
Grab a rusty sword, gain some momentum, and send everyone flying in this aggressive joust. Sweep your foes away like a hurricane and cross bottomless chasms with giant leaps.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
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 2,402 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
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A unique momentum-based first-person hack-n-slash. The mechanics can be somewhat hard to grasp, but nothing beats flying through a hallway and stabbing five people at once. Game is pretty short though; I finished my first playthrough in less than an hour. Still, the unique combat gives a fair amount of replayability, so the sale price is worth it in my opinion.
Extremely minimalist design that leads to something that is easy to pick up and have a good time with!
It was fun but the last level was the most aggravating thing I have played in the longest time. You have to gain momentum to hurt anything (because swinging the sword requires "charges" which are dropped by an enemy who isn't in the level) and these guys throw fireballs that send you flying backwards. So its almost impossible to hit these guys, which means you use the shotgun. Problem there is you need to kill them to get ammo. There are also these small flying enemies that shoot at you. You can't reach the flying ones, so you shoot them. BIG MISTAKE, you wasted ammo! So without ammo, and no "mystical sword swinging charges", you are constantly running trying to gain speed but ultimately hit by a single projectile which ruins all your momentum. Horrible game design, cool map design. 2/10 This should be a free game on itch or smth 72 minutes of gameplay (30 of which on the very last level) for 9 DOLLARS
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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, Russian
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very disappointed in this. There's no attack button. You press space to both jump and attack simultaneously. The damage scales with your speed which is super low initially so you need to run around to slowly build up momentum before attacking anyone. See, the trailer looks somewhat fun but that's because it shows off open environments with the player running around and picking out targets randomly. In the actual game though you'd have to clear small enclosed areas where you can barely gather momentum but will bump your head on the ceiling every time. Infuriating. Also the mouse sensitivity is far too low for me even at the highest possible setting. Sorry but I'm not going to change my DPI or Windows settings for just this one game to try and make it playable for me.
Its a pretty good game but for a certain kind of person that just isn't me
game appears to be unplayable. there's an uncrossable gap at the start of the game.
Not sure if i can recommend it in good conscience. A very short and barebones game that's janky and sometimes a little frustrating. It feels oldschool in the way where the physics and hit detection doesn't seem consistent and the feedback to know when you land hits feels not very direct. The looks of the game are very rudimentary which i thought suited it well. It presented an enjoyable atmosphere. I play a bunch of Quake Champions and went in hoping for Scalebearer: the game. But this feels more like a tech demo. It has charm as a sort of lost old experimental jousting game but I wouldn't have paid full price. Mostly due to the level of finish/polish and the fact that it's only a few levels. I feel bad giving it a negative review but for anyone going in expecting something substantial but jank or polished while being ok with it being short might be left feeling a bit disappointed. I applaud the dev for making something like this and would love to see a more thought out, expanded and responsive feeling version of a game like this. Thinking about how to maintain flow with the leveldesign or maybe some extra weapons or abilities is something that could use some experimentation. In the last level being stopped in your tracks due to one monsters projectiles got a bit frustrating for example and made me wish for more options to either stun or dodge without losing all momentum People who love old janky games, the atmosphere of quake 1 and experimental short games might still get a kick out of this. PS: Thanks to MeathThrasher's comment i got to crank up the fov to 130 which really alleviated much of the games feel. This is the copypasted fix in case his comment gets buried or deleted or something. 1) open file at C:\Program Files (x86)\Steam\steamapps\common\Daemonic Runner\core\ed_ini.txt 2) find the 11th line (#10#128,...) 3) change the number after "128," to a big number (my line looks like this: #10#128,110) 4) save & exit
It's a different game for sure. I AM SPEED
I wanna start off by giving props to the developer. The game runs on a proprietary engine he coded himself and is quite smooth gameplay-wise. It’s got a great visual style, and the sound design is pretty solid, albeit imperfect. That said, this game has many flaws. Movement is fun in open spaces, although limited by an ominous fog which I assume is there to save on rendering power, but every other level is indoors with staircases that destroy your momentum by flinging you into walls, and you lose momentum between levels while you wait for the door to open. Turning your camera too fast also seems to reduce momentum, which I think could easily be fixed by implementing a sideshift mechanic similar to the one in Mirror’s Edge Catalyst, and would also add an extra step to the mastery of movement in this otherwise quite simple game. On a base level, the sword is fine. The faster you are, the more damage it does, and it’s always active assuming you’re in mid-air. The power attack, on the other hand, is problematic. It’s meant to be used as a last resort if you’re out of shotgun ammo and don’t have any momentum, but it is by far the slowest attack in the game, the animation taking almost two full seconds to complete. You’ll rarely have an opportunity where you need to use it, and when you do, it likely won’t come in handy. Instead of a power attack, a limited-use boost ability, maybe one which recharges over time, might suit the game better. It would serve the same purpose combat-wise (I.e. attacking without momentum) and would also add another movement mechanic for the players to master. Another weapon-based issue is that the shotgun doesn’t feel powerful at all. It can one-shot unarmored enemies without needing any momentum, but it does very little to armored enemies unless you fire multiple shots. The issue here is that unarmored enemies don’t really pose a challenge when you have no momentum. You can run down a hallway, turn back, and you’ll already have enough momentum to finish them off with the sword. It can be useful for killing ranged enemies, but one of the two ranged enemies the game has to offer is armored, so once again, you’ll be using multiple shots to finish them off. Lastly, shotgun jumping isn’t a thing in this game, which is both disappointing and unexpected given that the game is so strongly built around momentum. My opinion? Buff the shotgun so that it one-shots all enemies, make it require a large amount of kills to recharge so you only get a few uses of it per-game, and implement shotgun jumping as a traversal mechanic. Overall, I didn’t find the combat very satisfying. Your reward for killing an enemy is a blood splatter and maybe an item of some sort, and hitting them without getting a kill just nudges them a little. Pair that with enemies who seem to aggro at random, confusing map layouts with many overlapping layers, and handful of keycard-holding enemies with no distinguishing features that you need to kill in order to progress, and you get this game. One thing it does succeed in is making me want an an HROT-style King’s Field game set in an alien megastructure. It took about half an hour to complete, the other twelve minutes of gameplay spent stuck on the surprisingly long loading screens, and the world record speedrun is just over four minutes, of which you could probably shave off about fifteen seconds by taking an alternate route on map four. I’d say buy it for a dollar, but it’s never been that cheap, so you might be waiting awhile.
Daemonic Runner is certainly unique. Takes a bit of getting used to, but the running and stabbing gameplay style can be fun. It can be annoying though when you don't have enough momentum or go flying down a chasm.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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