
An unforgiving hardcore fantasy FPS dungeon PvPvE adventure. Band together with your friends and use your courage, wits, and cunning to uncover mythical treasures, defeat gruesome monsters, while staying one step ahead of the other devious treasure-hunters.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Same day: best CN #37, worst CA #66 · 3 markets collected
About




Genres
Stats
Languages: English, Korean, Japanese, Simplified Chinese, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese
Engagement
Reviews
Themes across 1892 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
game is just amazing, there's point in making this purchase; if done so, will indefinitely be happy later.
It's a fun game
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
absolute cinema
I lost a friend playing this game , had total of 1k hours+ on both platform and i must say this game ass DO NOT PLAY IF YOU HAVE A JOB OR A SOCIAL LIFE
buhaowan
sb铁锤反作弊说改就改,电脑配置不行的还玩不了了,你改了倒是还我300啊,买了传奇身份证玩不了豪客不等于没买,sb铁锤,纯构思
Game already had plenty of issues. Just realized they added Secure Boot as a requirement for High Roller mode. People should NOT have to edit their bios just to play a game.
peak peak peak
This game keeps moving toward a rat meta instead of a real dungeon PvP game. High Roller is full of Rogues and Wizards because the game rewards avoiding fights more than taking them. A ranged class should be strong as long as it keeps distance, but if a melee class manages to survive the arrows, spells, doors, slows, and finally reaches contact, the ranged class should be punished. That is basic class design. Right now, melee classes have to cross hell just to touch a Wizard who can teleport multiple times, fly, reset, and keep casting. Rogues can hide, climb, escape, harass with crossbows, and still threaten armored classes in melee. Druids can engage, disengage, shrink, hide, reset. Warlocks have too many ways to deny melee punishment too. This removes the weakness of fragile classes while keeping all the weaknesses of heavy melee classes. Fighter and Barbarian are slow, visible, predictable, and forced to commit. But when they finally reach their win condition, too many classes still get extra escape buttons. In a healthy class-based PvP game, every class must have a debt. Rogue should destroy from the back and be punished in frontal fights. Wizard should be terrifying at range and vulnerable in melee. Barbarian should be scary if he reaches contact. Fighter in plate should actually feel like plate matters. The game looks like a medieval dungeon crawler, but the meta feels like running, kiting, invisibility, resets, and third-party rat gameplay. That is why so many players stop taking the game seriously. Dark and Darker has huge potential but the current direction rewards the least noble and least interactive way to play. Please stop balancing around giving fragile classes more ways to avoid punishment. Make class weaknesses real again. I really think that the dev cannot play their own game in melee and are frustrated its a shame for 6 years.
傻逼策划,傻逼设计师,自己设计的游戏玩都没玩过
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $16.2M | 17.6K | 53% | $24.99 | |
| $38.5K | 94 | 49% | $14.99 | |
| $1.4K | 5 | 100% | $6.99 | |
| — | 0 | — | — |