
You are Nephilim: a human-angel hybrid forged to defend humanity with supernatural powers. Fight solo or with a friend to annihilate demons and challenge brutal bosses in relentless melée combat. Rise, violent one. The prophecy is yours to fulfill.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About

The city of Gildenarch has fallen. Once a holy jewel, it is overrun by demons, undead, vampires, and Hellgrowth abominations. Humanity's last hope is the Order of the Crimson Moon, and its most feared weapon is you.
Whether you crusade alone or slay together in co-op, the prophecy is yours to fulfill.

Embody a Nephilim, a human-angel hybrid forged to defend the world from Hell. Master supernatural powers, weapons, melée combat, and angelic transformations to fight through brutal missions and survive boss encounters with the Dead Gods.

Blood-soaked Melée Combat - Fight hordes of abominations with relentless, visceral combat
Single Player or Co-Op - Crusade solo or slay together
High Risk, High Reward Missions - Every successful run presents new missions, modifiers, and skill achievements
Upgrade to Superhuman - Evolving Nephilim powers bestow temporary abilities for devastating attacks
Seek Sanctuary Between Runs - The Church is your home base for upgrades, NPC interactions, and War Table planning
Set Your Difficulty - Dynamic difficulty scaling allows every mission to match your skill - but with higher difficulties come greater rewards
Genres
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; 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 | $19.99 | 3.1Kreviews | 60% | — | $1.6M |
| $19.99 | 311ratings | 74% | Top 100 | not modelled | |
Engagement
Reviews
Themes across 642 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
you can NOT change controls/keybindings, not even mouse sensitivity (wtf???). pls fix this i want my dodge away from my sprint button and just be able to change controls and sens cmon its 2026 we aint oogabooga type she anymore.
It legit takes less than 30 minutes to make you able to change keybindings and mouse sens, but for some reason it's just... not possible in the game? they spent years, months, working on this game but literally the most basic feature they just ... dont implement?
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Latest in each market: best PL #22, worst US #89 · 12 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Latin America, Japanese, Portuguese - Brazil, Simplified Chinese*languages with full audio support
| $39.99 |
| — |
| — |
| — |
| 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 643 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DISAPOINTED IN 16 MINS OF GAMEPLAY NOT WORTH $1 Let's get this out of the way: I did not come to Gildenarch to be gentle, and Gildenarch did not come prepared for me to be gentle either, because apparently nobody at ProbablyMonsters play-tested this thing with an actual controller in an actual human hand. I know, I know — "it's an early access roguelite, cut it some slack." No. I paid twenty dollars to reclaim a demon-infested gothic city as a divine warrior, not to spend forty-five minutes fighting the camera in a hallway while a zombie eats my face because the lock-on decided my target was a torch sconce. The 16-Minute Wall I want to be precise about something: it took sixteen minutes. Not sixteen hours of grinding to hit some late-game jank, not a boss six zones deep after the honeymoon period wore off — sixteen minutes, the length of a sitcom episode with the ads cut out, for this game to fully reveal itself and go "yeah, this is it, this is what you paid for." Character creator, load in, one hallway, one janky parry, one camera meltdown, and I was already mentally drafting this review. A game is allowed to have problems. A game is not allowed to hand you its entire rap sheet before you've even finished your first coffee. The Parry: A Cruel Joke Dressed as a Mechanic Every Souls-adjacent game lives or dies by one sacred contract: when you press the button at the right time, the game rewards you, and when you don't, it doesn't. Crimson Moon has apparently never read this contract, skimmed it once at a gas station, and decided "vibes" would suffice instead. The parry window here doesn't feel tight, it feels haunted — like there's a second, invisible Nephilim standing behind you who decides on his own schedule whether your input counts. You will time a parry perfectly, frame-perfect, monk-like patience, and get bonked anyway. You will also fumble one out of pure panic-mashing and get rewarded like a genius. It's not difficulty, it's a coin flip wearing a difficulty