
Reaping souls of the dead and punching a clock might get monotonous but it's honest work for a Crow. The job gets lively when your assigned soul is stolen and you must track down a desperate thief to a realm untouched by death - where creatures grow far past their expiry.
Most likely between $5.1M and $14.4M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 93% | approximately $8.5M |
| PlayStation | $19.99 | 90% | — |
| Xbox | $19.99 | 90% | — |
| GOG | $4.99 | 90% | — |
| Epic | $19.99 | 94% |
Cheapest copy: ≈ $1.17 on Xbox · Türkiye (−94%). Compare 50 prices in 15 markets →
Reviews
Themes across 1097 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Nintendo | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
[quote=Барбара, бард] Пьяный ворон влюбился в красавицу Бетти! Но оказалось, она — мохнатая йети! У истории мог быть счастливый финал, Но меч твой бедняжку сразил наповал. Теперь не ловить нам невесты букетик! [/quote]
中评 首先是优化,玩起来电脑滚滚烫,CPU 100 ℃, 不知道是我一个人遇到的问题还是都有 内容还可以,但是过于平庸的一款2D俯视动作游戏。没有泰坦之魂那么有创意,画风相似的 TUNIC 更加几乎是将其碾压了
[h1] A cute charming piece of art about death[/h1] I really love this game, from start to finish. The combat, the boss fights and even the story are engaging and everything is backed up by amazing soundtrack. I'm also surprised that despite the comedic tone of some dialogues, which I didn't expect in this game, it manage to shift come back into seriousness greatly, I even shed some tears during specific moments [spoiler](Like the Grey crow: his entrance and the music kicking in was just...) [/spoiler] And I really enjoyed the endgame, which adds a new ending with a bit of extra chores to do and more. [spoiler](AND AN EXTRA AVARICE ROUND WHICH I REALLY LOVE!!!)[/spoiler] I believe it's worth doing The only thing that I think this game does wrong is the sewer grates mechanic, it is the only thing that isn't explained/shown properly I greatly recommend this game, it's really the [i]beak[/i] for me ^w^
Uninspired and dull. The maps take too long to traverse, and controls are too simple and enemies are too unthreatening to reflect the oppressiveness and bleakness of the world.
It's pretty but a little boring. A lot of walking around, some instructions unclear, easy enemies (not particularly a challenge), no map, no indication of boss health. Played over an hour and it felt fairly average. It looks and sounds nice, but it's not particularly special or engaging. If you want a cute straight forwards game, then this may be for you.
Вся душа этого инди-проекта сосредоточена в визуале: он милый. На этом всё. Милая ворона перебирает ножками, махая мечом-кладенцом из стороны в сторону. Декорации и стилистика закидывают в сознание крючок, пробуждают любопытство, но игра его никак не удовлетворяет, и чувство насыщения всё никак не приходит. Монотонная раскидка мобов 1-2 приёмами воспринимается как рутинная бумажная работа. Где-то там витает предвкушение конца рабочего дня, ожидание шальной пятницы и планирование выходных, но всё это так и остаётся на уровне фантазий. Разработчики будто склепали на скорую руку лубочную бродилку-убивалку, на которую грех плеваться за такую-то цену, но и хвалить абсолютно не за что. Собрат по геймплею, пришедший мне на ум в первой же локации — Bastion (от создателей Hades). Он тоже не чурается душноватых сказочных мясорубок, но пестрит механиками, которые раз за разом вызывают у игрока чувство «блин, сейчас вот это отстрою, вот это закуплю, вот тут прокачаюсь, вот с этим новым оружием побегаю — и точно спать!». Эдакий призрачный сапог, подпинывающий нас пониже спины, дабы не вздумали жать ESC. Death’s door не знает, как мотивировать проходить себя же (не говоря уже о том, чтобы перепроходить). Инди не инди, но постараться прописать сюжет, персоналии, сеттинг и окружение подетальнее стоило. Людям, желающим скоротать вечерки с разряженной головой, но чтоб при этом присутствовал какой-нибудь челлендж для мышечной памяти — зайдёт на ура. Но лично у меня есть десятки куда более завлекательных аналогов для издевательства над клавиатурой.
Solid game, reasonably challenging without being too difficult. Casual players and veterans alike will enjoy the challenge without having to throw themselves at a boss over and over. It has clear gameplay inspirations from Legend of Zelda and Dark Souls, and thematic inspirations from Majora's Mask and Fullmetal Alchemist. It's nothing groundbreaking, but I have thoroughly enjoyed playing through Death's Door, and look forward to more from Acid Nerve. I will add that it lags a bit on Steam Deck, even if you tune all the clocks up.
Cute, whimsical souls-like game. [h3] Difficulty [/h3] Some boss fights are actually quite difficult if you're not used to playing souls-like games. I found the game to be difficult to the point of being frustrating on controller until I switched to playing with [b]keyboard and mouse[/b]. It's way easier to traverse the isometric environment with precision with a keyboard and mouse than with a controller. [h3] Confusing progression, navigation [/h3] What I do dislike about this game but have gotten used to, is the lack of a map. If you take a break from playing, you will most certainly not know where to go next when you pick the game up again. The progression between areas is confusing to the point where many people, including myself, have to look up gameplay videos to see where they're supposed to go next. I lost 2 hours of my life just navigating back and forth, trying to figure out where to go, before I finally gave up and just looked it up online. This game is [i]almost[/i] perfect. Definitely going in my favorite game list, just wish there was a map or some sort of indicator on where to go next besides talking to NPC's.
