
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 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
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 124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
玩的挺不错的,但是现在有个bug,退出游戏保存进度时,再进入游戏此时手上的武器都会被刷新为普通品质,我试过很多次了,史诗武器都变成了普通武器,请修复这个BUG
ハンターでノーマル9階層目クリア済み。 (その後シーフで10階層目に到達したものの、ボスにまったくダメージが入らずバグを疑っているので注意) レトロなグラフィックのシンプルな一人称ダンジョン探索アクション。 日本語はないものの難しい英語は使われていないのでプレイ自体に問題はない。 戦闘の挙動に癖はあるものの慣れてくるとかなり楽しく操作でき、浅い階層こそスローだが 深い階層になるにつれて攻撃、防御・回避、魔法を忙しく使うことになる。 罠も多いが敵にもダメージが入るのでマップの構造は最大の敵であり味方。 また装備の種類が豊富で付与される効果を確認しながら厳選するのは楽しく、 ユニーク武器はかなりゲームチェンジャーなので見つけたときのワクワク感もいい。 ネックなのはマップの使いにくさと[strike]中断セーブがないこと。[/strike]→階層到着時からの中断・再開は可能 ミニマップがなくひと部屋すべてが開示される仕様なので未探索の地点がわかりにくく、 肝心のマップも少し操作しにくい。 体験版をプレイして楽しかったため購入したが、その楽しさのまま武器やクラス、 敵の種類や難易度が増え時間をかけて遊べそうだと感じた。 言ってしまえば渋く地味なゲームだが、こういうジャンルでしか得られない楽しさはある。
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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 124 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game's so much fun. Putting together a build with the gear prefixes is varied and actually interesting. Then you add to the mix a few legendary items (which there are many) and you've got a potential game breaking run. It's got that Binding of Isaac thing going on with the items and builds, obviously not as big of a selection, but just as fun in a smaller package :) Highly suggest trying this one out!
this game shouldnt be a full release and is a crime to charge more than 5 dollars for
First of all, there's no checkpoint or save system. This means you have to make sure you potentially have hours available, otherwise you might have to scrap an otherwise succesful run, simply because you're out of time irl. I scrapped my first run at 1 hour and 44 minutes, because I was coming up at the 2 hours limit. I was at floor 7. The game is fairly slow paced; it wants you to weave between enemies, traps and pitfalls. But this gets boring quickly, once you realise this is what you'll be doing most of the time. That and waiting for your weapons to charge up for an attack, for the weapons you find at the beginning this is usually 0.5 seconds. Later on I saw a crossbows with a chargetime of 0.43 seconds. If you do not use the charge, the amount of damage you do is pitiful at best. This gets really annoying once you run into enemies with some sort of shield, because they can have it up in an instant, making your shot or charge time wasted. This happens over and over. Overall there are games that does what this does, but better. Barony for instance, or Delver. At this point in time, this is a boring slug.
Love it. Fun. A little souls like. Combat is way better here than in most games like this. Dodging blocking attacking all play a roll. Multiple classes to unlock between runs. Game feels great to play. Don't expect this to be your next 10000 hour time sink, but everything this has to offer is fantastic. Needs steam deck compatibility!
Кайфовый данжеон кроулер в котором можно использовать обстоятельства для убийства врагов а так же прикольной боёвкой с уворотами и заклинаниями
I'm only 4 hours into this game, but let me tell you that this is easily the best $9 I have spent in a while. This game is an absolute must buy.
This guy really knows how to make games. Can’t wait to dig deep into this. Even the tutorial was better than a lot of other full crawlers I’ve bought. Props, dev.
The game is fine. Nothing particularly good imho, but fine. One of its main limitations it's the level generation itself: the level design is completely flat, along with room patterns that repeat in a very obvious manner after few hours already. The fact that the game art style is also quite simple doesn't really help: in essence, you are gonna see a lot of the same stuff, again and again. Yes, there are traps and you need to know where they are before you attack something. No, this is not a tragedy. I wouldn't be against reducing them a lil even just to make back and forth navigation easier, but putting that aside enemies have a short enough aggro and the visibility is such that you can basically always prepare before every single fight. Look at the room, plan, and move accordingly. If you launch yourself into the enemy in front of you, that's just not a good strategy. How this dynamic will scale in higher difficulties (yes, there are higher difficulties and even multiple modes) I still have to see, it might get too punishing later on, but for now it's nothing much to be honest. According to the dev, there is in fact a checkpoint system between floors but, as far as I could see, the game just... doesn't tell you? It's a vital information. The game should say "saved" or something each time you finish a floor. There are also problems with UI/controls. You can't use mouse scroll in the equipment menu, gotta navigate with keys, and can't get out of the map menu with esc, gotta press m again. You also seem unable to switch weapon/spell position once you have equipped them, save for when you find new loot. The mouse pointer often shows up when you open a menu, so you have to open/close it again to make the pointer go away. Paying for classes with the same resource you use to upgrade and buy starting weapons also seems a tad unnecessary. It's not uncommon at all in these types of games, but imho should be avoided in those that are prone to be more repetitive, like this one. Spending the resource for classes means you gotta pay to just try new styles, you will have less to buy better starting weapons to speed up the run a bit, and just makes the game longer because you must upgrade your character to complete runs without becoming crazy. So it all feeds into slowing down the pace when I don't thing it needs to at all. This is not a 5 hour small story-driven indie, it doesn't need more friction to prolong the playtime. Regarding the pace: just make destroying things a one-hit thing regardless of the weapon. Having to hit a vase twice with a greatsword to break it is not, like, of any use design wise? I would also advise to eliminate common items without effects dropping from the last third of the run altogether, no matter the difficulty, and substitute them with a higher baseline of rewards. It is totally normal to have those before, even when they are essentially useless after not too long, because RNG gotta play its part. But seeing multiple 5% armor basic gloves whatever toward the end of a run seems just a waste of build diversity, given that I can't recycle those drops for something else. Not everything should be Eternal Legendary Divine +++ class but, really, what's the use of that ♥♥♥♥ over a certain point? If anything, it could be cool to be able to convert useless crap into souls (the upgrade resource) for a price in life proportional to how much max life do you have, or to improve the item dropped, or something like that. Again, smooth progression and makes decisions more interesting. One could probably go on, but point is: the game is worth it's price imho, but the feeling is that of a foundation that can be expanded and improved a lot. A sequel would be cool.
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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