
Forge your party. Master your fate. In this turn-based roguelite RPG, lead four heroes through a fractured realm of danger and destiny. Build synergies, unlock powerful abilities, and face ever-shifting challenges in an epic battle for survival. No journey is ever the same.
Modeled estimate, not a reported figure. How we estimate →
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 Jul 31 → 0.14/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
Step into Valor of Man, a turn-based roguelite RPG set in a world torn by ruin and revelation. Master the art of synergy as you discover and combine over 700 abilities, items, and game-changing artifacts. Forge your strategy and prepare for the trials ahead.
Build your party of four champions from 12 classic fantasy hero classes, each with distinct roles and playstyles. Unlock new class variants and loadout to customize your team before embarking on the adventure ahead.
Choose your path through procedurally generated chapters, where every step holds a risk or a reward. Will you rest, take a chance, or press into the unknown? Each run brings new encounters and discoveries. The full truth of this world is revealed only to those who return again and again.
Combat is built around a DnD-inspired turn-based system where every action is a contest of strategy, timing, and a touch of risk. With limited action points each turn, you must carefully deploy hero skills and items to create powerful synergies. Find the right moment to strike and unleash devastating blows on enemies while exploiting their reactive actions.
With each run, unlock new hero classes, uncover legendary artifacts, powerful new gear, passives, and abilities. Ascend through 10 increasingly brutal Valor difficulties. In this roguelite journey, death is not the end. It is a step toward mastery.
Valor of Man captures all the magical elements of a deep RPG campaign in pick-up-and-play sessions. All the high-stakes tactical decisions, morale party dilemmas, clutching critical blows, and heroic endeavours in the face of certain death, packed into a forever-replayable roguelite with sprawling horizontal progression.
Whether you seek challenge, lore, or the thrill of perfecting your strategy, Valor of Man offers a rich and evolving journey. Newly added to the game is the sandbox-esque Chaos Mode with customizable modifiers for the ultimate challenge and reward, and the new Mastery System recording each and every build option you have successfully beat a run with.
Prepare for your journey. The realm awaits.
Tabletop-inspired tactical combat designed for replayable roguelite sessions
Unique reaction mechanic evolving the board with every attack
300+ abilities, 290 items, and 170 artifacts in the full game
50+ distinct enemies and 9 unique boss fights
10 difficulty levels for escalating challenge
Controller and Steam Deck support at launch
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.24−25% | 176reviews | 89% | — | $101.6K |
| $15.19−20% | 11ratings | 82% | — | 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 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
At it's core there's a pretty decent idea for a game buried somewhere in here, but it falls apart at the seams due to some baffling design decisions. The core mechanic to Valor of Men is the enemy reaction system. Anytime you attack an enemy, they get to immediately make a reaction attack/spell/move. It reminds me of a board game where players team up to beat the board - usually those games are balanced by the fact that every time a player acts, the board gets to act as well. This keeps it from becoming easier from just having more people, as the enemy actions will scale with the number of players. Similarly, the more actions you take in this game, the more the enemy gets to act as well. This might work in theory, but in practice, it's simply awful, for a couple major reasons. Firstly, in addition to all the reaction moves an enemy gets, they also get a regular turn to do whatever they want. Because of this, it is literally impossible to ever get the point where you can do more than the enemy can on a given turn - they will always counteract everything you do, then also do their own thing, and you do not get any reactions as a player. Scaling to make more attacks is rarely useful (and often outright detrimental), which is particularly problematic because the game seems to think that this is the best way to scale; like 3/4 of powerup options boil down to ways to get to act more, which is meaningless at best. Secondly, the reaction implementation is just awful in general. In theory it shows you what the enemy will react with, but in practice