
Enter a labyrinth that moves as you move, where mastering the elements is key to defeating enemies and uncovering the mysteries of this underground world. With a new experience awaiting every time you enter the dungeon, let the power bestowed by the crown guide you in this challenging adventure!
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.
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.
About
Crown Trick is a beautifully animated rogue-like RPG adventure characterized by turn-based combat and skill-item interactive strategy. Enter a labyrinth that moves as you move, where mastering the elements is key to defeating enemies and uncovering the mysteries of this underground world. With a new experience awaiting every time you enter the dungeon, let the power bestowed by the crown guide you in this challenging adventure!
The procedurally-generated maze ensures you have a different experience every time you enter the dungeon. But unlike traditional open maps, Crown Trick locks you inside of small dungeon room to do battle with monsters. Without access to the entire map, you have no choice but to strategically decide how you will mount an attack on the enemy.
The game moves as you move, and your enemies will stand still until you decide what’s the best way to attack. Take however long you need to map out your route, decide the best way to avoid traps, or how to use the elements to your advantage. A carefully thought out strategy is the key to escaping this dungeon alive.
As you go deeper into the dungeon you will come across terrains mirroring a variety of elements that can be combined with your skills to deal heavy damage to the enemy. Throw fire on top of oil to burn monsters and mix lightning with water to electrocute your foes. There are a lot of lethal combinations to explore and use to slay monsters you encounter.
Throughout your quest, you will encounter elite monsters equipped with elite skills known as Familiars. By defeating them you will gain access to their abilities, increasing your arsenal of skills you can unleash as you continue on to the next levels.
A totally new approach to strategy roguelike gameplay;
Synchronous turn-based combat, where each move is full of possibilities and each battle is a challenge;
Explore the atmospheric dungeons of different settings and try your best to survive until the end;
Build your own unique combat style and choose from the variety of 40+ active skills, 60+ passive abilities, 30+ usable items, 170+ special relics;
Slay 100+ different monsters wielding 9 unique types of weapons or up to 120+ individual weapons in total;
Dare to challenge more than 10+ powerful bosses;
Solve 60+ mysterious challenges and puzzles;
Experience randomly generated dungeons, weapons, relics, items, and challenges each time you start your journey;
Reveal all the secrets and find the truth hidden behind the Nightmare Realm;
Sums Steam only; Xbox, PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 4.5Kreviews | 86% | — | $415.7K |
| $4.99−75% | 930ratings | 64% | — | 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 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly just mad at the missed potential of this game. All they needed to do, and I mean this literally, is fix a few small things and this game would be a hard recommend for everyone. It's so approachable, generally fun, gets you thinking. Has loads of fun items and weapons. But they stopped updating the game and left all these baffling choices in place. - It's a strategy game that doesn't tell you the actual values for half of the stuff in it. - There is no tooltip for many of the keywords - There is no icon glossary - No way to say 'yes' to the tutorial tips that pop up and block half the screen - No indicator that I could see in 12 hours with the game showing which enemy is doing the AOE. You're just shown the AOE area on the ground. After 5 minuets playing you will understand why you very much need to know which enemy is starting which attack. All these things are like game dev 101. Honestly no idea why the game has so so much obvious love put into it, and was then left with these very basic issues... really is bewildering.
The best thing about this roguelike dungeon crawler is a pair of enemies that reference Bioshock. Apart from that, the soundtrack, visuals and the elements mechanic are alright - but everything else just feels like it doesn't work. - Boss fights feel poorly designed; as in they don't allow certain builds, they take a long time to get through and every now and then you'll get caught off-guard by an instant-cast skill that ends your run. - Item balancing is all over the place; as in some items being able to singlehandedly carry your run while other items can immediately ruin your run. Choosing between 3 items and all of them being kinda useless happens often here. - Curses are a guarantee in every run and are just painful to deal with, as in the bad always outweighs the good even if it seems situationally okay. One curse is able to delete your gems, which you need to unlock permanent upgrades. Losing not only the run but also all of your potential progress is stupidly punishing. 100% achievement completion requires the free DLC and boils down to beating all 4 main bosses of the game on hard mode. There may be a little bit of grinding at some points, but once all permanent upgrades are unlocked it's not too difficult to get everything done. Overall, I didn't enjoy this one much.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 Aug 20: 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.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 30 → 0/day in the week after.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese, French, German, Spanish - Spain, Russian, Portuguese - Brazil
| $19.99 |
| 313ratings |
| 88% |
| — |
| not modelled |
| $4.99−75% | — | 81%* | — | not modelled |
| $19.99 | — | — | — | 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 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Love the game, but why isn't it compatible with steam deck? Do something about it! 🥲🥲🥲🥲
