
Crown of Pain is a match-3 RPG. Heroes venture to the castle to find the elusive crown of pain, an artifact which is said to take away all of their worries.
Modeled estimate, not a reported figure. How we estimate →
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 2,400 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
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.24−75% | 86reviews | 71% | — | $2.4K |
| $2.49−50% | 7ratings | 74% | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Enjoyable short Match 3 game with beautiful art and nice casual music. Takes about 2 hours to finish it but add a few more hours if you want all achievements. I feel it's a bit short and simple but pleasant non the less. Would have loved for an 'ascension level'-type end game but perhaps that could be added later or maybe for a deeper, longer fleshed out sequel which I wouldn't mind at all. The screenshots show more locked characters but there are only 6. So perhaps the game got cut short as there are also not that many levels. Perhaps 5 Euros is a bit much for this game so be warned, only buy it if you aim to get all achievements or else it feels a bit pricey for the amount of content in my personal opinion.
[b]˗ˏˋ 2.8 out of 5★ ˎˊ˗[/b] [table] [tr] [td]Played On:[/td] [td]Steam Deck[/td][/tr] [tr] [td]Story:[/td] [td]Not much of one[/td] [/tr] [tr][td]Graphics:[/td][td]Average[/td][/tr] [tr][td]Gameplay:[/td] [td]Fine[/td] [/tr] [tr][td]Sound:[/td] [td]Okay[/td] [/tr] [tr] [td]Technical Performance:[/td] [td]Loads in slow[/td] [/tr] [tr] [td]Game Length:[/td] [td]4 - 5 hours [/td] [/tr] [tr] [td]Options:[/td] [td]Very barebones[/td] [/tr] [tr] [td]Originality:[/td] [td]Haven't played enough of the genre to know if it's original[/td] [/tr] [/table] [b]Summary[/b]: If only Steam had a neutral option. It's a RPG card matching game that let's your characters attack when you get a matching triple. It's a decent time killer. Once you beat it, you start all the way over from the beginning but you keep whatever stats or skills gained along the way. There's no new game plus and the developers don't plan on adding any. Replaying is just for getting the last bit of achievements which are grindy.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Indonesian, Japanese, Korean, Russian, Simplified Chinese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
這是一款簡單的三消遊戲 全破遊玩時間約2~3小時 遊戲沒有新手教學全都要靠自己摸索 劇情只有前面有動畫,後面通關後甚麼都沒有 連無盡模式也沒有 就是讓你用原本的角色重新遊玩而已 角色設計上法傷角色太強勢 在第2章有幽靈會閃避物攻 導致你資源都會拿去培養法傷角色 薩滿是前期神角有2招神技 1.放一次可以固定補5~10血3回合(後期負面狀態怪太多要用祭司補比較快) 2,全體攻擊70 %暈眩 祭司 第2章強勢角 1.普通攻擊擁有無法閃避的效果 2.全體治療50 %自身思想+消除所有負面狀態(前期資源不夠時用薩滿補就好) 3.全體攻擊80 %自身攻擊+消除敵方全部正面狀態 法師 省資源角色放後排全部昇思想就好 1.普通攻擊帶有70 %暈眩效果 2.全體傷害140 %思想傷害(前期一直靠這招亂炸) 3.對前排2個敵方造成120 %思想傷害 第四個角色就隨便放吧(戰士.騎士.弓手) 物攻角色培養養起來也沒什麼突出的地方 基本都是給流血狀態 建議可以給點特殊的技能增加其可用性 ex: 戰士被打時可以反傷 騎士被打時可以反擊 弓手可以機率性連射 這遊戲可以休閒時買來玩玩就好 沒有甚麼特別突出的地方 出在手機上當個免費遊戲可能還不錯
Honestly, I have no idea why and how the developer/publisher released this game in it's current state. It's not even early access, more like a proof of concept, or vertical slice (after being on the market for 1.5+ years). There is a seed of a decent game here, but it's just... too barebone. The first 20-30 minutes is a slugfest with a single character, then it gets rolling, as soon as you have a party of 3 or 4. Then after around ~90 minutes of overall game time, you realize that there is almost nothing here. You find the optimal party, unlock all skills in the matter of a single hour and basically you play while being at the mercy of RNJesus. Maybe you bump up an ability once in a while, but really nothing else to do here. There are only a handful of characters here to unlock, no extra like artefacts, trinkets or whatnot. Then I got the idea to experiment with other builds, but basic quality of life is painfully missing. If you want to revamp the equipped skills, you have no chance to overview the current ones (including their effects) and the unlocked ones. Price tag is low for sure and has the vibe of labor of love, but to be honest, if that's all the progress the developer made during 21 (22?) months, then... yeah, I don't think that this game will become a full fledged one in that decade.
