
Book of Demons is a Hack & Slash in which YOU decide the length of quests. Wield magic cards instead of weapons and slay the armies of darkness in the dungeons below the Old Cathedral. Save the terror-stricken Paperverse from the clutches of the Archdemon himself!
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.
About
Procedurally Generated Dungeons
Roguelike Mode for fans of extreme challenge
70+ different types of monsters, with different traits and custom mechanics
Xbox and Steam controller support
Dungeons & Streamers - Twitch and Mixer integration
Monthly and all-time Leaderboards, 200+ Achievements



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8Kreviews | 92% | — | $4.2M |
| $6.25−75% | 275ratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 806 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Book of Demons is a very interesting hybrid of hack and slash, deck building and dungeon crawler games. It has super addictive gameplay with tons of interesting mechanics that will grant you dozens of hours of fun. [/h1] [b] Pros: [/b] + Procedurally generated dungeons + High level of replayability + Very fun and addictive gameplay + Hack and slash mechanics + Huge variety of monsters with different abilities and powers + Interesting deck building mechanics + Ability to set up your game session according to the amount of time you have + Satisfying upgrade system [b] Cons: [/b] - The story is pretty dull and shallow - Playing on Casual difficulty makes the game a bit repetitive and boring - Some of the cards feel a bit weird or overpowered Book of Demons is a game that stayed in my game library for a long time and I was not sure either I should play it right away or just wait for the end of the Early Access. The majority of my friends were not so happy with this game, so I was not ready to test my luck. And when the game was officially out and the review score looked pretty good, I decided to give it a chance and have a look. [h1] Story [/h1] The story is the weakest part in this game, something that you will not remember at all. Basically, there is no storyline in Book of Demons at all. There is a lonely church situated in the village with a dungeon system located straight beneath it. These dungeons lead deeper and deeper under the ground, where you have to face and slay the main enemy. To do this, the player has to clear procedurally generated levels, divided into three sections. During the game, the player always has a chance to visit the village between cleaning the dungeon floors and talk to its habitats. They can tell you a bit more about the lore of the game but it still doesn’t feel enough. [h1] Gameplay [/h1] In its core, Book of Demons is a classic dungeon crawler with an interesting mix of card deck building, hack and slash, and a few RPG elements. One of the most interesting mechanics for me personally was the ability to tail a perfect dungeon run based on the free time that I have. Before each journey, you can set the duration of your run, setting a short, long or big one, with a different amount of time from 5 to 40+ minutes. The whole gameplay thing is very simple and it’s presented as a simplified hack and slash game, where you control the character through the procedurally generated levels. Your moves are limited by the path you have to follow and you can’t turn off from this path. Player has to attack enemies by clicking the left mouse button on them or simply hold this button to continuously auto-attack them. Sounds pretty simple and trivially, but there is a twist! The player has a set of special cards that greatly helps him during the exploration of these dungeons. Cards are divided into four different categories: special cards, artifacts cards, item cards, and spell cards. Special cards are needed to upgrade the main cards that you use directly during the battles. Artifact cards grant you some great passive skills like a critical chance, chance to ignite the enemy, restore mana, etc. Items cards let you use a variety of different items like potions, the portal to town scrolls, throw a bomb to the enemy, etc. And finally, spell cards are the main active cards that do the whole damage and bring some fun to the game. It’s important to understand that you will have to find and build your own powerful deck for being able to complete the game. Some of these cards can be completely overpowered or just weird in its mechanics, but I guess developers will continuously patch them from time to time. The variety of demons in this game is simply impressive. I really enjoyed the battle effects made in this game. Enemies can freeze you, put you on fire, poison and stun you. The player can interrupt most of them if he is fast enough to click the shiny icon above the enemy’s heard. Stunning is the most fun part in this list - when