
Dungeon Crawler with elements of rogue-like and ARPG games. Kill hordes of enemies, duel mighty bosses, and acquire legendary loot!
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.
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 2,402 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
Bonehold is a 3D roguelike dungeon crawler with ARPG and hack-and-slash elements, blending fast-paced combat with strategic exploration.
Choose from 10 unique character classes, including the Knight, Barbarian, Sorcerer, Spellblade, and more, each offering distinct playstyles and abilities.
Venture into Bonehold’s ancient fortress, battling hordes of skeletons, ghosts, and magical abominations.
Discover procedurally generated treasures like weapons, spells, and armor, allowing endless possibilities for custom builds.
The game’s striking art style combines hand-painted textures with pixel art, creating a visually stunning and immersive world.
Only the brave and skilled will conquer Bonehold’s depths, are you ready?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
無限のパワー!を求める悪の師匠のつかいっぱしりになって、古代城塞に挑む、ダンジョンハック&スラッシュFPSゲーム。 トレーラーではかなりゲームスピードが速いように見えますが、実プレイだと結構ゆっくりしてます。近接攻撃しかしてこない敵が多く、こちらが攻撃するか、かなり近づかない限り、敵は攻撃してきません。また、罠が結構いたいので立ち止まる機会が多いです。 何種類かのマップが正方形に六つ組み合わせたフロアを探索し、三階ごとにいるボスを倒しながら進んでいくのが基本的なゲームの進め方になります。 敵ごとの対処法がきっちり決まっていて、マップも決まっていて、ゲームスピードも遅いので、プレイ感覚としては風来のシレンに、個人的には似ているように感じました。 死亡原因はプレイヤーの強化不足やリソース切れではなく、圧倒的に事故死が多いです。 ちゃんとクリアリングをしなかったり、敵を戦いやすいところに誘導しなかったりすると、すぐに死にます。そういう意味でも、風来のシレンに似てるかなと思いました。 レベルアップ要素もありますが強化幅が薄く、強い装備による強化幅の方が断然大きいです。そのため、装備ゲーというかハックスラッシュの要素が濃いですね。 総じて、じっくり進めながら、装備ドロップに一喜一憂する、硬派なゲームがやりたい人にはお勧めです。 注意点としては、攻撃ボタンを押しっぱなしにして離す、という動作を繰り返すので手がつかれます。これは意外とつらいので、腱鞘炎などをお持ちの方はやめておいた方がいいかと思います。
Thoughts on Bonehold. It's a very well rounded indie experience with no bugs or issues. My problem with the game is the floating enemy that can create infinite mobs in a game with too limited resources. That's too high a difficulty curve that I would tolerate personally. Spikes and traps are too abundant and too annoying. There's too much friction in the game keeping me from even enjoying the game at all. Great idea of a game but poorly executed
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English*, French, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Greek, Hungarian, Japanese*languages with full audio support
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really fun ass game!
This game is absolutely amazing on steam deck! Good Weapons, nice builds and a lot of loot and content! Best rogue like dungeon crawler I have ever played!
