
Vambrace: Cold Soul is a story-driven roguelite set amidst a frozen landscape. Plan expeditions, then journey to the cursed city surface with your party. Wield unique powers, avoid traps, brave strange encounters, and survive deadly combat in this gothic fantasy adventure!
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): 0.14/day in the week to Sep 1 → 0.14/day in the week after.
About

Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 955reviews | 66% | — | $461.9K |
| $24.99 | 454ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Просто феноменально гениальная мысль, делать секрет руму которая тепает тебя в любую главу игры, в которую можно зайти при ПЕРВОМ прохождении, так еще без возможности вернутся назад, сохранив свой прогресс
养成要素只有装备和主角加点,所有伙伴数值是固定的不存在强化要素,只能在扎营的时候使用道具和换装备玩起来非常不爽,战斗几乎毫无难点,有多结局的前提下没有多周目选项只能开个新档,只能说抄暗黑地牢也没抄明白,纯靠美工撑着的游戏,剧情排除背景设定外有没有3000字都难说,主打一个所有内容全写在设定里。
贫瘠的游戏内容与剧情,不能跳过快进的对话,只有一次触发与完成机会的任务,服装与成就收集强制多周目,屎一样的存档机制 以上一连串的COMBO让这游戏连中庸都称不上,奔着美术来的为了服装收集更会品到这游戏的致命缺陷 一坨纯粹的大便
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 32.25/day in the week to Jul 19 → 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, French, German, Russian, Simplified Chinese, Ukrainian, Spanish - Latin America*languages with full audio support
| $2.49−90% |
| 251ratings |
| 66% |
| — |
| not modelled |
| $2.49−90% | — | — | — | 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.
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
补给品必须扎营才能使用 支线任务会占用NPC导致主线任务卡死 核心玩法不好玩 剧情演出烂的一批 多周目没有任何成长 只有衣服会继承
Хороша гра та історія. Грав на середній складності, проблем з проходженням не було. Бракувало діалогів зі своїми компаньйонами (там просто фрази, які повторюються), також не вистачало варіативності у виборі компаньйонів, так, там є декілька класів, але в кожного класу статичні характеристики (був би рандом, то було б бажання полювати за кращими характеристиками) В загальному [b] РЕКОМЕНДУЮ [/b], можна відпочити граючи. Дякую за українську локалізацію <3
[h1] The type of flawed game only niche players can like [/h1] The good stuff I liked: -The amount of detail the game has, like every district has a different map layout, backgrounds, some enemies have stronger versions, etc. -Nearly, every dialog from NPCs changes depending on which chapter you are and which decisions you took so far. -The main character Lyric has 26 different costumes, each with different poses, animations and sprites. Very impressive, kudos to the director (who is also the main artist in Dvora (formerly Devespresso) who went the extra effort to make every costume unique and different. -The amount of world building the game has it's massive and interesting, when you count all the notes in the codex you collect, you could make a movie or tv series out of this. -The items? All of them have a function and aren't there just to clutter the inventory and...man, I really like when stronger versions of equipment look bigger, stronger and better rather than just being lazy recolors. -Character design is fantastic you can clearly see the class, faction and main role in the party from a quick look. -The soundtrack is so-so at the beginning but starting with chapter 5, the bosses get some kickass songs and when you reach the endgame, only then, you hear the best the soundtrack has to offer. That and the ending song when you beat the game. -Very likeable characters, even if they are flawed in a way, it makes them more memorable. -The classes the game has are very varied, which let you build a really efficient party for your questing. -The last chapter and it's last battles are the most hype ♥♥♥♥ ever. The meh to bad stuff that needs a rework or fix: -A proper NG+ mode, because the one you currently have, only let's you select chapters (for those that are seeking costumes in later chapters so they can skip earlier ones) but there isn't a NG+ where your whole inventory carries over (except quest items