this happens, you must complete a mini-game, where the player has to gather starts flying around the dark screen to become conscious again. If the hit is too powerful, your cards can be even disabled and you have to enable them again by clicking on them. After you finish your dungeon run and gain enough experience, your character will level up. You have to distribute one point to either enhance your health or mana. Also, when you level up, it’s a good idea to visit the town and have a talk with its habitats. They can offer you their services in exchange for money. Basically, the town is the main place where you make your character stronger and prepare for your next run. Here you can replenish your health and mana, upgrade your cards, identify the unknown cards and charge them. One of the most interesting offers is a magic cauldron that gathers all the useful stuff you gather during your runs. In order to obtain this stuff, you have to pay some gold and every next time will be more expensive than the previous one. Magic cauldron contains extra points, rare cards, and gold. Keep in mind, that every time you die during your journey, your cauldron will be emptied. If you are a streamer, then you will be happy to hear that developers recently added a new feature that allows your audience to participate in your game during your streams. The player can freely set which type of viewers are allowed to do certain types of actions such as setting traps, spawning demons or help you click on the abilities at the most intense moments. This is a very interesting addition that lets you communicate with your audience on the brand new level. Be aware that if you play on the Casual difficulty your game can turn into one big tedious and repetitive routine, where you will kill every single enemy easily. If you like to have a bit more challenging game, consider the idea of setting a game on the Normal difficulty. [h1] Graphics [/h1] To support the idea that the game is actually a book every single character, demon, building and all the items lying around on the dungeon floors are made with folded paper. It looks pretty unique and interesting. All these graphics effects of freezing, poisoning, setting your character on fire and screen shaking after the enemy rally on you are designed in a simple way but perfectly fit the whole atmosphere. Developers also made this really cool design of footprints that you leave behind yourself which turn into gold once you complete the area to prevent you from unnecessary traveling here and there. [h1] Sound [/h1] I really appreciate the voice acting in Book of Demons, it sounds pretty professional and polished. All these sound effects you hear during your journeys like goat bleating, fireball throwing, screen frozing, and many others are designed on the highest level. The only thing that can be annoying for players is how the hero repeat the same phrases again and again until you complete certain levels. [h1] Conclusion [/h1] Book of Demons is a truly interesting game with a great mix of different genres and mechanics perfectly implemented in one place. This game is a good choice for both casual and veteran players. It has a great replayability value and challenging gameplay on the higher level difficulties which can make your gameplay experience last for a very long time. Highly recommended for the hack and slash fans and someone who is looking for a good dungeon crawler game with an interesting mix with other genres. [quote][url=https://store.steampowered.com/curator/23741321/]Follow our curator page,[b] Alexander's Club Curations[/b] if you like and want to see more reviews like this one.[/url][/quote]
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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 15: 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, Italian, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, German, Turkish, Spanish - Spain, Bulgarian +2 more
| $24.99 |
| 238ratings |
| 78% |
| — |
| not modelled |
| $24.99 | 150ratings | 88% | — | not modelled |
| $24.99 | — | 76%* | — | 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 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Awful on-rails hack and slash. Neither a roguelike nor a deckbuilder. Bizarre, and not in the awesome JoJo way.
An ok grindy dungeon crawler where all your gear and skills are represented by cards. There are some IMO janky design choices (looking at you Antipope) which absolutely ruins strategic runs with RNG crap.
This feel like a on-rails A-Rpg with a few card thrown into it. i do kinda like some aspects of the game but its just not that interesting for me to keep playing, there are so many other games that does it better (either the card portion or the arpg portion). I was hoping for more of a A-RPG feeling but i didnt find it here.