Проходняковский проходняк 4/10, идея хорошая, но реализация слабая проходится очень быстро через рандом, а как для рогалика контента очень мало, продолжать нг++++ не вижу смысла и интереса
I think this is the most conflicted I've felt about a game in a long time. CrownTrick is an interesting modernization of classic roguelike combat, where every granular action counts as its own turn. On one hand, GOOD GOD this game is so frustrating sometimes. It honestly makes me want to pull my hair out. Maybe it's because I'm playing with a controller, but I constantly find myself doing something I didn't mean too and throwing a run. Here is a common pattern: I attack, killing an enemy -> Now I point myself towards the next enemy -> I kill the next enemy. Except, that's not what happened! What actually happened was: I attack, killing an enemy -> I try to turn but some other animation on the periphery is still happening or something, so it wasn't my turn yet and I didn't actually turn -> I attack in the wrong direction -> The enemy that I didn't kill attacks me This type of mistake happens to me constantly! It also has one of my big pet peeves in roguelikes and totally fails to communicate what things actually do. Some of it is hidden away in the in game wiki, which is not great (see one of the main mechanics of the game, elemental debuffs, not having their own page, instead being briefly explained in a footnote on each elemental damage page). A lot of basic mechanics like cross elemental synergy don't seem to be explained anywhere, and the online resources aren't good either. You will just have to accept that this is the kind of roguelike where your builds are mostly vibes based, and it can be pretty maddening when you expect a build to work one way and it just... doesn't. They also have quite a few "has 'a chance' of doing X" type effects, which is such a useless descriptor that you might as well not have a description at all. The esotericism also extends to enemies, whos attack patterns you will simply have to learn by trial and error. Sometimes you will just get killed by an attack you were not expecting to hit you. Finally, I'm not deep enough to have a clear understanding of the balance, but even I can tell a lot of the rooms in this game are a complete waste of time. No, I'm never going to voluntarily pick up a status effect that makes me die in one hit in a game where I constantly get hit unexpectedly. Now despite it trying my patience so, this is the most into a game I've been since Hades 2 (in terms of combat, I probably prefer CrownTrick actually). The combat is actually just SO fun. It's takes the form of this extremely proactive, momentum driven system, where a combo meter gives you free teleports and bonus damage. Generally the best way to clear a room is to kill enemies as fast as possible, using either skills, weapons, or environmental hazards against them. Building it around teleports was such a great move, it honestly feels amazing to teleport behind an enemy, kill it, then use the teleport you got from killing it to move on to the next. It's the fastest a turn based game has every felt for me. At the same time, the enemies all have unique behavior which puts you under constant pressure. The lack of documentation sucks, but it is also kind of cool to have this extra level of mastery in slowly learning how everyone moves. The bosses especially have quite a few cool fights. Credit where it's due, they did a really good job of making modernized roguelike combat. Things like clearly communicating if a room has enemies or not goes a long way, fixing common roguelike pitfalls like getting bored traversing a long distance, only to get ambushed because you moved to quickly to see an enemy approaching. It's a genre I've always been interested in, but never been able to break into. CrownTrick convinces me it still has legs to stand on.
Muy buen juego al estilo crypt of the necrodancer quitando el lado de el ritmo se disfruta bastante espero poder avanzarlo mas.
驱动性不行,没有目标,肉鸽通病,只是为了更大的提升,但细节做的很好,游戏玩法和想法不错
Crown Trick is a roguelike dungeon crawler that approaches the genre from a far more tactical and deliberate angle than most modern dungeon-based action games. Developed by NEXT Studios and published by Team17, the game combines turn-based combat, procedural exploration, atmospheric storytelling, and highly strategic encounters into a package that feels both visually striking and mechanically unique. Instead of relying on constant movement and rapid reflexes, Crown Trick slows the pace down and encourages players to think carefully about every action they take. This design decision gives the game a strong identity that separates it from the countless fast-paced roguelikes currently dominating the genre. The story takes place inside a mysterious nightmare realm where the protagonist awakens trapped within a dangerous dream world alongside a magical crown named Ella. Together they descend deeper into corrupted dungeons filled with monstrous creatures, forgotten ruins, and strange secrets connected to the unstable Nightmare Realm. The narrative itself remains subtle throughout much of the experience, focusing more heavily on atmosphere and fragmented lore than direct storytelling. However, the haunting world design and dreamlike environments create a constant sense of mystery that keeps exploration engaging from beginning to end. What truly defines Crown Trick is its synchronized turn-based combat system. Time only moves whenever the player moves, attacks, or performs an action. Enemies remain frozen until the player decides to act, turning every room into a carefully constructed tactical puzzle. This system completely changes the rhythm of combat compared to traditional roguelikes because success depends less on quick reactions and more on positioning, planning, and understanding enemy behavior. Every step carries weight, and careless decisions can quickly trap the player in dangerous situations. The slower pace works heavily in the game’s favor because it allows combat