
The horribly toxic Swamp King has risen once again! Gather your party and set out on an open world, retro-styled, RPG adventure. Powerful mystical artifacts are scattered about the world, each able to grant you new powers. Which will you choose? What is your destiny?
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 10 → 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

THE WARRIOR
THE HERMIT
THE SHAMAN
THE MONK
THE DREAMER
THE EXPLOREREngagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
https://youtu.be/hTmgbR0b_t8 Providing a large amount of content is ambitious but far many decisions are frontloaded on the player without ample context resulting in blind decisions and unclear goals.
正統派なRPGをやりたくて買ったけどちょっとイマイチ… ・職業の違いが分かりづらい。 クリア時の職業は下記4種を使ったが探検家と野武士の違いがイマイチわからなかった、 正直、戦士二人と呪術師二人(戦闘役、回復役)構成にするのが一番効率が良かった気がする 銃と弓はアイテム欄を圧迫するので序盤から終盤まで使い道がない 戦士:HPと物理攻撃特化、魔法は使えない 探検家:物理攻撃も魔法も使えるが中途半端、専用武器は銃弾が必要なので使いにくい 野武士:魔法も使えるが探検家より物理寄りで会心が出やすいような気がする、専用武器は弓矢が必要なので使いにくい 呪術師:一般的な魔法使いタイプ、MPが伸びるが脆い、全体全回復は絶対にこいつに覚えさせないとキツイ ・アーティファクト周りの扱いが不便 魔法は各地にあるアーティファクトを見つけてキャラに覚えさせることでるようになるが、 一度キャラに覚えさせたら別キャラに再振り分けできない これはファミコン時代のRPGの不便さを彷彿とさせるのでアリといえばアリだが、 やっぱりゲームとしては自由に付け替えさせてほしい 全体全回復をMPの低いやつに覚えさせてしまったら詰む ・戦闘バランスがダイナミック 結構取れている方ではあるのだが一発のダメージがでかく、雑魚戦で毎回満身創痍になる 戦士以外は本当に紙装甲なので、途中の村で売ってる防御力の上がる武器以外装備させる選択肢がない 前述の通り、戦闘バランスがダイナミックなので2列目にいた探検家があまりにも死にすぎてうんざりした ・世界が狭い これから中盤かな?と思ったら終わった ・ゲーム中に表示できるマップがない せめてアイテムとして表示させてほしかった 外人さんが作ってくれた画像を片手に進めた ・イベントの選択肢は面白いがストーリーに影響はない 旅の途中、いろいろなところで選択を迫られる、これはロールプレイをする上では結構面白い ただ、選んだところでその後の展開に大きく影響はしないのでちょっと寂しい ちなみにどっちを選ぼうが詰んでしまうような選択は特にないので自分の好きな道を進め! ・インターフェイスが不親切 これはファミコン時代感を出すためにやってるのかもしれないが、現代のRPGになれた人間にとってはやりにくい 一人10個しかアイテムを持てない(装備含む) ・ストーリーは王道ではない 正直もやもやしているのはここが一番でかい もう魔王ぶちのめしてスッキリしたかった
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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, Japanese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
Honestly, this got me into turn based RPGs. Really love this game, the ONLY negative thing imo is that it isn't bigger. For how small the game is file size wise, though, this game has a surprisingly massive amount of content. I would KILL for another open world turned based RPG from Bluffman, but like... bigger, lmao. Literally one of my favorite games, I really look forward to more from him. The world really engaged me, although if I had to say why I couldn't really put my finger on it. It's just a great game.
Really enjoying this weird little game I found through [url=https://twitter.com/Nymphomachy/status/1546329357676752896]Vapor Weyne's threads[/url] on it A lot of grinding and a lot of consequences, which I don't know, I just don't find in a lot of games anymore. The side quests are incredibly original and interesting.
DQ5の花嫁を選ぶときのような悩める体験がドット絵のRPGでしたかったのですが、Artifact Adventureがそれを叶えてくれました。あらゆるイベントに悩むだけの要素があり、どんな手段を選んでもそれぞれの結末が見られます。 善人プレイも悪人プレイもできるのがよいですね。長さも戦闘バランスもちょうどよかったので個人的にはとても楽しめました。
There is a lot to dislike about this game and all of the dislike involves boneheaded design decisions. You would expect aged graphics, pixels, etc but not the stupid design elements. Being able to save only in towns which are far apart is not the worst. The worst is that the character in the lead of your party always gets the ability or boost, you don't know what it will be and you only get one chance. If your warrior is in front and the ability is a magic one then it is wasted. Each character has a tiny inventory in which you have to carry everything including what you wear. There is more but that is enough to make me sorry I ever spent 10 hours on this game.