When you get over your initial surprise that you are nearly playing Diablo, the game seems to offer some good content. But after playing some more it becomes apparent that there are two fatal game mechanics that overall ruined it for me. On rails movement - your character moves down corridors within the play area, while the monsters move traditionally anywhere. Leaving you at a disadvantage as they block movement if they get on your rail track. You do have mana based skills to force past them, but be stupid enough to run out and you are trapped with your only two ways out. And will suffer one of the uncommon deaths the game has to offer. Monster spam - with the other uncommon death being derived from monster spam. Along with bad end of level bosses the refuge of bad game design. Monsters are generally fairly laid out, but in instances the appalling mechanic of having many monsters spawn at once is used. So many in Hell you can't even count them. Most notably it is used in the Antipope boss, trying to keep up eliminating opponents while they continually spawn. The monsters block your on rails progress and even if you can force your way past them some teleport to block your progress again. There is an achievement for killing 100 monsters in 20 seconds, in a game which is not based on the speed of killing large numbers of opponents. There is also an achievement for 200 monsters in 10 seconds, which I don't want to see the scenario where that can happen. Dying is uncommon, but both of these unacceptable mechanics are the basis of both meaning that skill isn't involved in your failure bad gameplay is. Whatever the positives of the rest of the game both of these leading to you dying when you can do nothing just results in quitting in disgust. Additionally, having made it to Diablo, there isn't actually much more to see after that that I can tell. There is endless mode where you can grind for the cards you don't have, the upgrades you need to pay for and also do the game again on the unlocked Rogue and Wizard. But otherwise there probably isn't that much new to see after about 12-15 hours. I still have over 100 achievements to get and now I understand what they would take it would seem the long term replayability of the game is based on grind and repetition. I did start to play endless with the warrior and to unlock Hard, Nightmare and Massacre, but I got bored after a couple of hours as you are just levelling up for the sake of it and haven't played it since. For me the drive to see what there is next ended when you finish the campaign. Realistically the gameplay is cut and paste for your style, there are changes to the way you get to choose cards that may alter your preferred style, but it is just the same approach each level. A game needs more than nostalgia to carry it, although it seems for the majority it is enough.
So today I finished my run to the Archdemon with the third class. Got the game around release date, did a run to the Archdemon with the first class. Year later I did a run to the Archdemon with the second class. And again around a year later (this year) I did my third run. As if it's becoming tradition. I quite like this game, it's a nice spin on Diablo. The mechanics are simple, you discover cards you can use as abilities and you select some to which you have direct access. You can use them quickly by pressing the numbered key, it becomes quite intuitive. Should you come across a situation where a card not in your hand, but in your bag, you can quickly switch them out. Certainly nice when you want to switch between ice and fire attacks, for example. Cards fit in three categories: Active abilities/spells, consumables and passive abilities. The first costs mana to use each time, the latter always occupies part of your manapool. So if you have 10 mana and a passive ability that uses 4 mana, then you have 6 mana available for active stuff. That is something to take into account when you select your hand. The consumables can be recharged in the town, or additional charges can be found in the dungeons. There is no free roam, you walk along paths. While it may seem you can't really dodge things, once you learn how the enemies attack, you certainly can walk between projectiles if you pay attention. The three classes do have a different feel. The warrior is strictly melee, the rogue is a range character and the mage is technically ranged, but has a sidekick that is melee. Each class has its own cards. As said, the beauty is that you can change your hand at any time and that through the various abilities you can create your own playstyle and even simply test things. The story is nicely told, the graphics are lovely, cards can be upgraded and the overall feel of the game is a good one. However, the major pro for this game for me is the Flexiscope. When you do a playsession, you can choose yourself how long you want that to be with an estimate of the time needed to play. The longer it is, obviously you will get more rewards. This lets you tailor your experience to the time you have, without the need to save in the middle of a dungeon. A run to the Archdemon with one class is about 10 hours. As said, the game is a nice spin on Diablo. It has its own unique mechanics, but it certainly does get "the feel". So if you want to try a hack 'n slash dungeon crawler with a twist through cards, do it. I can certainly recommend it.
Don't play this if you want to chill. It can get stressfull, but it's pretty fun. Also, just try the demo if you want to know if this is for you.
今天看了看库里的游戏 这游戏买的大包。。。。但是几年过去了 没啥更新
In other review I think most important things have been said and I dont want to regurgitate what has been said by others. However I want to point out one aspect of this game that surprised me in a very positive way. The moment you start the game it takes control of your RBG lighting on your keyboard. The uses its own lighting system to make the experience much more enjoyable. Numbers locked to a certain card will light up when it can be activated, waves move across whenever you level up or defeat a boss and much more. Obviously you need to have an RGB keyboard to enjoy this feature.
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Players by region
Where this game's players are, estimated from review languages.
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