
An innovative blend of Bullet Hell and Survival elements, high dynamics, variable builds, arena competition with players from around the world. Beautiful hand-drawn graphics. Twitch integration for streamers, allowing viewers to influence gameplay.
Modeled estimate, not a reported figure. How we estimate →
About






Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Russian*, Portuguese - Brazil, Simplified Chinese, Japanese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A great arena experience (I hate isometric arenas) for a Diablo/horde survivorlike experience. Really polished and never tedious. Only weakness: English Idioms and Phrasing. (also heavy accents and English-third-language translation) 10/10 yes.
сырой заброшенный продукт
2 weapons and 4 classes. not a lot of content.
Muito bom.
Call of Sentinels, developed and published by A17 Games, is a high-energy roguelite that blends arena survival with bullet hell intensity, creating an experience that thrives on momentum, reflexes, and build experimentation. It enters a genre that has grown increasingly crowded, yet manages to carve out its own space by leaning into fast decision-making and a strong emphasis on how players shape each run. From the outset, the game is less about slow progression and more about immediate engagement—throwing you into chaotic encounters that demand constant movement and awareness. The core gameplay loop revolves around surviving waves of enemies in contained arenas while steadily growing stronger through upgrades collected during each run. What makes this loop compelling is the sense of escalation. Early moments are manageable, giving you time to establish a build and understand your surroundings, but the pressure quickly intensifies. Enemies multiply, attack patterns overlap, and the screen fills with projectiles, forcing you to react instinctively while maintaining control of your positioning. It’s a delicate balance between offense and survival, and the game does a good job of keeping that tension consistent. A major strength of Call of Sentinels lies in its build system. Each run offers opportunities to combine abilities, weapons, and passive upgrades in ways that can drastically change how the game feels. Some combinations encourage aggressive, high-damage playstyles, while others lean toward defensive strategies or area control. This flexibility gives players room to experiment and adapt, making each run feel slightly different even when the overall structure remains the same. Unlockable characters further expand this variety, each bringing their own strengths and mechanics that subtly shift how you approach combat. Boss encounters act as key milestones within the chaos, providing moments where the game shifts from pure survival into more structured challenges. These fights demand pattern recognition and timing, breaking up the flow of enemy waves and giving players a chance to test their builds against more defined threats. When these encounters work well, they create a satisfying contrast to the otherwise unpredictable nature of the game, rewarding players who can quickly adjust their strategies. Visually, the game adopts a stylized, hand-drawn approach that prioritizes clarity without sacrificing personality. The screen can become extremely busy, but the design ensures that important elements—enemy attacks, hazards, and player abilities—remain readable. This is crucial in a game where a single mistake can quickly spiral into failure. While the visuals may not be groundbreaking, they are cohesive and functional, supporting the gameplay rather than distracting from it. The pacing of the experience is one of its defining traits. Runs are fast and intense, encouraging repeated attempts and quick restarts. This makes the game easy to pick up for short sessions, but it also means that the overall structure doesn’t change dramatically over time. The core loop—enter, survive, upgrade, repeat—remains consistent throughout, and while build variety helps maintain interest, players may eventually feel the repetition, especially after extended play. The difficulty curve also leans heavily on increasing enemy density, which can sometimes feel more overwhelming than strategically challenging. There are also minor rough edges that reflect the game’s indie scope. Occasional technical hiccups or balance inconsistencies can disrupt the flow, and some systems feel less refined than others. These issues don’t significantly detract from the experience, but they do highlight that the game is working within a more limited production scale compared to larger titles in the genre. Despite these limitations, Call of Sentinels succeeds in delivering a consistently engaging and adrenaline-driven experience. It understands what makes the roguelite formula appealing and focuses on executing those elements well—tight combat, meaningful upgrades, and a constant sense of progression within each run. It may not reinvent the genre, but it offers enough depth and intensity to keep players invested, particularly those who enjoy experimenting with builds and pushing their limits in fast-paced environments. In the end, Call of Sentinels is a solid and enjoyable roguelite that stands on the strength of its combat and customization systems. It’s best suited for players who appreciate high-intensity gameplay and don’t mind a degree of repetition in exchange for satisfying moment-to-moment action. While it may not leave a lasting mark beyond its genre, it delivers a focused and rewarding experience within its scope. Rating: 7/10
Don't bother. Incredibly repetitive, the art style looks nice enough in screens but becomes a confusing mess when you are playing. arenas are too small and cluttered and it does that thing where some bits of scenery can be passed through and others can't. I don't mind something being a bit mindless and derivative (I try or buy almost every game like this) but I expect either a decent level of polish or a slick / novel & engaging core gameplay loop. This has none of that.
I enjoyed my time :)
Someone called this "fantastic". Like, I hope you're getting paid for that review, man. This is a hades cheap clone that went from 0.4 to 1.0 with no inbetweens. You can check the news section. I made the mistake of paying for it when it launched in EA. They never delivered something worth playing. Animationsa are awful. Objectives are few and repetitive. Tooltips and even some text feels machine translated. Few classes, just two weapons. This is just pathetic. They cashed in a few sales, then when people ralized this was extremely barebones and stoppped buying, they plugged the cord and released this "whatever-this-is". Not worth it, unless it's a dollar or less and you really want to burn that dollar.
В целом норм. Очень короткая. Прям очень. Прошел часа за 3-4. Убить вечерок самое оно. Надеюсь доп. контент какой-то будет, а то прям чет ну очень мало) Всего 4 героя, всего два оружия. Навыки меняются в зависимости от оружия. Есть синергии между хранителями, есть коротенькое древо прокачки. Ждем доп. контент)
Ну такоое, прошел за пару часов полностью на самом высоком уровне сложности. Из плюсов: приятная графика, полная русская локализация, есть синергия элементов и два оружия у которых разные способности. Четыре персонажа и на этом всё. Из минусов, их к сожалению больше: очень короткая кампания, сюжет такое себе, из четырех героев только вторая девка сильная за счёт кучи хилок, защиты и скорости остальные такое себе. Из синергии хороши только хилка и с натяжкой саммоны вроде валькирии и пенька остальное тоже такое. Альтернативная атака оружия это бросок, и его почти не используешь т.к. атака слишком медленная. Молот тоже на фоне копья сильно отстаёт. В итоге игра могла бы стать хорошим рогаликом но до вампирки и до других схожих игр ему далеко. Такое ощущение что игра это большая демка а не полноценная игра. После прохождения сюжетки играть никакого желания уже нету, я лучше дальше буду вампирку гонять или другие схожие игры где хоть и нету сюжетки но есть куча перков, карт и персонажей. Игра с натяжкой 6 из 10 на мой взгляд.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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