to avoid conflicts of course). -The 50/50 events (?) while exploring X district need some rework or indicator to make them worth the risk, otherwise you can just ignore them and they are an empty slot in the map. -Some rare items can only and only be found through high sleigh or merchant skills, so if you want them, you need someone in your party that expertise in either of these and pray that you get the rare class exclusive equipment that greatly improves the main skill of X member in your party. -Some quests and the game itself need a quick-travel from area to area, there is a certain quest when the fade-to-black screen is very notable, and having to go from X to Y when they are very far away is quite tiresome when you visit those areas often due to sidequests and note hunting. -RNG may be good or bad, you can crit, miss or get blocked in-combat. The same goes for your enemies. The targeting also comes into play because they might focus on 1 or 2 party members and thus end up with low hp after the combat ends which really sucks when you are 4 to 5 rooms in advance of the map. -Kinda sucks how some costumes are mutually exclusive, so if you get A costume, you won't be able to get B costume unless you start a new save. I guess this is the devs encouraging replays. -There should be a clear indicator of what and when your choices affect the ending you are gonna get (NG+ gives you some but it doesn't specify if other actions can also affect the end, like saving characters or picking X or Y in certain quests. -Trial and error might be the biggest issue with this game. Because when you start and you see all this info in your first playthrough, there is bound to make mistakes which will force you start over from the beginning of the map. Like, HOW WAS I SUPPOSED TO KNOW THAT when you realize something with and without a guide. I'll give them a pass with the few puzzles because they weren't that hard. -Traps are ass, even someone with high awareness has a low chance of failing the check which ends with lower health/vigor or one of the several debuffs that you can get and you can only remove when you reach a camp. -I feel like inventory should be separated from perk points in ways to upgrade it, that's just me, maybe the devs are right on putting it with the others when spending perks to upgrade Lyric but eh... -While the fast forward option is nice in-combat, there should be another one for exploring (no need for CE's speedhack lol). And despite all this, I wish for a sequel of this game with hopefully, a very different and improved gameplay. (I know there is vambrace: dungeon monarch but I haven't played that yet and looks like a spin-off).
吉田直树应该是玩了这个游戏才做出ff16的装备系统吧
游戏美术也就还说得过去。缺点实在太多:首先是引导严重缺失,城里和地图界面完全不显示即将进入的区域名称,招募队友时也只能看到基础属性,完全看不到技能介绍,全靠盲选。其次是任务界面做得过于隐蔽,我玩了 7.7 小时才发现居然有这个界面;而且很多关键选择是不可逆的,游戏却完全不做提醒,很容易误操作导致剧情崩掉、任务直接废掉。最后是整体节奏太慢,内容也偏枯燥,战斗速度不能长期加速,只能靠长按键盘临时快进;养成系统也很敷衍,只有主角可以靠加点成长,其他队友完全没有养成深度,只能靠堆装备数值,玩久了特别乏味。
이거 진짜 이상함 그래픽이나 게임요소는 잘 만든거 같은데.... 인터페이스라고 해야하나? 너무 구림 웃긴게 상대방 데미지는 메인화면에 보이는데 내 데미지는 위에 상태창? 에 보임 그래서 어느 화면을 보고 전투를 해야 하는지 모르겠고 스킬 설명도 일반 화면에는 안떠서 계속 캐릭터창에 가서 스킬 확인해야함 게임을 만들어본 사람 반 그리고 안만들어본 사람 반이 모여서 만든 게임같음 분위기는 대작 느낌인데...........좀 많이 많이 아쉬움 추가 : 좀더 해보니 대충 알겠음 이건 게임을 하라고 만든게 아니라 만들어야 하니까 만든 수준임. 지도도 이상하고 길도 이상하고 중구난방임 이랬다가 저랬다가 모든것이 이랬다가 저랬다가 통일성이 없음 이 게임 저게임 보고 이사람 저사람이 이 아이디어 저 아이디어 넣어서 짬뽕을 만들었는데 드럽게 못 만든거임.........스토리도 그렇고 ......이걸 누가 기획이나 조정을 파워있는 사람이 딱 조정해서 넣을꺼 넣고 뺼꺼 뺴고 해야하는데 그렇게를 못했음......분위기는 대작 느낌인데 아쉬움 근데 더 하다보면 아쉬움보다 빡침이 점점 커질꺼 같음.......아 그리고 전투도 정말 재미없고 긴장감없음 자신들이 만든 전투설명도 안해보고 쓴거 같음.... 이겜 개발자중 몇명이나 이게임을 실행해봣을지 궁금함........해봣으면 이렇게 만들진 않았을듯
Like - artwork. - Decent story, - protaganist Dislikes - The game is too easy - UI is bad. Conclusion A decent game and a decent story and easy to 100% without too much repetiton thanks to the skip room.
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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