
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.
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.
Reviews, worldwide (the counter carries no country): 6.14/day in the week to Sep 3 → 7.86/day in the week after.
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, Xbox, GOG, Epic, 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 | $19.99 | 22.2Kreviews | 93% | — | $8.5M |
| $19.99 | 7.9Kratings | 90% | — | 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 1053 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
gameplay: 2/5. art style: 4/5. music: 3/5 writing: 0/5 length: 5/5 the enemies and their patterns never ramp up. the powerups you get are SLOW and animation lock you. the basic attack can beat the entire game. the bomb does ok damage and is your slowest skill. fire attack, grappling hook, and arrow are all useless. the umbrella and hammer are useless and slow. puzzles are simple. the game should have a higher difficulty and you should feel like you are an actual reaper badass. the upgrades basically do nothing of note. you never feel a difference on bosses, mobs, or traversal from start to finish. the art style is very minimalist in all aspects. CONCLUSION this is a student art project not worth full price. dont trust the people on reddit.com/r/metroidvania
Death's Door is a game that managed to lose me in under 20 minutes, which is genuinely impressive considering I gave it a fair chance. I do not do cardio at the gym. I avoid it at all costs. And yet somehow my cardio sessions still outlasted my time with this game, which says everything you need to know. The navigation is so confusing that I stood in the same area questioning every life choice I have made, including the one where I clicked install. Everything is a complaint: 1- I was lost within 20 minutes. Not slightly confused, fully and completely lost with no hope of recovery. 2- The game offers no clear direction and expects you to figure it out on your own. I tried. I failed. I left. 3- My cardio at the gym lasts longer than my playtime and I genuinely despise cardio. That is how quickly this game lost me. 2/10 I gave it a chance and it wasted it. Uninstalled and never looked back.
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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): 5.88/day in the week to Jul 21 → 16.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
| $19.99 |
| 4.5Kratings |
| 90% |
| — |
| not modelled |
| $4.99−75% | 226ratings | 90% | #197 | not modelled |
| $19.99 | — | 94% | — | not modelled |
| $19.99 | — | — | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
pretty, fun game but at times ♥♥♥♥♥♥♥♥♥♥♥ is challenging. Crazy amount of puzzles
Очень сильно понравилась игра в которой пришлось немного попотеть з зонтиком:) Досадно что она не такая популярная, нашла ее через издателя культа барашков. Геймплей легкий, поиграть можно с кайфом, сюжет сам тебя ведет туда куда надо, битв очень много и они все интересные (может быть кроме обычных мобов). В начале было досадно что нет карты, но пройдя немного поняла что мир достаточно маленький и она не нужна, всё само запоминается. Игра 10/10 душ :)
[b]For context I have 100% this game AND got all achievements.[/b] This is genuinely one of the best games I have played in quite a while. It blends humour and seriousness very well. It's somehow cute but dark at the same time. It doesn't hold your hand, but also doesn't hide any secrets in ridiculous ways. Getting 100% without any walkthroughs took me 14 hours. The game can have some difficult moments, but once you learn the controls better, it becomes pretty simple. This game has a "souls-like" tag, which I don't know if I agree with. While this game may be too hard for a bunch of people, it's not ridiculous brutal like the souls games. You get quite a bit of lenience for escaping attacks, and there are always ways to replenish your health/magic. When you die, you don't lose anything you collected, and you often respawn really close to where you died, negating any frustration. I enjoyed the game so much that I immediately replayed it to get the umbrella achievement, which took me 5.5 hours. [h3]Linux performance[/h3] Linux performance is perfect. Played half my time on the Steam Deck and the other half on my Linux PC.
jogo do corvinho 10/10
I think this game was one of the most boring game experiences I have ever had. There was nothing memorable, nothing unique about Deaths Door, like, just another indie game.
Se convirtió en uno de mis juegos favoritos. Me encanto el apartado artistico, toda la banda sonora, los combates y la historia. La verdad no pierden nada en probarlo. Lo recomiendo muchisimo.
10/10 - amazing game.
[h1]Death's Door[/h1] In this game you play as a crow fledgling, collecting souls and soul orbs, solving small puzzles, fighting enemies and opening new doors that lead to new places. Is this game good? I guess it's serviceable. The game mechanics work, but the map - or rather the lack of one - is your biggest enemy. I had moments where navigation confusion took over everything else. In some places I had to almost take notes, like: "go straight, then right, then right, then left, then take the 2nd door, then jump down, then go straight, then go through the gap, then take the first door, then go left". There are also many dead ends in this game, and you often go searching for the next way to go only to find out that you chose a way that had nothing there. And whoever decided that doors (which teleport between the main hub and different areas) should be used for navigation made a questionable decision, because it doesn't help with the biggest issue, which is poor navigation - it just helps you lose your sense of direction. Unless you play this game in intense stints, you're probably going to forget where you need to go or which areas had pink soul orbs that you couldn't access before. And you might want to backtrack if you care about upgrades, because each pink soul orb is worth 100 orbs, and you can get upgrades with 400 or 600 orbs. Not that upgrades matter that much, because you'll be fighting enemies with a melee weapon, a health bar that has four slots and a bow that has four arrows (health upgrades are locked behind backtracking!). You can manage with that because combat is quite easy and it's mostly a matter of patience. Once you know the attack pattern of each enemy type, the combat becomes almost like a chore. Basically, you slash and roll away when the enemy attacks and then slash again. The arrows replenish when you hit enemies or ceramic pots/mushrooms that respawn, so there's usually plenty of arrows. When I put orbs into upgrades, I couldn't tell any difference in combat whatsoever, even after putting my first 2000 orbs into upgrades. And the weapons you find on your travels? I don't even know what they're supposed to be used for because you can just use your basic sword weapon once you get accustomed to it, so there's really no reason to change it. Stats are a bit different, but not worth changing the weapon. I tried the hammer, but it just made movement too slow and I could no longer dodge certain enemies like before. The art style and music in this game are very good, but the gameplay is like "meh". Most of the enemies are easy to handle. As you make progress, the game mostly just throws more enemies at you and there are more waves of them. That makes the game feel as if the difficulty remains quite static, and it even goes up and down in inexplicable ways. Some enemies have weird attack patterns and there's at least one enemy type that can't turn around when you attack it from behind. Sometimes combat feels a bit weird when enemies literally strike far away from you and dance around like fools - it doesn't even look like combat to me. But when things get rough, positioning in combat is key, because roll dodge alone won't always save you from getting hit, even if you move in the opposite direction from the enemy. I started to enjoy the gameplay more at about 8 hours of playtime when the game got a little harder and more interesting in the Castle Lockstone and Old Watchtowers areas. Before that I kinda struggled to keep myself motivated and most of the time I was just trying to find my way to the next objective. If the game had less puzzles and awkward navigation and the combat was a little harder, this game would be amazing. But to me it's more like a play-once-and-forget-about-it type of experience. It's not really a souls-like type of game. You play this mainly for the story and atmosphere and good music. But I think there's a risk that many players will drop this game either due to the poor navigation and lack of a map, or because the repetitive and easy combat makes it feel like the game progression is going nowhere and there's nothing that justifies putting more time into it. [b]Final score: 6.5/10[/b]
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.
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