2d bitmez tükenmez rpglerden kötü
Artifact Adventure is a retro-styled role-playing game built around exploration, meaningful choices, and the freedom to shape a journey instead of simply following a rigid storyline. Developed by bluffman and published by PLAYISM, it deliberately recalls the appearance and mechanics of early Japanese RPGs with its pixel graphics, turn-based battles, compact character classes, and straightforward interface. Beneath that nostalgic exterior, however, is a surprisingly flexible adventure that places considerable importance on where the player travels, which situations they become involved in, and how they resolve the problems encountered along the way. The story takes place in a fantasy world facing the threat of the Swamp King, but the game does not constantly force the player toward the next major objective. Exploration is a central part of the experience, with towns, characters, quests, enemies, and secrets scattered throughout the world. This freedom makes wandering worthwhile because discovering a location can lead to an unexpected event rather than merely another combat encounter. Players who enjoy searching every corner of an RPG map are rewarded more generously than those who simply want to move directly from one story objective to another. One of the game's defining ideas appears near the beginning, when the player must make an important choice between valuable advantages. Options such as an airship, a powerful artifact, or the Key of Time encourage distinctly different approaches to the adventure. Mobility can make exploring the world considerably more convenient, while other choices emphasize abilities or access to mysteries. Because the player cannot simply begin with everything, this decision immediately introduces the concept that gaining one opportunity may mean giving up another. It also gives repeat playthroughs a stronger purpose. Quest design expands upon this philosophy by allowing decisions to influence later outcomes. The player is frequently given room to decide whether to intervene in situations and how particular problems should be handled. Instead of treating every quest as a checklist with one correct conclusion, Artifact Adventure makes the player's actions part of the story. Its large collection of possible ending variations reflects the accumulated consequences of these choices. Not every ending represents a completely different final chapter, but the system still provides an entertaining sense that individual decisions leave a mark on the world. Party construction offers another source of flexibility. Players assemble a four-character group using six available classes, including the Warrior, Hermit, Shaman, Monk, Dreamer, and Explorer. Familiar archetypes make the system accessible, with the Warrior serving as a durable physical combatant and the Shaman providing magical strength. The Hermit mixes ranged capabilities with useful support functions, while the Monk favors speed and physical offense. More unusual options such as the Dreamer and Explorer provide additional possibilities for players interested in less conventional party combinations. Combat remains firmly rooted in traditional turn-based RPG design. Battles revolve around selecting actions, exploiting the strengths of individual party members, managing resources, and gradually improving the group's effectiveness. The system is not overloaded with modern layers of mechanics, which makes it easy to understand but can also leave encounters feeling comparatively simple for players accustomed to more elaborate contemporary RPG combat. Much of the strategic enjoyment comes from creating an effective party and learning how different classes complement one another rather than mastering an exceptionally complex battle engine. The visual presentation is intentionally modest. Pixel artwork and simple environments evoke the era of classic console RPGs, while the interface favors function over spectacle. This approach gives the game a consistent identity, although it also means that players expecting detailed animations, cinematic storytelling, extensive visual effects, or lavish production values may find the presentation sparse. Its charm depends heavily on whether the player appreciates minimalist retro design. Imagination fills in many of the details that a modern RPG would normally present through elaborate graphics and cinematics. Where the experience becomes particularly rewarding is replayability. Different opening decisions, alternative quest resolutions, multiple party configurations, exploration choices, and numerous ending outcomes make it difficult to experience everything in a single journey. A second playthrough can therefore be approached as more than simply repeating the same campaign. Choosing another initial advantage or building a substantially different party can alter the rhythm of exploration, while making different decisions reveals consequences that were previously unavailable. Steam Deck compatibility is officially listed as Unsupported. Players primarily interested in experiencing it on Valve's handheld should keep this limitation in mind rather than assuming that the simple controls automatically guarantee full compatibility. Its design may appear ideal for portable play, but the official Deck classification does not currently provide that assurance. Overall, Artifact Adventure is most successful when treated as a compact tribute to classic RPG design that gives players considerably more agency than its simple appearance suggests. Its combat and graphics are deliberately old-fashioned, but its open exploration, consequential decisions, party customization, and extensive outcome system create an adventure with genuine replay potential. It will appeal most strongly to players who value discovery and choice over cinematic presentation, while those seeking sophisticated modern combat or high-end visuals may find it overly restrained. The combination of nostalgic mechanics and nonlinear progression nevertheless gives it an identity that extends beyond being a simple retro imitation. Rating: 7/10
I -LOVED- this game. I normally don't go for games that are this difficult, which says something about how amazing this is.
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Players by region
Where this game's players are, estimated from review languages.
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