encounters to feel thoughtful instead of chaotic. Players constantly analyze enemy placement, environmental hazards, and escape routes before making decisions. Since enemies only act in response to player movement, there is always time to consider strategies carefully. This creates a rewarding sense of control where victories feel earned through intelligent planning rather than reflex-driven improvisation. Environmental interactions play a major role in combat depth. Fire spreads through oil-covered floors, electricity surges through water, poison clouds can be ignited, and frozen enemies become vulnerable to follow-up attacks. These elemental combinations create satisfying chain reactions that encourage experimentation and creativity during encounters. Properly manipulating the environment often becomes just as important as selecting weapons or abilities, especially during more difficult dungeon sections where efficient resource management is critical. Weapon variety also contributes heavily to replayability. Throughout each run, players discover swords, guns, staffs, spears, magical relics, and other unique tools that significantly alter combat strategies. Some weapons emphasize aggressive melee attacks, while others favor ranged positioning or elemental damage combinations. Since equipment and upgrades are randomized, no two runs feel exactly the same. The game constantly encourages adaptation because players must learn how to build effective strategies around whatever tools become available during each attempt. The relic and Familiar systems further expand customization. Powerful relics grant passive bonuses and unique abilities that can completely reshape a build, while captured enemy powers allow players to use abilities previously belonging to elite monsters and bosses. Certain combinations become remarkably powerful when paired together, rewarding experimentation and giving runs a satisfying sense of progression. Discovering an effective synergy midway through a difficult dungeon can completely transform the player’s confidence and strategy moving forward. Visually, Crown Trick is one of the most impressive indie roguelikes in recent years. The pixel art is richly detailed, filled with dramatic lighting effects, gothic architecture, and beautifully animated environmental hazards. Each dungeon area possesses its own distinct atmosphere, ranging from cursed castles and frozen caverns to poisonous laboratories and ancient ruins. The visual design constantly reinforces the feeling that players are descending deeper into a twisted nightmare realm. Despite the dark themes, the game never becomes visually exhausting because the environments remain colorful and highly readable during combat. Enemy design is equally memorable. Monsters feel creatively designed both visually and mechanically, often introducing attack patterns and abilities that force players to rethink positioning and movement strategies. Boss encounters especially stand out because they function almost like elaborate tactical puzzles requiring patience, observation, and precise planning rather than pure damage output. Defeating bosses feels rewarding because victories depend heavily on understanding mechanics rather than relying entirely on overpowered builds. The soundtrack complements the atmosphere exceptionally well. Ambient melodies, eerie piano themes, and tense orchestral tracks help create a dreamlike tone that remains immersive throughout the adventure. The music often feels calm and melancholic even during dangerous situations, reinforcing the surreal nature of the Nightmare Realm. Combined with the game’s lighting and visual effects, the audio design creates a strong sense of immersion that elevates the overall experience. One of Crown Trick’s biggest strengths is how approachable its complexity feels. Despite the depth of its systems, the game gradually introduces mechanics at a comfortable pace that rarely overwhelms players. Tutorials are concise, the interface remains clean, and information is presented clearly enough that even newcomers to tactical roguelikes can understand the core systems without excessive frustration. At the same time, experienced players will still find plenty of depth hidden beneath the accessible surface. The game is not entirely without flaws, however. The slower pace may not appeal to players expecting nonstop action similar to faster roguelikes. Since combat requires constant planning and movement calculations, longer sessions can occasionally feel methodical to the point of repetition. Some runs also become heavily dependent on RNG due to weapon and relic drops, meaning weaker builds can struggle significantly during later stages compared to more fortunate runs. The story itself, while atmospheric, never fully reaches the emotional depth suggested by the setting. The Nightmare Realm is visually fascinating, but certain characters and narrative threads feel underdeveloped. Players looking for a heavily story-driven RPG may wish the game explored its world and characters more deeply rather than relying so heavily on environmental storytelling and mood. Despite these shortcomings, Crown Trick succeeds because it fully commits to its strategic identity. The synchronized turn-based combat, environmental mechanics, and roguelike progression systems combine into a highly distinctive dungeon crawler that rewards patience, experimentation, and tactical thinking. Few roguelikes manage to feel this atmospheric while still maintaining such engaging gameplay depth. Crown Trick stands out as one of the more creative and visually polished roguelikes released in recent years. Its slower combat pace may divide some players, but those willing to embrace its tactical structure will find a rewarding dungeon crawler filled with strategic encounters, satisfying build experimentation, and memorable gothic atmosphere. Rating: 8/10
国产游戏之投机取巧典型之作
还不错
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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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