
Wallachia Reign of Dracula is a retro-styled action platformer/shooter game.
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 Aug 10 → 0.14/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
Genres
Sums Steam only; PlayStation, 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 | $9.99 | 196reviews | 71% | — | $39K |
| $14.99 | 86ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game looks cool but crashes right after the opening cinematic or when I open the control settings. I'd love to actually play it. Any suggestions on how how to fix it? I've already uninstalled it and reinstalled with the same issue. Playing on ROG Ally X.
Kind of an interesting game that on the surface looks like Castlevania, but you should approach more like Contra. Meanwhile, you've got Shinobi-like power ups that go away when you get hit. There's a bit of indy jank going on here. My framerate got a little screwy every new level, then evened itself out. Pause is set to the "select" button, which might cause a stray hit here or there. Beyond that, decent classic style game. You can see enemies and kill em before they shoot you in many cases, and the charge shot quickly takes out bosses. Patterns are pretty easy to figure out. Nothing felt super unfair once you knew what to look for; maybe you don't notice the spike pit under the grass. Maybe you don't notice the ankh next to the big flashing danger sign. Maybe you don't know to watch for stalagtites. It teaches ya what's gonna happen pretty fast, and it doesn't keep shoving the stuff in your face. Not bad. Not amazing, but for ten bucks, yeah, alright, I'll support an indy dev.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Italian, Spanish - Spain, Portuguese - Brazil*languages with full audio support
| $14.99 |
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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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is extremely well done. Picture a mixture of Castlevania, Contra, and for those who know it, "Jurassic Park: The Chaos Continues" from the SNES. I had a tremendous amount of fun with this game. The music was awesome and fitting, the artistic style and design is superb, and it was plenty challenging. I could genuinely picture this having been a game on an SNES cartridge growing up, and could have easily seen young me sinking literal hundreds of hours into this game. Comparing to similar games in the same genre, it is easier than Toziuha Night: Dracula's Revenge, and harder than Carpathian Night starring Bela Lugosi. EDIT: For those interested, I played this on Linux Mint version 21.3, with Proton 6.3-8. Played with the Logitech Gamepad F310. By modern standards, the controls could have been slightly more precise, as other reviews have pointed out. By SNES standards, I would consider them very good.
Game super desafiador, um game muito bem produzido em vários aspectos, inspirado em Castlevania de Snes e antecessores, pelo fato de ser linear seguindo somente adiante e não sendo do gênero metroidvania. O game também me lembra Blades of Vengeance do MG, em seus gráficos. O interessante nesse título, é que ele não quer retratar o Conde Vlad como o rei dos Vampiro demoníaco, ele apresenta Vlad como o impalador e conquistador, então os adversários, inimigos e chefes, são dentro de um padrão real e local da época, assim o game traz a sua própria identidade. Pontuarei uns pontos: Pontos positivos: - É um classicvania de respeito, se utilizando de ótimos recursos nos combates. - Hardcore, é um game bem difícil, principalmente se você quer fazer todas as conquistas, um prato cheio para quem é masoquista como eu... - Personagem arqueira linda - A arte ao narrar a história é bem bacana - Trilha sonora maravilhosa, impacta muito com o que esta no cenário, não tem música repetidas e possui trilha própria até nas fases de desafios. - Quantidade boa de inimigos diversificados - Fases muito ricas em detalhes - Boss no final de cada fase, e sub boss Pontos negativos: - A interface é bem crua, na tela inicial poderia esta a imagem de capa do jogo, para abranger mais a proposta do game. - Tem um bug na primeira fase após eliminar o navio, quando você pula de um caixote para outro, o pulo da uma falhada, assim, você morre caindo na água, ainda não foi corrigido isso. Me aventurei muito com esse game, principalmente para mim um fã de Castlevania, sofri bastante para platinar, principalmente nos desafios, parabéns ao time da Migami Games, game maravilhoso!!!
8/10 - You will replay levels a lot, unless you are better than me.
