
Verho, a Dark RPG following the tradition of the King’s Field series, takes place after the catastrophic Era of Solitude, where masks have become the only protection against the Curse of Faces. Travel to the land of Yariv, find the source of this scourge and face its dangers.
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): 0.71/day in the week to Aug 27 → 2/day in the week after.
About

The Curse of Faces - where revealing one's face means instant death – has befallen the world. Humanity was brought close to the brink. After 264 years of "the Era of Solitude", a symbol of safety appeared – Masks. While the origins of the curse are still shrouded in mystery, many travelers still venture to the source of this curse in an attempt to reveal its secrets. Will you strive to lift the curse from the world, or will you harness its power for your own ends?
The choice is yours.




Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.2Kreviews | 91% | — | $617K |
| $24.99 | 109ratings | 95% | — | not modelled | |
Engagement
Reviews
Themes across 155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Пройдена сюжетка и пост-сюжетный босс раш (так же выполнены некоторые долгие ачивки по гайдам). Приятная простенькая RPG с геймплейным настроением Arx Fatalis или Dread Delusion (разраб вдохновлялся "папой" Соулсов - King's Field). Проходил за мага и очень не хватало ячеек заклинаний - приходилось часто лезть в инвентарь, чтобы поменять. Интересный лор, интересные сюжетки, а вот левел-дизайн немного пьяный: какие-то локации быстрые, а какие-то долгие. Финальная локация до жути растянутая и по ощущениям проходится столько же, сколько и пять локаций вместе взятых до этого. А ну и еще монстры иногда полностью игнорируют стены атаками: хоть дальние, хоть ближние, хоть рывки в игрока...
Это лучшее во что я когда либо играл, не жалею о покупке
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Simplified Chinese, Russian, Portuguese - Brazil, Japanese*languages with full audio support
| $12.99−35% |
| 20ratings |
| 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 155 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Flawed, yet charming. Gets irritating due to balancing issues towards the back half, though - was designed around you dancing in and out of your enemy's threat range, and focusing all your energy on melee combat over anything else being anywhere near as effective, and then makes you deal with enemies that break this rule and purposely run from your reach. Magic is practically useless outside of utility and element-imbuing spells due to the difficulty of both inventory management being slow and clunky, and the fact that most spells are underwhelming in regards to damage. Still liked it a good bit in spite of these.
Simple, graphically and mechanically (not necessarily a bad thing). The enemy designs and level layout are fantastic. The endgame can require a bit of grinding, especially the final realm, which is not required to beat the game. All in all had lots of good experiences with this game.
[h3]A very effective Kingsfield-like that loses steam as it progresses but is still a fun ride[/h3]. Verho is a really neat game and extremely impressive given that it's pretty much just a single developer's project. From the outset the game clearly wears its inspirations on its sleeve - if I were to try and describe it I'd probably summarize it as "it's Dark Souls 2 but with Kingsfield gameplay". It has a lot of the worldbuilding, level-design and progression elements that Dark Souls 2 had but with Kingsfield-style combat, character building and enemy design. Now I'm someone that loved both of those games so this is great but there's areas where the two just don't marry into eachother as effectively as I was hoping they would and the game also unfortunately carries some of the more pressing problems those games had. For starters - the scope of the enemy/boss encounters starts to massively outpace what the game's engine is actually capable of. Later bosses tend to have extremely grandiose, complex movesets which look visually spectacular but aren't too fun to play around when you're operating without meaningful dodge, block, parry or combo mechanics. For what it's worth I didn't really [b]struggle[/b] on most bosses but also found myself confused and overwhelmed a lot of the time, taking damage from a lot of off-screen projectiles/shockwaves and just hitting the heal button. There's also a major issue with practically every enemy in the game for some reason ignoring walls/geometry and just clipping right through them. There's a few 'ghost' enemies this works for but when a random knight or zombie just phases through a cliff to smack you it leaves you feeling very confused. I feel like the developer realized this was an issue since the game absolutely floods you with healing potions and there's no animation/cooldown for using them. You can literally hammer the 'heal' button for an entire bossfight and indeed a lot of the later bosses tend to play out this way. This issue with scope also extends to the story, where later portions of the game try to capture some grand narrative and climactic end setpieces but the actual presentation is so archaic that it becomes impossible to follow what's actually happening. Lack of cutscenes or any kind of 'lore' like the Dark Souls item descriptions tend to provide mean you often end up just following along, killing bosses and not really understanding why. Those problems aside, it's a very good game. I was impressed with how smooth the level progression felt and how cool all the different weapons were. Spells all feel very functional and enemy weaknesses actually feel meaningful. I also really liked all the different NPCs - they felt much better than a lot of FromSoft's recent NPCs in my opinion and there's actually really cool pay-offs to most of their quests if you do them right. Overall, Verho is a great game that mostly just needed a second developer or some publisher oversight to reign-in some of the more 'ambitious' parts of the game and smooth-out some of the functional and narrative creases the game has. In that sense it actually feels even [b]more[/b] like Dark Souls 2.
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 |
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| — | 0 | — | — | |
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| $9.9K | 26 | 92% | $14.99 | |
| $7K | 66 | 91% | $9.99 | |
| $3.9K | 28 | 39% | $5.99 | |
| $2.7K | 15 | 100% | $6.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $616.9K | 1.4K | 76% | $12.72 | |
| $616.9K | 3.2K | 66% | $9.99 | |
| $617.2K | 1.5K | 73% | $14.99 | |
| $617.4K | 2K | 98% | $14.99 | |
| $617.7K | 1.8K | 97% | $9.99 | |
| $618K | 1.5K | 88% | $19.99 |