
There's no time to waste. Collect powerups and kill everything in sight as you roadtrip across the world with a mythical beast on your tail.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Very cute and very scary :3
the game is good its just mechanics don't really make sense like why would you add hunger but if you go to another level you get your hunger and water bar drained also food isnt really appearing in this game
epic game
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 31 reviews with recorded playtime.
Death's Toll is an action roguelite developed and published by Curious Fox Sox that combines survival mechanics, randomized exploration, character progression, and darkly humorous storytelling into a surprisingly distinctive package. While many roguelites focus on dungeon crawling or endless combat arenas, Death's Toll takes players on a dangerous road trip through a world where every second matters. Chased relentlessly by a terrifying mythical creature, players must constantly move forward, gather resources, improve their abilities, and survive increasingly dangerous situations. This constant pressure creates a unique sense of urgency that defines the entire experience. The premise immediately separates the game from many of its genre counterparts. Instead of exploring static environments at a leisurely pace, players are forced to keep moving across a procedurally generated world. A monstrous force follows closely behind, ensuring that hesitation is rarely an option. This pursuit mechanic influences every aspect of gameplay. Searching abandoned locations for supplies, engaging enemies, or interacting with unusual characters all consume valuable time. Every decision carries weight because spending too long in one place can have severe consequences. Exploration plays a major role throughout each run. The world map is filled with various destinations that offer opportunities, rewards, and dangers. Some locations provide valuable resources, while others contain powerful enemies, rare upgrades, or unexpected events. Choosing where to travel becomes a strategic decision because not every destination can be visited safely. The game constantly asks players to balance greed against survival, creating a rewarding risk-versus-reward dynamic that remains engaging from beginning to end. Combat is fast, accessible, and highly satisfying. Players encounter a wide range of enemies during their journey, and defeating them often provides essential resources and upgrades. The controls are responsive, allowing players to quickly navigate chaotic situations while unleashing powerful attacks. As runs progress, characters gain increasingly potent abilities that dramatically change how combat unfolds. What begins as a relatively simple struggle for survival eventually evolves into a spectacle of destructive power and creative build combinations. Character progression is one of the game's strongest elements. Various power-ups, upgrades, and abilities can be acquired throughout a run, encouraging experimentation and adaptation. Every journey presents different opportunities, ensuring that players are constantly discovering new combinations and strategies. The progression system rewards creativity, allowing players to create builds that emphasize offense, defense, mobility, or specialized playstyles. This variety significantly enhances replayability and helps each run feel unique. The roguelite structure benefits enormously from the game's randomization systems. Maps, encounters, upgrades, and events change from run to run, ensuring that no two adventures are exactly alike. This unpredictability keeps players engaged because there is always the possibility of discovering something unexpected. Whether it is a rare item, an unusual character interaction, or a particularly dangerous challenge, the game consistently provides reasons to embark on another journey. One of the most memorable aspects of Death's Toll is its sense of personality. The world is populated by strange individuals, bizarre situations, and humorous encounters that help distinguish it from more serious survival games. Despite the constant threat of destruction, the game maintains a playful tone that often leads to amusing and unexpected moments. This balance between danger and humor gives the experience a unique charm and prevents the atmosphere from becoming overly grim. Dialogue and character interactions contribute significantly to the game's appeal. Different personality options allow players to influence conversations and roleplay their character in various ways. Whether behaving heroically, sarcastically, recklessly, or somewhere in between, players can shape how their journey unfolds. These interactions provide additional replay value while helping the world feel more alive and reactive. Visually, Death's Toll adopts an attractive pixel-art style that effectively supports its adventurous tone. The environments are colorful and varied, ranging from quiet roadside locations to dangerous wilderness areas filled with threats. Character designs are expressive, and enemy designs successfully balance humor and menace. The art direction gives the game a distinctive identity while ensuring that gameplay remains clear and readable during intense moments. The soundtrack and audio design complement the action well. Sound effects provide satisfying feedback during combat, while environmental audio helps reinforce the feeling of traveling through a dangerous and unpredictable world. The music shifts appropriately between moments of tension and exploration, enhancing the atmosphere without overwhelming the experience. Cooperative play adds another enjoyable dimension to the game. Traveling alongside a friend changes the dynamic considerably, creating opportunities for teamwork and shared decision-making. Coordinating strategies, dividing responsibilities, and overcoming challenges together often leads to memorable moments. The cooperative mode significantly increases replay value and makes the already entertaining journey even more engaging. The game's greatest achievement is the way it transforms time into a resource. Many roguelites allow players to proceed cautiously and optimize every situation, but Death's Toll rarely grants that luxury. The relentless pursuit mechanic forces players to act under pressure, creating tension that persists throughout the entire run. Even experienced players must carefully consider how they spend their time because the threat never completely disappears. There are some minor drawbacks. The constant urgency may feel stressful for players who prefer slower-paced roguelites, and newcomers may initially struggle to understand the importance of efficient decision-making. Certain runs can also become challenging very quickly, particularly when resources are scarce or dangerous encounters appear early. However, these difficulties are largely intentional and contribute to the game's distinctive identity. Death's Toll succeeds because it combines familiar roguelite elements with an innovative central mechanic that changes how players approach every situation. The mixture of exploration, survival, combat, progression, humor, and relentless pressure creates an experience that feels genuinely different from many other games in the genre. Its memorable world, strong replayability, and constant sense of momentum make it a rewarding adventure for players who enjoy challenging and unpredictable journeys. Rating: 7/10
Addictive, fun, and just a little bit unforgiving, you'll need to pay attention to what the game is saying to navigate safely through the worlds. If I had one gripe, it'd be the glacial pace you accumulate tokens compared to the sheer number you need to unlock everything, but once you're reliably clearing multiple boards, the grind eases off. In the meantime, there's plenty of unique flavor text to enjoy--I've played ten hours and I'm still getting new encounters. Plug in a controller for best results, and don't forget to ring the bell! (Protip: Drag food over your character on the menu screen to get them to eat. This seems to be the bit of the tutorial that gets missed the most!)