This looks nice, presentation is great, the stages have nice set pieces and transitions on them, and the level design was "ok". I remember the early stage songs were a banger but I have a hard time for the life of me remember the later stage music - I guess it was alright? There's certainly a strong arcade vibes here. Some flashy action set pieces, lot of shooting arrows, some occasionally light platforming. Stages are made up of several parts with bosses to end each one. Familiar attacks felt roughly balanced considering their energy costs and each of them had at least some seeming niche usage which is all good. I would say it's a good game, but I would be a bit hard pressed to call it a great one due to numerous various grievances. It doesn't seem like a bad purchase for some 5-10 bucks. [h2]Suggestions & Grievances[/h2] In normal mode the continues are infinite, so you can brute force your way through the game with that. I was a bit confused as to why there wasn't some sort of a [i]"load game"[/i] option where you could start from the beginning of the stage you had gotten so far considering there are infinite continues in the normal mode, but I've come to learn that the change away from limited continues on normal was an update done at a later point after release so I can get why any sort of 'save' functionality might not have been planned from beginning. I think a more fitting approach for this game instead of the infinite continues one might have been the classic one seen in beat 'em up arcade games with limited "credits" where upon dying you continue right from where you died instead of reloading the stage/screen. This would allow you to still brute force certain sections and/or bosses to get glimpses of the further stages, but getting through the full game would require getting better at preserving your "credits". However, I understand that this sort of change might be too late to make at this point of the game's life cycle. Personally, one of my biggest gripes would in fact be with the use of default arrows, which you have an infinite amount, and it's preferential to keep firing them out constantly out in front of you as you travel. Running and gunning is the name of the game, basically with potential carpal tunnel being the main drawback for the arrow spam. Perhaps this is the default for arcade games of this type and it just isn't my jam [i](though from what I recall games like Contra allowed you to also hold down the shoot button even if it might not have given you the optimal fire rate)[/i] but you can easily start feeling some trouble in your hand about 3 stages in if you ask me. You could assign your controller's turbo on that button [i](provided you have access to functionality like that as a player)[/i], but that would prevent you from using the 'charged shots' which require you to actually hold down the button unless you also then somehow assign the non-turbo version of the arrow shooting to yet another button. I would have liked it simply been possible to hold down the bow button to attack with the default arrows and perhaps the charged shot would be tied to another button. Alternatively, and the solution I would actually prefer, is that the number of default arrows would have also been limited like the special arrows, say 50-100 at start of stage or something and say like additional potential drops throughout the stage [i](think for example the classic Shinobi games with limited shuriken)[/i]. This would encourage additional usage of the sword, as well as spending more time thinking about the scenarios where the usage of the special arrows might be more optimal over the default ones - rather than say often defaulting to simply saving the special arrows for the stage bosses. Limiting the number of default arrows would additionally push players towards their tactical usage in that it would put an emphasis on the charged shots that I think I would be healthy one since at least personally with the current infinite arrows I simply often forgot that charged shots were even a thing that existed. I do realize that this sort of change would be a major one considering that the game is pretty much finished as it would among other things essentially require checking out that the whole game is entirely completable - at least theoretically - by only using the sword... though perhaps given the in-game only-sword stage 2 achievement maybe this wouldn't been as far-fetched as it might sound initially? Another more of a personal gripe of mine would be the excessive use of on-touch hit boxes where I would like that with enemies that have their actual attack swings, they would also not have so aggressive on-touch hit boxes, but I mean I get it's the usual default. I should clarify that obviously enemies such as horse riding ones should have a hit box in front of them when they are charging but maybe less so when they are basically standing still and idle. Anyways, there are other various minor annoyances I found throughout. While you're in the [i]"holding aim"[/i] stance, this locks you out of using your melee sword attack, which seems unnecessary to me. There doesn't seem to be any sort of sound or such when you try to activate your familiar without having the minimum required energy that confused me a bit first time around. Another recurring issue seemed to be that the camera should have often been more panned towards