all it does is shows some general arrows and such, not really letting you know exactly how badly you're going to be ♥♥♥♥♥♥ by any particular reaction. Additionally, the single most absurd thing of all is how the reactions work with multi-hit attacks. A lot of the (seemingly) more powerful attacks hit multiple times. When you use one of these, after the first attack *but before any subsequent attacks*, the enemy will take their full reaction, and they do this for *every single hit in the chain*. Like, imagine you use some skill, let's call it Flurry of Knives (made up, but gives you an idea how it plays out). Flurry describes itself as 'throwing 3 knives in quick succession", but what it actually does is throw one knife, then your character stops and takes a bathroom break while the enemy runs across the map and hits your squishy mage, then throws another knife, then your character takes a smoke break while the enemy runs behind and kills said squishy mage, then the enemy is now out of range and the rest of the attack fizzles. Absurd ♥♥♥♥ like this happens *all the time*. Enemy reactions have nothing to do with the attacker, they are not ripostes or anything, they just get a completely free extra turn to do whatever they feel like, even running away and attacking a totally unrelated character. Also, you can only see the *next* enemy reaction (and poorly at that), so for multi-hits it is a complete gamble what their other reactions are going to be. Some of these can and will wipe your party out of nowhere, and you cannot anticipate or prepare for them in any way. Even better: there is no zone of control in this game (not for you at least). Like, literally none. I'm not just saying enemies can move past you - they can *completely move through your characters". You can have your mage completely walled off by a phalanx of your other 3 characters, and they can still just walk through your line of defense and attack them anyway. It's a mechanic that even looks as stupid as it sounds - the enemy graphic just phases through your character model, not even pretending like they're squeezing past you or anything. Naturally, this does not work in reverse - enemies are perfectly able to block you from moving through their space. The mercantile system is my other big gripe. At no point, ever, are you allowed to take your gold and actually select something you want to buy; everything is loot crates. The world runs on a 100% gacha economy. For relics, you at least get to pick from 3 (AFTER you pay, of course). For anything else, it is completely random. You will blow your entire bankroll on items that *nobody in your party can even use*. Want to spend all 200 gold on a random legendary weapon? Sorry, looks like you got the Great Sword of Cephalopod Kings. It requires at least 4 tentacles to wield effectively. No tentacles? Too bad, no refunds. I have no idea how this blacksmith stays in business, his Yelp reviews have to be just awful. Zero stars from me, I never once got a single item that I felt was worth what I paid it. Just like this game.
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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, Japanese, Portuguese - Brazil, Simplified Chinese
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
thought i found a hiddern gem at first played to valor 6 so far on hardest difficulty but what ruins it for me is : - during my turn every enemy always counter attacks at least once or twice - they move when u hit them - when hero A attacks an enemy, that enemy runs and counter attacks Hero B ? wtf ?? very frustrating when 8 enemies counter hit you 16 times, then attack you twice each, when its their turn. it just make no sense to me and ruins the fun. you cant propperly plan your turn.
Do you like RPGs with great, satisfyingly fun battle systems? Would you like that battle system to have hundreds of different skills for your characters to use? Want to fight with hundreds of different items? And maybe you'd like a game you pay for to have lots of gameplay to enjoy, like you could see yourself playing it for 100 hours or more? Then you should buy this game immediately. It is easily the best game I've ever seen with less than 200 reviews. Go full price, just straight up buy the game, no questions asked, it's worth it. The only thing truly wrong with this game is that I want more of it. Modding capability, more chapters per run, more characters to play, etc. And when you love this game after playing it (which anyone appreciating an intelligent combat-focused RPG would) you should leave a review too. This game is an absolute achievement, and more people need to know about it.