Death's Door is an aggravating game because it is so incredibly polished and close to being fantastic, but at least for me ended up feeling like an exercise in frustration and test of patience more than anything else. That said I wholeheartedly want games like this to be able to exist, so if you're a fan of isometric action/adventure RPGs, at least buy this when it's on sale. My core problem with the game is it was just never *fun*. The three components of gameplay for a game like Death's Door are puzzle-solving, exploration, and combat, so let's go through those. [u]Puzzle Solving[/u] Actual "puzzles" feel few and far between, and your abilities end up feeling like just an extra click to get through a door. e.g. You walk into a clearing, and rather than climb a ladder up a wall, you have to light a torch with your fireball spell that then shows an animation of the ladder spawning, *then* you can climb out. Why? There was no puzzle to solve, it didn't gate me from getting to something to early because this is in an area that I needed the fireball to access. The abilities feel like more of a gate to progression than something interesting to use. There are some actual puzzles involved to get the true ending... but playing through the story blindly to the regular ending just felt so disappointing in this area. [u]Exploration[/u] The exploration in Death's Door is extremely hit-or-miss. Generally speaking you can find 4 types of items: seeds for creating healing checkpoints, XP orbs, collectibles (most of which are just that), and crystal pieces that will eventually upgrade your max health/mana. The attentive reader will note that 4/4 of those categories [I]do not provide any immediate benefit[/I], at least in a meaningful way. When you reach a fork, go halfway down one side, realize that's the main way to go, then run back the other way to explore the secrets, only to reach the end of the path and find an orb for +100xp (roughly the same as a clearing or two's worth of enemies), it's just so disappointing. (Stats also barely feel like they matter, which makes the XP even less relevant.) Often the more well-hidden secrets are just "here's a collectible! Wow!" or a heart piece that doesn't do anything right now. Some of this definitely is a skill issue... but the game leaves so many nooks and crannies for you to explore, only for 1/4 of them to actually have any loot, most of which feels disappointing. I look at Ender Lilies or Tunic as much better examples of games where the exploration always felt worthwhile and gave me the little dopamine hits to want to keep spending the time doing it. And did I mention Death's Door has no map? As a stylistic choice sure, this isn't an inherent problem, but when there are [I]many[/I] secrets that require backtracking (not to mention the main story requires it multiple times with no dialogue to indicate it!) this quickly becomes cumbersome. Especially for an isometric game where each zone internally looks extremely samey, it feels nigh impossible to remember where things are unless you use a pen and paper or guide. [u]Combat[/u] This was the worst area of the game for me. For having such fluid animations I was constantly surprised at how clunky and awkward combat felt in Death's Door. None of the enemies in the entire main story felt challenging, yet I did die a fair number of times just because combat is such a test of patience. Every large enemy and boss tends to attack immediately when you approach with moves that instantly pivot to where you are and which have a low cooldown. This leads to gameplay frequently being "hit two times -> roll -> hit one time -> roll -> repeat", and the ranged abilities awkwardly interrupt combat to the point that they feel more like a "I'm so tired of this guy" tool than something to integrate into your fighting. On top of this, the hitboxes feel really inconsistent. One boss had multiple moves that I thought didn't actually hurt me because of how weird the hitbox was, and I had plenty of experience swinging through enemies dealing no damage due to lots of enemies being strangely invulnerable during parts of their moveset. Enemies scale up faster than your damage really does (unless you're grinding) which just makes the game perpetually feel like a slog and test of patience in combat rather than a test of skill. Enemies are recycled through the game and do not have particularly interesting movesets, nor do they feel balanced for any sort of purpose. Some enemies felt infuriatingly slow to fight, whereas there were some others (boomerang enemies for any fellow players) where it felt like it was almost impossible to actually be hit by them. Many enemies (including bosses) also are invulnerable for more than half of what they're doing, which worsens the problems. And if they aren't invulnerable while attacking, they probably have an attack which can 180 to hit you when it launches, which functionally means they're invulnerable since you have few hit points and there is no healing outside of checkpoints. Finally the mechanics of how your player abilities work together in combat feels so awkward. Some pain points: - There are few iframes after being hit - You can't cancel a weapon swing into a dodge - Weapon swings can be buffered if you click the button too many times -- but rolls cannot (or they must have a much tighter window for buffering) - All ranged attacks require a charge up - Melee attacks can't be chained into a ranged attack, you just have to stop what you're doing to use a ranged ability - Strong swings don't do anything to stagger enemies, but they do leave you more open - Strong swings don't have a significantly bigger hitbox than regular swings All of these features together make combat feel the opposite of fluid, where rather than weaving moves together like a dance, I feel like I'm pulling a lever on a crane back and forth to tink the boss for 1 hit at a time. So ends this rant about the game. I was really thinking that Death's Door looked like a great game, but man did I lose enjoyment of it quickly.
PROS + Beautiful visuals and strong atmosphere. + Excellent soundtrack. + Charming characters and genuinely fun dialogue. + Interesting themes surrounding life and death. + Fluid-looking combat and enjoyable boss encounters. + Well-polished overall presentation. CONS - Exploration can feel unrewarding. - Lack of a map makes backtracking tedious. - Some puzzles and abilities feel too simplistic. - Combat can feel stiff and inconsistent at times. - Progression feels fairly linear. VERDICT Death’s Door is a very polished game with a strong identity. I really like how its beautiful presentation, dark themes, and humor complement each other, creating a world that feels both melancholic and charming. However, I think some of its gameplay elements don't reach the same level as its presentation. It's a great game overall, but it feels like a case where the presentation is stronger than the gameplay itself. 3.5/5