
Crypt of the NecroDancer is an award winning hardcore roguelike rhythm game. Move to the music and deliver beatdowns to the beat! Groove to the epic Danny Baranowsky soundtrack, or select songs from your own MP3 collection!
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.
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

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; PlayStation, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 26.5Kreviews | 95% | — | $8.8M |
| $14.99 | 3.4Kratings | 92% | — | 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 880 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Um jogo musical que é muito bom pra passar o tempo e se divertir! Não leve muito a sério porquê as vezes vai ser bem difícil!
Great fun game
Oynadığım en farklı ve en yaratıcı ritim oyunu
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 30 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
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 - Spain, Japanese, Portuguese - Brazil, Russian, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
| $2.99−80% |
| 315ratings |
| 86% |
| #241 |
| not modelled |
| $14.99 | 219ratings | 88% | — | 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 882 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have mixed feelings about this one... but ultimately I wouldn't recommend. This is really sad, because I wanted so much to like and recommend this game... Let's start with the good: graphics and soundtrack are awesome! Now for the rest... The main issue for me relies on design choices, gameplay and how useless the tutorial is. This is a roguelike and I must say I am typically harder on these. I think it's Ok to be a roguelike, but not Ok to force deaths just to add more time to beat the game. This game is part of the latter. Many unavoidable one hit KO situations just to force a replay (including time limit), not to mention the necessary upgrades that you can only get after dying, and the RNGed items that you need to buy after death and hope that they show up in your next run. The tutorial is just: "you move with the beat, try to perceive enemy patterns". No word on those lights that flash, no word on combos, no word on items, no word on traps... I still have no idea what flashes are and what combos are for (other than money) and how to keep them going. The gameplay is a bit clunky, hard to actually see the beats while listening and navigating. Sometimes your movement, even when timed, will break the combo. Sometimes you will tilt even though you followed the beat. Then there's the game design: • They basically force you to die to buy upgrades and items that may pop-up to try to progress. Took over 1h to beat level 1 (consists of 3 stages) just going through this motion. Not really a fun experience. And you will need to find the items in the dungeon to actually have a chance. It's RNG reliant. • If the stage's music ends, you die. The issue is: there is no indicator that it's going to end. No bar, no timer, no music going faster, no sign that the music is ending. It simply ends and you die out of nowhere. If you find the ending and beat the boss, get out as soon as possible before the timer kills you. • Then there are the new things and how they are presented. Some examples: A) You can carry bombs and eventually you find a bomb icon. You go there thinking it will give you a bomb to carry, but no. A bomb will pop-up and if you don't immediately get away (not even a second for the bomb to flash as active), that's a OHKO. B) Or if you find an item, suddenly it replaces your current item without telling you what's the actual difference. C) You may find a tile with a skull, similar to the exit before you beat the boss, but it's actually a trap that will almost kill you in one hit. D) The list goes on... • Now let's talk about OHKOs situations. Those happen a lot with new things you don't know and bosses. Many times the bosses are just behind a door and will one-shot you as soon as you open it. There's no way to know whether the boss is there unless you find some RNGed item. Even if the boss is not directly there, a monkey might be, and then it will jump on you and hold you while the boss that's close comes and one-shots you. New things in the map are more of a threat than something fun to explore and find out. Just like the skull or bomb tile that I have mentioned before. • There are many DLCs, they are expensive, and you need them to be able to get all achievements. • Story is not well presented. For instance, you only watch the piece that tells you why you were at that graveyard after you have defeated level 1, which is already in the graveyard. Honestly, this could be a great game if they actually presented a good game design following a story mode and presenting new things and features in structured pre-designed dungeons. Leave roguelike as a bonus rather than the whole game. The way it is now just shows that devs didn't want to invest the time and think of a good game design. It's basically a time pitt just for the sake of not developing proper levels and introduction to new features. Everything is setup for you to die many times just so you can pour more time into the game. Not in a fun way...
boring
好玩捏,就是有点不好玩
o melhor roguelike de ritmo que adquiri.
pretty cool well executed concept
むずいけど回数重ねればちゃんと出来るようになるのが楽しい 人間性能はそんなにいらないと思う
豪丸
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
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Related
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|---|---|---|---|---|
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