the up of the screen rather than straight-middle. This created some awkward 'climbing' sections where it's hard to see the enemies and your - as well the enemies - projectiles got often [i]"eaten up"[/i] by getting off-screen when you tried to [i]"peek up"[/i] to see the enemies. There were several occasions where the bottom section of the screen simply didn't have anything but ground to show yet the camera was centered dead centre on the main character rather than being more eager to show the upper sections. [h2]Some stage-by-stage commentary[/h2] [spoiler]To me it felt the stage 4 was easier than stages 2 and 3. On stage 5, part 2, the pit with the hounds has the aforementioned camera panning problem. The boss of this stage felt quite janky, easily repeating patterns, and sometimes feeling like nigh undodgeable if you don't abuse its AI. Once you figure out a strat, you can take it down in like 30 seconds but it felt quite weird to pull off and not necessarily intended(?).[/spoiler] [spoiler]In stage 6 it felt strange to me that also the rocks which had fallen but had stopped moving were still dealing damage while entirely stationary in the ground. I would have expected their hurt boxes to have gotten disable by that time. In cliffs the camera panning issue felt very apparent. There's a strange arrow power-up pickup at the start of the cliffs which seemed pointless considering I think all of the enemies in the area die from one normal arrow and you seemed to get another arrow power-up in the caves right after. In the caves I would make the first spike on the ceiling start shaking prematurely so the player would be alerted to the fact of such potential hazard being a thing the first time around. Projectiles getting eaten up by awkward camera centering was especially noticeable in the vertical screen with the crossbow & shield soldiers. Bear boss seemed kinda dumb - it is basically just meant to be a DPS check where if you dish out damage fast enough it's an easy clear but otherwise you're in trouble?[/spoiler] [spoiler]Stage 7 honestly felt quite solid all around. Felt it might have gotten extra polish in design and playtesting. Definitely like a notch up from the couple of levels preceding it. In hindsight, I think the mid-to-late sections of the game - stage 7 notwithstanding - were the most roughest and felt like some extra work could still be done to make them feel better to play.[/spoiler]
Динамичный и атмосферный run n' gun, в средневековом сеттинге в духе всем известной серии. + Замечательная музыка. Игра не лишком сложная (в сравнении например с той же The Lecarde Chronicles)), по крайней мере на сложности Normal. Дальше - уже исключительно по желанию. Любители челленджей явно найдут для себя что то своё. ps: Game need soundrack DLC.
El juego no cuenta con punto de salvación para ir avanzado nivel a nivel, Es mas de estilo arcade que de consolas. Jugar con mando es complejo pues configurar los botones es tedioso.
[h2] Contra meets Castlevania in the best possible way. [/h2] Aiming, shooting, sliding, and jumping through seven levels with the backdrop of Vlad Dracula's clash with the Ottomans. Controls feel good enough, collectible upgrades are cool, and your arsenal can wreck everything in sight if used properly. The pixel visuals are pleasant, and the music ranges from fine to outright amazing. There is a nice little historic plot going on, but it doesn't intrude on the game and isn't overarching enough that you can't skip it, which is how games like this should be. There's the slightest bit of jank, but learning the ins and outs of the game makes it manageable. The Extras section is packed with stuff to do based on your completion of the game and makes it more than worth the cost. Also, the game being fairly engaging and about an hour long (if you're quick) makes it highly replayable. I 100%ed this game and I love this genre, so I know what I'm talking about. Give this a shot, especially given how cheap it is. (Edited a typo.)
Ho letto che questo gioco è come Castlevania, che come Contra, forse le pessime versioni arcade. Ed è questo che Vallachia è, un mediocre gioco arcade, per me è molto più simile al primo Robocop della Data East, il personaggio ha una hitbox ENORME, qualsiasi cosa vi fa male(anche la criniera di un cavallo). Rigido, estremamente rigido, potete sparare nelle classiche direzioni, ma i nemici possono sparare da qualsiasi angolazione, I potenziamenti delle frecce sono totalmente inutili, uno spread talmente largo che cicca tutti i nemici, frecce di fuoco che fanno più danno, e le frecce verdi che attraversano le difese...quando ne hanno voglia(nel 90% dei casi non funzionano). Parlando di cose che non funzionano, il salto fa schifo totalmente ritardato anche se doppio, il salto di questa cretina non sarà MAI veloce come lo premete, ed in un gioco difficile non è una buona cosa. La programmazione dell'invulnerabilità è totalmente sballata, a volte dura a volte venite beccati continuamente. Graficamente è....ok, molto amatoriale ma carino. Le musiche belle. Voto 5/10...come per le elementari "gli sviluppatori sono bravi, ma per questo non si sono impegnati" Evitatelo...o prendetelo con un grande sconto.
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Players by region
Where this game's players are, estimated from review languages.
Related
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