I like this game for the music and presentation. The gameplay is OK, it looks like the developer had more planned but had to scale back. As it stands though it is consistent and complete and ran smoothly but quite easy and simplistic. The music and presentation though have kept me playing this game way longer than I otherwise would have. All in all an enjoyable experience.
There's very little instruction. When you do figure out what to do there's very little control over pulling it off. The controls also just don't seem to be very responsive, it doesn't let you slide the tiles on the first try a lot of the time. There's also just not much too it. The music is good. But otherwise it's really quite a mess I'm afraid.
fun little connect 3 with rpg elements, not really too deep but adds a nice little extra layer
Bit boring.
I'm short into the game and I like it. Pixel art, how not to like it, anyway? If the dev will look at my comment, I'll drop my two cents: - THIS IS A MUCH NEEDED "SECURITY" FEATURE. There's no confirmation request on the "New Game" button: I accidentally clicked it, and lost my current game. Bad, bad, BAD. Set the "New Game" button as smaller one, perhaps near the "Continue" one, and add a confirmation window after it gets clicked ON TAVERN/HIRING PAGE: - having the available/unavailable heroes differentiated someway would be nice. Since they're all grey, though, I wouldn't know what to suggest. Perhaps a darker shade of gray for not hired ones? - when hiring a hero, would be nice to have a sneak-peek at their skill, just to don't waste... Faith ponts? MAP - when questiong on Part II of the map, it keeps getting back to Part I on each new expedition PRE-BATTLE SET-UP WINDOW: - allow to see the description and combos of the skills used so a player can perform a better evaluation of the skills, since characters, for some reason can't use all the skills they've learned (which makes learning some skills useless, as well as investing on more than four characters) - dividing the available skills per-character, using different lines, wouldn't be bad ON THE BATTLE WINDOW: - list the active skills on the left, where now the combos are stored, with the highlight of the part of the skill that has been charged: that'll make easier to see which combos are 'bout to get fired, and to manage in a better way the tiles arrangement. Havin' the charged stack of combos still listed below could be still nice to see how many are left before depleting the stack - since healing can't heal Heroes over their max HP, a display as (example) 27/27 in the HP window may prove useful - set an in-game button for quick-access to volume menu: I found myself playing with a volume too high, and had to quit the battle to lower it MISCELLANEOUS: - Allow player to re-arrange the heroes' symbols: my mind relates the red-drop as the Rogue, but it matches the back-rank while now my Rogue is on front-line along with the warrior. Same way, the blue item is on front-low row, while my mind associates it with the Wizard (top-left, back rank, my mind associates with Cleric) TYPOS: - Zulan's 3rd skill "Lightening": should be "Lightning", I guess? - Hope's 4th skill, "Divine Intervention": perhaps it removes one NEGATIVE effect, and not a positive one? - "Bjorg" mob description is flawed, code is showing - "Sellsword" mob description is flawed, code is showing SUGGESTIONS: - change "damage" and "true damage" with "physical damage"/"magical damage". Is kinda conventional that "(physical) damage" hits the armour (shield), while "magical damage" bypasses it
A wonderful blend of tactical gameplay and simple match-3 mechanic. The game is old-school and does not hold your hand, getting quite difficult at times, which is great.
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Players by region
Where this game's players are, estimated from review languages.
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