
Fight what should never wake. Deliria is an infinite multiplayer sandbox with no cubes and no grid: carve the world smooth, build a town people actually move into, and hold it against blood moons, invasions and nine Lovecraftian gods.
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): 9/day in the week to Sep 4 → 9.57/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
This game isn’t finished, and it isn’t going to be. Deliria gets free content updates for as long as I can keep making them. Already on the list:
And plenty more beyond that. No dates promised — each update ships when it’s actually good.
Deliria is a world you cut open.
It is an infinite multiplayer sandbox where the building has no blocks. Ride mounts, command pets and summons, switch between swords, guns, bows and magic, and push your style rank up while the soundtrack goes enormous behind you.
Over 17 biomes with their own weather, light and wildlife: deep forests, deserts, frozen ridges, ruins.
Build a house and someone moves in. Build a few more and you have a town

Deliria is better with people in it. Explore together, build enormous arenas, gang up on bosses, hold the town through an invasion. Or flip PvP on.
Nine bosses, hundreds of ordinary nightmares in between, and a bestiary that fills itself in as you go.
Your attacks build a style rank, letter by letter, the way character action games do it. Keep the chain going and it climbs. Get hit, get sloppy, or lean on one button and it falls. Can you win against legions of spears, and hundreds of arrows?

Smooth terrain, spheres, ramps, overhangs, caves you dig out by hand. Creative mode for when you just want to build, plus a grapple and a set of wings for when the ground stops being interesting.
The Necronomicon tracks what you have found, what you have killed and what you have not met yet, chapter by chapter, with missions pointing you at whatever you should be scared of next. 70 achievements too.
There is another dimension under this one. It is dark, it is sealed, and getting into it is a puzzle of its own.

