming to me, it offers a lot of choices but many of them are basically worthless, and it's also is a bit limiting early on with how much you can equip at once. Unfortunately, you can increase the difficulty of the game Diablo-style after you beat the game, and the balance sort of falls apart as you progress through the difficulties. At higher difficulties, you need great luck right away or you're not even going to make it to level 2. You need to know which skills are the best and only take the best of the best, and also get lucky enough to get them before the enemies outscale you. Once you get a run going, you need to get lucky and get lots of extra damage and projectiles and chains and pierces and anything that directly increases your DPS, because the enemies scale hard and fast and you will die quickly if they outpace you. Sometimes you just get a bunch of ailment chance and duration on your worst skill, and run out of your limited rerolls trying to get something good. Sometimes you will be steamrolling the whole game and then a new enemy type will spawn that you can't kill in time and then you die. The highest difficulty needs rebalanced, and weaker skills need buffs to be competitive with skills that can hit nearly whole screen with every cast or in a constant aura around you. One other complaint is that runs often end just when you finally get everything fully upgraded and it starts to feel great. Endless mode is only available on the highest difficulty, but in a few hours of trying I only managed to reach it twice. I think there should at least be some sort of endless wave that gets stronger over time, something that any build can use to test itself at the end of a run without needing to be on the highest difficulty and competing on the leaderboards. Overall, I do recommend it. The game feel overall is great. The upgrade system is very satisfying, it gives a really great sense of progression over a run. It's fun to experiment and try all the skills and their evolutions. The game seems designed around finding a spot in the level where enemies will funnel themselves to you, then standing in place while you fight off the impressive enemy count. It's a bit frustrating on higher difficulties but the game still does feel great when you're able to actually clear it, and everything I've complained about could easily be fixed in an update. I have high hopes for this game in the future!
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.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Spanish - Latin America, Japanese, Polish, Portuguese - Brazil +17 more
Hours played at review time, across 177 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The waves of enemies are very very dense, and the sound effects and visuals make it a very satisfying game. I will say it is a bit generic and can feel slow at times but it is in Early Access and I'm looking forward to what they have planned.
simple fun. feels like the gameplay loop will get stale later on unless something more is added. needs bosses.
难6过了,显卡也熟了。
怎么不让我爽怎么来是吧?他妈的。
一次性打5层不给5倍的怪物和经验,那不如 一层层打,强行吃屎,每个人物没有专属的技能和联动,舞者还是玩火球 ,技能一点联动没有 没有通关boss没有一点走位,纯纯数值 没意思了
Highly recommend giving this game a try. Cute spellbound action roguelike. Build your character over the course of 10 floors and then upgrade Meta progression within the hub prior to your next run. Cute!
好玩,求更新
This is a solid survivors game. Absolutely loved playing it but there are parts that fall a bit short to me. Starting with the elements. Fire was the favorite and Cryo feels like an after thought. I say this because with Fire damage (any ability on any build) you get good scaling and damage output. I feel like I have yet to win a run unless I had at least one fire ability on my build. When it comes it Cyro, it just takes way to long to get any real scaling and damage off. Cryo abilities do not truly shine until you’ve evolved them. Some of the best Cryo abilities come from the other classes at that. Also the starting ability on the Cryomancer is probably the worst ability in the game. Next point: we should be able to change the starting ability on each class. Be it through an upgrade we eventually have to get or it gets patched in but that should be an option. Third point: there are abilities that shine through when they bounce off walls. That is literally where some of their scaling comes from. Yet on the last survival stage there are no walls and considering the mobs can very quickly surround you, building into wall bounce is pointless. Making certain builds/abilites obsolete. Lastly: I personally do not see Lyra or Gemini as much as I see Leo or even Sag. In the very beginning when I tried to get hypothermia achievement, I barely saw Aquarius which again with Cryo feeling like the weakest status, that took way longer than I feel it needed to. Especially considering I got the damage achievements for fire and electric when I wasn’t even trying. So I don’t know maybe make the constellations more of a random chance. Because I don’t want to always use my spins on trying to run from Leo.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $615 | 4 | 75% | $5.99 | |
| — | 0 | — | — | |
| $10.1K | 45 | 76% | $7.99 | |
| $123 | 1 | 0% | $4.99 | |
| $4M | 21.8K | 90% | $6.99 | |
| $1.2M | 2.3K | 78% | $9.74 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $106.9K | 196 | 72% | $19.99 | |
| $107K | 368 | 98% | $14.99 | |
| $106.9K | 244 | 52% | $14.99 | |
| $106.9K | 833 | 92% | $4.75 | |
| $107.1K | 787 | 89% | $6.99 | |
| $106.8K | 162 | 65% | $24.99 |