One of the better games that uses the slay the spire choose a lane method of roguelite. Uses turn based combat in place of being a card battler which turns out to be quite refreshing. Worth more than its cost without being a huge standout. For example it is better than its most similar competition Rogue Waters which is also reasonably good. 8/10
This game is played in a series of runs, each run being 3 chapters that culminate in a final boss fight. It strongly channels Slay the Spire without cards...only someone seems to have said, "Let's take Slay the Spire and put it into a tactical RPG combat system." Well, it worked. This is a fresh and enjoyable take on both genres and if you enjoy either, I recommend giving this game a try (with a caveat). Your party of 4 adventurers will face 15 encounters in each chapter that culminate in a boss fight. You get to choose what type of encounter you will face (fight, merchant, event, camp), but don't know the specifics until the encounter begins. Resolving the encounter usually means a reward that feels meaningful. Whether its selecting loot, leveling your team, or simply deciding whether to risk spending money on an unknown piece of equipment, each choice you make is an impactful tradeoff that determines how your team will develop. My only grudge with this game so far, is that pacing for unlocked new characters is too slow. So far, I've beaten the game twice and I haven't unlocked a single new character yet? I'd much prefer if the game unlocked at least 1 new character after each successful run...otherwise I will lose interest long before actually unlocking these new characters. EDIT I discovered that to unlock characters you cannot play the game on Chaos mode...just play normal mode and characters unlock...wish this was explained more clearly. Upon beating the game 1 time, it unlocked 2 characters.
J'écris mon ressenti après avoir battu Valor 10, qui est le dernier chapitre à ce jour. Il faut aussi savoir que je n'ai joué au jeu qu'avec la seconde plus haute difficulté (Paragon). Valor of Man est un excellent deckbuilder rpg tactique au tour par tour, avec un minimum d'histoire pour donner du sens aux combats sans trop en faire. L'équilibre est bien maitrisé. Au cours de mes 58H sur ce jeu, je n'ai rencontré qu'un seul bug qui a été très vite corrigé dès que je l'ai signalé (en moins d'une nuit, une maj corrective fut déployé). Au niveau du graphisme, c'est assez simple mais beau. J'apprécie. L'aspect stratégique est très bien réalisé. Il fait penser à Into the Breach, on a connaissance des actions des ennemis. Valor of Man ajoute une couche d'originalité et de complexité en intégrant la mécanique de réaction. Les ennemis effectuent des actions supplémentaires lorsqu'on les attaque; il faut donc non seulement gérer les actions propre de leur tour de jeu mais aussi les actions en réaction des notres. Au début c'est frustrant mais avec l'expérience c'est ce qui donne un côte encore plus stratégique au jeu. Chaque perso possède 3 classes dont 2 sous-classes chacune, cela fait donc 6 gameplay différents par perso. A noter que les compétences liées à cette sous-classe ne sont pas restreintes à cette dernière. Lorsqu'on monte en niveau des compétences liées à toutes les classes du perso nous sont proposés, c'est juste qu'on a plus de chance d'être proposé des sorts liés à la classe et sous-classe. Il est donc possible de vraiment personnalisé le deck de son personnage selon nos envies. Le seul point que je lui reproche est que malgré la grande personnalisation de l'équipe, il est difficile de créer une synergie outre celles qui sont super évidentes. Pour moi le fun est lié au fait de réussir à créer une synergie qui n'est pas évidente. J'ai réussi à en trouver une ou deux mais j'ai la forte impression qu'il n'y en a pas assez.
Frequent player, infrequent reviewer. This game deserves honourable mention. What a great blend of roguelite elements and CRPG action. Well executed!
It's great up until the 5th run. It becomes incredible hard to win after that. One non-boss enemy wiped my team on the first level. At that point you are playing to get the perfect run. Get the right items and not run into the worst of bosses. It becomes a game of chance instead of skill, like too many of these roguelite games.
Well worth the price.. Surprisingly good pacing as it builds up abilities equipment, and difficulty.. Huge variety in gearing leads to a lot of randomness keeping the roguelike playthroughs fresh for all 10x 3 chapter runs. The difficulty ramps up very well with the power gain... always felt like every chesslike move and attack choice mattered was life or death from start to finish.. Definately am enjoyable game
Quality tactical roguelike, excellent graphics and good sound for this sort of game. If you ramp up the difficulty to max once you're used to the mechanics, it should take a long time to win. The reaction system makes it a quite different tactical experience to most turn based combat games. Downside might be limited ability to customise your party near the start, but this gets better as you unlock stuff. Surprised it doesnt have more reviews already - hidden gem!
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