costume. Combat Has All the Weight of a Pool Noodle The word the actual critics keep reaching for is "floaty," which is a polite way of saying your sword swings like it's being conducted through a pool of lukewarm gelatin. You're a holy warrior smiting the damned. It should feel like a hammer. Instead every hit lands with the dramatic weight of tapping someone with a rolled-up newspaper. There's no crunch, no feedback, no "yeah, I did that." Just a number that pops up and a monster that staggers slightly like it tripped on its own robe. The Camera Would Like a Word — Actually, It Wouldn't, It's Too Busy Staring at a Wall Put more than one enemy in a room smaller than a cathedral and the camera simply gives up on its one job. It swings, it clips, it decides the inside of a pillar is a great place to spend the next three seconds while you get combo'd from off-screen by something you'll never actually see coming. For a game about "mastery," an alarming amount of your deaths are going to be "I could not see the thing that killed me," which is not mastery, that's just an eye exam. The Angelic Form: One Button That Deletes the Entire Game Design Document Somewhere in development, somebody had the bright idea to give you a big glowing "win the fight" button, and nobody had the nerve to say "hey, maybe this makes every boss we spent months designing completely pointless." Pop the angelic form and bosses stop being encounters and start being a light show you stand near until they die. It's not empowering, it's a mute button for the game's own difficulty curve. Why did you build a Souls-like combat system just to hand players the noclip cheat with a halo on it? Roguelite in Name Only The entire pitch of a roguelite is "no two runs feel the same." Crimson Moon's runs feel the same because the levels are static — same layout, same rooms, same dead ends, run after run, with the randomness apparently confined to which slightly different flavor of zombie mobs you and your friends will be kiting in a circle for the fortieth time. Call it what it is: a level you replay with extra steps, not a roguelite. Verdict Somewhere under the fog and the Unreal Engine sheen there's a decent hack-and-slash trying to get out, but right now Crimson Moon plays like a tech demo that shipped by accident. Floaty hits, a parry system that lies to your face, a camera that actively works against you, and a win button disguised as a superpower — this isn't "built for mastery," it's built for refunds. Two stars, and one of those is for the art team, who clearly showed up to work while the gameplay team was still in the parking lot arguing about frame data. Score: -2/10 — Return to sender, Nephilim.
Great game for $20. People need to stop expecting perfection and actually enjoy what they bought.
There's no way to change the default key bindings. I don't know how the game launched without them. Probably the developers have no clue what PC gaming is.
Очередной наплыв особо одарённых игрунов, которые плачут из-за отсутствия возможности перенастроить управление. В игре есть минусы и смена раскладки явно не самая важная, тем не менее играется отлично, и основные нюансы думаю исправят. Разработчик активно идёт на контакт в дискорде.
Такое говнище, что просто беда. Купите лучше no rest for the wicked.
Un gros 0 pointé pour l'absence de mapping des touches. Si le jeu est basculé en azerty, les consommables (12345) sont inutilisables. Impardonnable pour un jeu proposé sur une plate forme PC Refund demandé
The game is fun, especially with friends. I think people are reviewing this 20 dollar game like it costs 60....
So much potential here. Critical issues to address: 1. The Gold/Souls/Loot system is confusing, and you don't do enough to teach the player how it works. 2. The camera is garbage. Watching how it functions in a boss fights with adds are incredibly embarrassing. 3. Add the ability to drop (even destroy) items you've put in reserve slots. 6 loot slots is restrictive enough, you don't have to also lock in the first 6 items you come across. I imagine during testing it became too easy to progress your arsenal if you allowed that to happen? That's a systemic flaw you need to address--don't introduce artificial limitations to account for your lack of game design.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $89.6K | 364 | 76% | $9.99 | |
| $8.7K | 41 | 83% | $7.99 | |
| $188 | 12 | 67% | $0.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.6M | 4.5K | 77% | $14.99 | |
| $1.6M | 3.1K | 86% | $24.99 | |
| $1.6M | 5.9K | 86% | $9.99 | |
| $1.6M | 5K | 87% | $11.99 | |
| $1.6M | 4K | 80% | $19.99 | |
| $1.6M | 4.3K | 97% | $19.99 |