
Blasphemous is a brutal action-platformer with skilled hack’n slash combat set in the nightmare world of Cvstodia. Explore, upgrade your abilities, and perform savage executions on the hordes of enemies that stand between you and your quest to break eternal damnation.
Most likely between $15.7M and $44.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 90% | approximately $26.2M |
| Google Play | $7.99 | 89% | approximately $695K |
| PlayStation | $24.99 | 93% | — |
| Xbox | $6.24 | 90% | — |
| GOG |
Cheapest copy: ≈ $0.36 on Xbox · Türkiye (−99%). Compare 47 prices in 15 markets →
Reviews
Themes across 2321 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| $2.49 |
| 88% |
| #177 |
| Epic | $24.99 | 96% | — |
| Nintendo | $6.24 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
it good because gameplay good yeah it good and that is good because if a game is good it is good yeah
la mejor manera de evangelizar por un largo rato.
Such a great game. Buy 1 & 2 on sale.
GOD
The best of the best. Hands down.
ㄴㅇㅁ
yapacağınız combat sisteminin amk
I would absolutely give this game a positive recommendation based on gameplay, aesthetics, and general level of craft. It is very well made in almost every aspect (the platforming sucks, but that's about it), but its biggest issue is a MAJOR one. [spoiler] Blasphemous totally locks the player out of achieving the 'true ending' while giving no indication that the player has done so, enticing the player to run around and collect true ending only items that have no use, egging the player on to discovering something they won't be able to actually see without a second playthough. I'm decent at metroidvanias, but the pathing you're required to take for the true ending to be achievable is utterly absurd and there's no reason to believe a player could organically discover it on their own-I'm sure it's happened, but I'd be hard-pressed to believe anything other than a very, very small minority of players were able to get it their first go-around, or indeed on their second. This feels like a guide is necessary, and whenever a guide is necessary my opinion of the game immediately craters. It's totally unacceptable. You immediately regret all the time you put into the game and exploring when you learn you're locked out. ♥♥♥♥♥♥♥ design choice in what is otherwise a very solid game. If the player can't get the true ending without a guide, redesign your game or put up a little neon sign indicating that you're locked out to prevent all that wasted time. Same issue Silksong has. Solid foundations bogged down by devs that are too obsessed with ♥♥♥♥♥♥♥♥ obscurity to consider how their implementation of it could impact their games. I liked this game a lot up until I discovered the ending lockout, and now I just feel cheated. [/spoiler]
good game
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