I played a little more and changed the review to negative. I just think the gameplay isn't super compelling imo. It's hard to put my finger on it but the the game feel very repetitive.
Jeux Roguelite Coop sympa, design à la Megaman NES, dans la lignée de Death Road To Canada, Blazings Beaks, Megacity, Demontier.... Si tu aimes les jeux Retro de la NES(smashTV), SNES(Chaos engine), MEGADRIVE, et leur difficulté, en solo/coop, tu as trouvé une pépite. Un avis et descriptif un peu plus poussés : SI TU ADORES L'INCONNU, NE LIS PAS LA SUITE ça va SPOILER: [spoiler] On démarre le jeu, on lance, on choisit/crée son perso dans un menu un peu chaotique, et on est lancé dans une fausse au lion, sans trop de détails sur l'histoire, la mécanique de jeu, le déplacement sur la carte, les ennemis... [h2] Intro : [/h2] Dans ce jeu exigent, tu prends ton sac et ton arme, clairement ta Bi-te et ton Couteau, tu te frayes ton propre chemin sur la carte, et faut aller vite !! L'horloge tourne ! [h2] Mécanique: [/h2] Sur la carte, on ne peut qu'avancer d'une case sur un choix de 3 la plupart du temps. Sur le terrain, Top-Down, tirer, glisser, recharger, ouvrir son inventaire, gérer celui-ci, faire pause. [h2] THE BEAST : [/h2] Te suis de prêt, et jusqu'à la conclusion il est invincible et très rapide! Alors Fuyez! Pauvre fou! [h2] Nuits / Jours : [/h2] La nuit les adeptes, sont en nombre, et rapides, il va faire tout noir! Le jour tu traces le plus vite possible. [h2] Dormir : [/h2] Il faut être en forme pour traverser ces terres hostiles! Et donc, il faut DORMIR! Et la, ça pique, si tu ne dors pas, ça débuff, mais sévère, et si tu as la chance de faire une nuit de 7-8h sans que THE BEAST vienne te saluer, ça tient du miracle! (4h de dodo ça passe) [h2] Le loot: [/h2] Il y a les Trickets/Bibelots : Chaque perso peut avoir jusqu'à 3 objets d'améliorations, Nourriture : baies, poissons, poulet... Liquide : eau, limonade, café, moisissure... Objet consommable : Potion, RedB-ull, potion de vitesse... Engager un compagnon : 2 vs the World ! [h2] Mécanique: [/h2] Pour se déplacer sur la carte ton corps devra consommer de l'eau et de la nourriture. [h2] Barres d'énergie : [/h2] Si tes 2 barres eau/bouffe sont vides, tu perdras 1 Coeur à chaque déplacement de case sur la carte. Et puis GAME OVER. [h2] Evènement : [/h2] En se déplaçant sur la carte, on tombe sur des événements, fatals ou bénéfiques en fonction des choix que vous faites. [h2] Arme : [/h2] On ne peut pas changer d'arme en cours de jeu (qui est lié à la classe du joueur). A moins d'utiliser notre compagnon, ou tomber sur un événement, [h2] Sauvegarde: [/h2] C'est un Roguelite, donc quand tu meurs c'est pour de bon, mais tu peux quitter ta partie et la reprendre ! [h2] Les jetons : [/h2] Se collectent pendant le voyage, ou quand un monde est fini. Servent à débloquer Objets pour débuter l'aventure, des Skins, Classes. [h2] Astuce : [/h2] De déplacement sur la carte, tu dois consommer au minimum 1 de nourriture et 1 de liquide pour te déplacer sans perdre de coeurs, Regagner des coeurs, avoir les 2 barres au maximum et se déplacer d'une case sur la carte. Jouer avec du son ^^ [h2] BUG : [/h2] un peu de bug a la manette (lorsque on veut consulter le descriptif des bibelots/trickets la pop-up ne reste afficher que 0.2 s). A la rencontre du Slayer, le jeux crash :s Quand le jeu plante (3 fois sur 26 h de jeu), une sauvegarde à -1 case est faite, ouf ! [/spoiler]
big monster goes brrrr
I really want to like this game, but as it is right now, it's really hard to get behind. It still needs a lot of work. So many concepts are unexplained or not fleshed out enough like trinkets being basically useless, also there's no way to know what a trinket does unless you stumble upon it in a random store or something. The hunger and thirst goes down way too fast with there being barely any way to get food to avoid dying. Every monster ticks down one heart out of three, so it is very unbalanced. I only made it to the second biome once out of the several runs I did, and dreaded even trying to go through it because I knew I wasn't going to last. The main threat is always close by, so the sleeping mechanic is basically useless too, I can always get one, maybe two hours of sleep before the monster shows up, and then I'm met with dozens of bad effects on my character. The controls are very clunky, and don't even bother trying to play multiplayer, it is so confusing trying to make it work. You only start with three classes, and it is unclear how to get the currency to unlock anything, so every run feels the same and repetitive. The different personalities in the character creator serve no purpose and is unexplained. There is a very small variety in character creation. I believe this game has potential to be something great, but as of right now, it really needs some work, and the positive reviews do not help because they're just "ha ha, funny meme in game." All in all, please continue to update and fix the mechanics to make it actually playable.
this game is amazingly made, and cheap. I first played with my friend and I instantly found the game to be really fun to play. I highly recommend buying it and checking it out for yourself
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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