Really dope dungeon crawler. Very easy to pick up and play, with a clean simple UI that lets you get right into the action, but there's a surprising amount of depth hiding in the gameplay itself. It's got sweet Diablo-style loot (including spells as random loot, so really more like Diablo 1, if you're into that sort of thing), and solid skill-based combat that isn't just a battle of attrition; you can actually avoid taking damage if you're good enough at blocking and/or evading. It took a few runs for it to really click for me, but once it did, even things that seemed like minor annoyances at first gradually revealed their purpose - as a simple example, yes, there are a lot of traps, but the traps hurt monsters too, so they're there to lend a hand if you haven't found a good weapon in a while. It does that "good roguelike" thing of seeming hard at first, but really rewarding your increasing understanding of the game mechanics and effective tactics. I'm at the point now where I can win pretty consistently even as I work my way up the harder difficulties and game modes (yes, there's plenty more to challenge you even after you "beat" the game). It's well-designed and very satisfying. Oh, and there are also about a dozen different classes that all play pretty differently, and the developer is really active and has put out several patches already with bugfixes and improvements, and the art style is really charming too (plus the artist clearly has a thing for hot dark elf vampire chicks, and hey, I'm not complaining). There's really a lot to like here. If the game has one major weakness at this point, though, it's the dungeon generation. It's good [i]enough[/i], and you almost wouldn't even notice if there wasn't a map, but once you see it you can't unsee it. Each dungeon floor (beyond the first, smaller floor) is just a 3x3 grid of square room tiles that connect to each other on all sides, and while the room tiles themselves are handcrafted and well-designed, repeats start to pop up pretty quickly and the dungeon layouts feel very samey (since they're literally all the same interconnected 3x3 grids, just with the room tiles selected at random). I don't think this tile-based system is likely to change, but I think there's more that could be done with it to make it more interesting. For instance, how about floors that have a different arrangement and/or number of tiles; or tiles that don't always connect so that you have to find a path around (or don't always connect exactly at the midpoint, like they do now); or tiles that are larger than 1x1, like 1x2 or 2x2 tiles that would replace several tiles, so that the level designer could really get a chance to flex their muscles with some larger layouts? And this is nitpicky, but I'd also like to see more variance in ceiling heights to give different areas a different feel; there's one small "mushroom forest" side area that has higher ceilings to accommodate taller-than-one-block mushroom props, and it's weirdly refreshing compared to literally everywhere else in the game, where the walls are one block high with the ceilings directly above you (even in large boss arenas). Imagine a section that's some sort of abandoned dwarven halls, with smaller passages connecting massive chambers with vaulted ceilings and towering columns, with a real sense of scale and decaying grandeur. The other thing I'd like to see are more unique items. There are a bunch of unique weapons with cool, build-defining effects, but I've yet to find a unique piece of armor or accessory, so I'm guessing they don't exist. I want more of that sweet, sweet loot, and then I also want a codex that fills in as I discover them. I also wouldn't mind a balance pass on some of the random non-unique effects, while we're at it. For instance, boots can roll an effect that drains 25 mana whenever you dash to shoot out some weak throwing knives. This effect would be pretty bad compared to other options even if it were free, but as it is, it's actively detrimental. I'd love to see effects like this get a pass, not just buffing them to make them "the same but different" as other, better effects (like the disgustingly good, and completely free, DoT trail that can also spawn), but giving them a unique niche. Like, what if the throwing knives were free or much cheaper, but rather than just doing more damage, they gave enemies hit an "increased crit damage taken" debuff - so that you'd want to weave in and out of combat with the dashes if you were running high crit rate weapons? That sort of thing. There's already a lot of great effects in the game, but there's room for improvement on others. Anyway, despite these criticisms, the game slaps, and it's easily worth $10 if you're a fan of the genre. It's a really solid foundation that I hope continues to get expanded, but even if it doesn't, it's a ton of fun and I already feel like I got my money's worth (and I haven't even unlocked the final boss or tried most of the classes yet). Definitely recommended!
Крайне не рекомендую. Игра дико унылая и однообразная. Мобов всего несколько видов, все остальные - тупо рескин. Интеллектом они тоже не блещут, просто рашат по прямой. Процедурная генерация - это хаотично накидынные блоки стен и ловушек в нескольких заданных пересетах. Частенько встречаются пустые комнаты за несколькоими лолвушками, да и сами ловушки чуть ли не на каждом шагу напиханы, и просто раздражают. Билдострой и прогрессия тоже отсутсвуют. Прокачка это повышение пары процентов одной из характеристик. Перки на оружии и броне практически никак кординально не влияют на гейплей. В целом весь сводится к кайту всех мобов и боссов
云存档一直不能用啊,每次都重新开始,修复好改好评
Fun, but the mouse cursor being persistent on the screen while camera rotation requires mouse movement results in a lot of instances where the cursor is obstructing the player's FOV during simple movement. A setting to hide the cursor while ingame would be nice.
Fun game, but the weapon handling is rough. If you pick up a weapon, you’re basically stuck with it until you find another item to swap it with. You can’t rearrange what’s in your hands on your own. No hot‑swap, no quick switch, nothing. It’s a weird oversight for a game that’s otherwise solid.
VERY NICE :-)
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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