Carve the world. Face the horror. Bring your friends. Survive Deliria.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this game is awesome and i dont care what anyone else says
After playing for an hour, i really enjoyed it, i can see the potential this game has for the future in terms of graphically improving the game and def adding hardmode too it is def worth getting this game if you like terraria
Many issues, incredibly buggy and basically everything needs polish. Despite that, there is a lot of passion in this project and has the potential to be a really fun experience. I'm already enjoying what's there and hope to see more of it.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
can see being a great game but definitely not completed and needs alot of work. does seem like it could be fun once bugs are fixed.
You should not spend your hard earned money on this game. As of right now it is a buggy, unoptimized mess of a game. The punching animation is pretty funny though.
Pretty good! :D I am having fun playing this, reminiscent of when I played terraria for the first time
Very cool, very fun, good movement, good progression. BUT HOLY DAMN THE INVASIONG LAG. Also game crashes if u try to buy too many bullets holding down for too long. Dungeon Boss too weak. Wall too weak. Multiplayer didn't work idk player size too big or smth.
Very Very fun game as a start to see whats to come, but overall the powerscaling needs fixing. I was going along at a decent pace then i figured out i could use a feather potion and senk to hell and get hellfire armour super easily. The scaling of the armour and weapons throughout how the nec book wants you to go needs some work. Also summons are way tooo OP.
Отвратная пародия на терку, в которой абсолютно от всего хочется просто блевать.
Deliria is one of those games that frustrates me precisely because I can clearly see how good it COULD be. I finished the game, and I genuinely had fun with it. The core concept is great. The gameplay loop works. Exploration can be enjoyable, combat has its moments, progression initially feels satisfying, and the whole game has that addictive “just one more area, one more upgrade, one more boss” feeling that games like Terraria are so good at creating. And that is exactly why I am giving it a negative review. This game should not have been released as a finished product. Deliria feels like an Early Access game in almost every possible way, except for the Early Access label. The biggest issue for me is content. There simply is not enough of it. At the beginning, everything feels exciting because you are constantly finding new things. New resources, new enemies, new equipment, new areas. But after several hours, you start noticing how shallow the item pool actually is. You quickly reach a point where almost everything you find feels familiar. There are nowhere near enough interesting weapons, armor pieces, accessories, rare drops, unique items, crafting materials or meaningful build-defining equipment. And for a game that clearly takes inspiration from games like Terraria, this is a massive problem. In Terraria, finding a new item can completely change how you play. You can find something and suddenly decide: “I want to make a melee build.” “I want to try summons.” “I want to build around magic.” “I want to farm this boss because it drops an item that completely changes my character.” Deliria does not have enough of that. Too many items feel like simple progression pieces rather than exciting discoveries. You get stronger gear, replace your old gear and move on. There are not enough moments where you find something and think: “♥♥♥♥♥♥♥♥♥, what is THIS?” That feeling is incredibly important in this type of game. The loot should be one of the main reasons to explore. Instead, after a while, exploration becomes far less exciting because you already have a pretty good idea of what you are going to find. That completely kills part of the magic. The game desperately needs more item variety. Not 10 more weapons. Not 20 more items. It needs hundreds of additional items over time. Weapons with unique mechanics. Armor sets with meaningful bonuses. Accessories that drastically change gameplay. Rare enemy drops. Boss-specific equipment. Secret items. Strange experimental weapons. Utility items. Movement items. Summons. Special ammunition. Build-specific gear. Extremely rare items that make you want to farm an enemy or revisit an area. There should be items that make people create completely different characters and completely different playstyles. Right now, progression feels too linear. You get better stuff because you reached the next stage of the game, not because you discovered something truly special. And once you finish the game, this problem becomes even more obvious. There is very little reason to start another playthrough. Why would I? I already saw most of the interesting content. There are not enough builds, rare items, secrets or alternative progression paths to make me excited about restarting. That is one of the biggest differences between Deliria and games like Terraria. Terraria makes you want to replay it. You finish one run and immediately start thinking about another class, another world or another challenge. With Deliria, I finished the game and my first thought was: “That was fun… but is that really all?” And that is not something I should be thinking after finishing a supposedly complete game. Another major issue is that the game simply feels unfinished. Not bad. Unfinished. There is a huge difference. The foundations are there. The developer clearly has talent. There are good ideas everywhere. But so many parts of the game feel like they are waiting for future updates. The world needs more depth. The progression needs more layers. The loot system needs significantly more variety. The endgame needs more purpose. Exploration needs more surprises. There need to be more things that make players stop and say: “I didn’t even know this existed.” That sense of discovery disappears far too quickly. And this is why releasing the game outside of Early Access was, in my opinion, a huge mistake. If Deliria had released as Early Access, my review would probably be positive. Seriously. If this was presented as: “Here is the foundation of the game. We are going to keep adding items, bosses, areas, mechanics and endgame content.” I would have no problem recommending it. Because as an Early Access game, this would be a very promising project. But it is not being sold to players as an Early Access title. It was released as a finished game. That changes expectations completely. When I buy a finished sandbox/action/exploration game inspired by Terraria, I expect enough content to support the systems that are already there. I expect depth. I expect replayability. I expect the itemization to remain interesting throughout the game. I expect a meaningful endgame. I expect to discover things even after dozens of hours. Deliria currently does not provide enough of that. The strange thing is that I actually like the game. That is what makes this review difficult. This is not one of those negative reviews where I played for an hour, hated everything and uninstalled. I finished it. I gave it a real chance. I enjoyed a lot of it. There were moments where I thought: “This could become one of my favorite games in this genre.” The problem is that Deliria constantly feels like it is about one or two years of development away from becoming the game it wants to be. It feels like a very strong skeleton waiting for the rest of the body. The combat works. The exploration works. The concept works. The atmosphere works. The progression initially works. But the quantity and depth of the content simply cannot support the game for long enough. And once you start seeing the repetition, it becomes impossible to ignore. The game needs more. More weapons. More armor. More enemies. More rare loot. More bosses. More events. More secrets. More meaningful crafting. More endgame. More reasons to explore. More reasons to replay. More reasons to care about finding loot. More reasons to stay in the world after finishing the main progression. And most importantly, more items that actually change how the player plays. That is the heart of games like this. Numbers going up are not enough. Finding a sword that does 10% more damage is not exciting. Finding a weapon that completely changes your strategy is exciting. Finding an accessory that gives you a new movement ability is exciting. Finding an incredibly rare enemy drop after hunting for it is exciting. Finding a strange weapon hidden somewhere that you have never seen before is exciting. That is what Deliria needs much more of. The game also suffers from the problem where its scope looks larger on paper than it actually feels while playing. You can advertise many areas, enemies or bosses, but if the rewards and progression surrounding them do not have enough variety, the overall experience still starts feeling small. Content is not just the number of locations in a game. Content is how many meaningful decisions, discoveries and different experiences those locations can create. And currently, Deliria does not create enough of them. I also think the developer seriously underestimated how important replayability is for this type of game. A game like this should not feel “finished forever” after one playthrough. You should want to come back. You should want to try different builds. You should want to hunt rare items. You should want to discover things you missed. You should want to see what happens if you progres
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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