
Cryptical Path is an action rogue-lite that pushes the boundaries of the genre. Play the Architect, build your own rooms, and tame an ever-changing labyrinth you've been summoned in.
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; Xbox, PlayStation, 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 | $14.99 | 165reviews | 88% | — | $58.6K |
| $14.99 | 11ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
===2025-0419 還行,可玩可略,爽度不夠。節奏偏慢,會覺得有點無聊。適合時間很多的玩家。
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jogo tá bom mas com uns bug muito chato, uma vez perdi meus upgrades 2 vezes e as salas extras pra construir sumiram não sei se concertaram mas o que eu digo é? Jogo é bonito e a gameplay é interessante (principalmente a parte de tu construir o seu caminho) mas ainda sim é bugado.
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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, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America
| $14.99 |
| 11ratings |
| 67% |
| — |
| not modelled |
| $14.99 | — | — | — | 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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Quite fun roguelike
Très sympa, bonne durée de vie, assez difficile pour ne pas s'ennuyer. Je recommande.
I enjoyed the first few runs, but things started falling flat after defeating the first boss. Item variety is limited, with many of them being flat stat buffs or otherwise not being especially interesting or impactful, while a few are game-changers that are a total crapshoot to get (most notably the ones that make your attack hover in place and hit things nearby while you can just dodge). Enemy variety is also limited, combat gets repetitive, your dodge could be a lot more useful, and things get a bit unreasonable with the the enemy upgrades after being the first boss (who isn't much better, as good luck attacking them without getting hit unless you have one of the aforementioned sentry gun items). And even the mapbuilding that's the game's unique gimmick isn't that interesting; it just periodically interrupts fighting with putting an enemy cell (or whatever else you may need) wherever leads to the next generated group of cells. Doesn't seem to be as deep as intended.
I was pretty enthusiastic about this game for the first couple of runs. However, I'm rapidly fatiguing of runs that feel the same every time. Here are some pros and cons in no particular order: - The map building mechanic is neat. The concept of taking on curses as a risk to gain additional rewards is engaging. But ultimately, it feels like busy work to have to stop every few rooms and add new rooms to bridge gaps. I think I'd prefer if you built out the dungeon at the start and then edited minimally during the run to prevent interrupting the action. - The graphics are pleasant to look at and the game performs well (mostly) on the Steam Deck. - Combat mostly feels good. Maybe not quite as tight as I'd like but mostly good. The one piece that feels a little frustrating is the iframes on the dodge. Felt like I was getting inconsistent results when needing to dodge specific attacks (like first boss charge attack). - Variety is VERY low. They have dozens of items but most of them are small raw stat buffs. Gaining +10% weapon damage is super boring but also one of the best upgrades you can hope for. There's only one weapon and very few talents meaningfully change how you interact with the game. - Metaprogression is pretty dull. Now breakables have coins in them. Start with +2 control (not even enough to build the smallest room). Chests have more money. It's just not interesting. If this were early access, I'd say they were off to a good start. For a finished game with no road map, it feels pretty rough.
自主构建地牢房间、路线,策略性的选择奖励、挑战,不能否认这一核心机制十分新颖而有趣 但是作为一款动作肉鸽,我的战斗体验并不有趣 1.无用、无趣的遗物,两个小时的游玩中,未碰见有趣的机制类遗物或者机制和数值类遗物带来的提升都非常小,以至于很难感受到奖励的正向反馈 2.战斗全靠基础动作模组及玩家的技术强撑,且相较孱弱的遗物,精英敌人和boss的血量都挺厚的,难度并不低 整体体验下来,并不像在玩肉鸽,而是在玩一款难度不低的横版动作(boss战挺有趣,但死亡后又得无趣且耗时的经过道中环节令人烦躁) 2小时的游戏时间 还有大量的关卡和遗物未解锁 作出的评价可能会有失偏颇 但实在没有动力再继续坐牢了
Its a somewhat unique concept for the genre, I'll give it that. It falls short in just about everything else. There is not enough variation to keep the gameplay loop engaging and I found the game fizzled out quickly. They should have taken a cue from games like Spiritfall and incorporated different weapons at minimum. Each act ends in the same boss every run. The artifacts found are dull, unexciting and lack synergy. The talent tree is 1-dimensional and predictable. I found the value would have been more appropriate at 10-15$ and could probably be relegated to a mobile game.
J'ai pris beaucoup de plaisir à jouer au jeu, entre les combats de mobs et l'aspect builder qui donnent un bon équilibre. Le jeu est assez court si vous allez jusqu'aux crédits mais il a une très bonne rejouabilité avec les défis qui permettent de compliquer un peu les runs. Bref GG la team OldSkull Games !
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Players by region
Where this game's players are, estimated from review languages.
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