
Through victory and defeat, traverse the merciless trials of hell.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
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 | $9.99−60% | 2.3Kreviews | 86% | — | $1.1M |
| $24.99 | 3.5Kratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 139 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩的,无双和rougelike玩法的结合。 但是感觉关卡内容有点偏少了,玩到后面显得过分单一了,来来回回这些怪太审美疲劳了 后面难度还蛮高的,我是没坚持到通关,打完全成就就撤了 听说付费DLC会改变游戏内容,可惜还没玩过起源,感觉一般
最初はぺちぺち叩くだけで何が面白いんだろうと思ってましたが固有戦法と印を集めてビルドを組む面白さに目覚めると何度でも挑戦したくなる魅力が出てきました スルメみたいなゲーム
Egregious amounts of DLC. Like... ridiculously priced and way too much of it
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 5: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Jul 30 → 2.71/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.
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, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $9.99−60% |
| — |
| — |
| — |
| 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 139 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ボス戦の爽快感0です。攻撃してもパスパスみたいな音しかしないし、空気殴ってるみたい。期待外れ残念。
剛開始玩挺好玩的, 各種特效都還挺炫的, 角色跟各自連招都滿多的, 只是煉金工房的角色強度未免也太高了吧?? 召喚技可以把其他角色也都叫出來, 要降低難度幾乎必選。 整體都還算好玩, 但最後如果要解成就的話, 會覺得農又無聊。 建議打折入手。
该说不说,玩法老是老了点,但是玩起来真爽啊,随随便便就玩了一天,游戏本身也不占内存(才4个G),偶尔拿手柄搓一把挺解压 另外DLC当本体卖这块儿还得看暗耻,谁买谁是傻比 你问我买没买?[spoiler]因为我是个傻比脱裤魔无双孝子,所以我买了,并且都打了好评 [/spoiler]
The best game KT has made in a long time
Developed and published by KOEI TECMO GAMES CO., LTD., WARRIORS: Abyss boldly reinvents the familiar Musou formula by combining the series' trademark large-scale combat with the addictive progression of a roguelite. Rather than recreating historical conflicts across sprawling battlefields, the game transports players into a supernatural version of the underworld where survival depends on overcoming endless swarms of enemies. This fresh setting immediately distinguishes the experience from previous Warriors titles while preserving the exhilarating spectacle of defeating countless foes in rapid succession. It is an ambitious genre crossover that feels designed for players who enjoy both action-heavy gameplay and the satisfaction of building stronger characters through repeated runs. Combat remains the game's defining attraction, delivering the fast-paced action that has made the Warriors franchise popular for decades. Every encounter fills the battlefield with massive enemy formations that encourage aggressive attacks and constant movement. The responsive controls, signature combo system, and powerful special abilities create a satisfying rhythm as players carve through overwhelming numbers of opponents. A new summoning mechanic expands the combat beyond a single playable hero, allowing recruited warriors to unleash devastating support attacks that can instantly shift the momentum of battle. The screen frequently erupts with explosive visual effects, making every successful combination feel rewarding without losing the accessibility that the series is known for. One of the game's greatest strengths is its remarkably large roster of over one hundred legendary heroes drawn from across the Warriors universe. Instead of simply selecting a favorite character, players gradually recruit allies throughout each run and assemble teams capable of producing powerful ability combinations. Every hero contributes distinct traits, passive bonuses, and combat skills that encourage experimentation. Finding unexpected synergies between different warriors becomes one of the most enjoyable aspects of the experience, as certain combinations can transform an average run into an unstoppable assault against the endless armies of Hell. This emphasis on customization gives the gameplay a surprising level of strategic depth despite its straightforward action mechanics. The roguelite structure also succeeds in making repeated playthroughs consistently engaging. Every defeat contributes resources that unlock additional heroes and permanent upgrades, ensuring that progress continues even after unsuccessful attempts. Instead of punishing failure, the game motivates players to learn enemy patterns, refine their strategies, and explore new character combinations with each successive run. Randomized encounters and evolving builds prevent the action from becoming overly predictable, while the steady stream of unlockable content provides long-term goals that reward persistence. This progression system complements the fast-paced gameplay exceptionally well, creating a satisfying loop that encourages players to keep returning for another attempt. Visually, WARRIORS: Abyss embraces a darker atmosphere while maintaining the colorful flair associated with Musou games. The infernal environments create an appropriate backdrop for the supernatural premise, and the dramatic lighting, elaborate character abilities, and spectacular summoning animations ensure that combat remains visually exciting throughout extended sessions. Despite the overwhelming number of enemies and effects displayed simultaneously, the presentation generally prioritizes readability, allowing players to react to threats without losing track of the action. The game's technical optimization also helps support the chaotic battles, making its large-scale encounters feel fluid and responsive on a wide range of modern hardware. Although the game successfully introduces several new ideas, players expecting the traditional structure of Dynasty Warriors or Samurai Warriors may need time to adjust. The narrative takes a back seat to replayability, and the repetitive nature of roguelites means the core gameplay loop depends heavily on whether players enjoy refining builds across multiple runs. Likewise, the contained arena-based structure lacks the expansive battlefields and historical campaigns that define the franchise's mainline entries. However, these design choices are intentional and ultimately support the game's focus on fast sessions, experimentation, and long-term progression rather than cinematic storytelling. WARRIORS: Abyss stands as a confident reimagining of one of KOEI TECMO's most recognizable franchises. By blending the satisfying crowd-clearing action of Musou combat with roguelite progression, randomized builds, and an enormous cast of playable heroes, it delivers an experience that feels both familiar and refreshingly different. Its engaging combat, deep customization options, and highly replayable structure make it an appealing choice for longtime Warriors fans willing to embrace a new direction, while also serving as an accessible entry point for players who enjoy modern action roguelites. Although its repetitive structure and reduced narrative focus may not appeal to everyone, the overall package is polished, entertaining, and filled with meaningful progression that rewards experimentation. Rating: 8/10
this game on paper looks fun but the port is bad and barley started after trying with the corrupted save file
One of the greatest asset flips of all time.
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.
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| — | 0 | — | — | |
| — | 0 | — | — |
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