
Turn-based, tactical RPG where players command a powerful band of warriors.
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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
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
it grows on you. i like that you can swap out the unit for anther of the same level.
The game isn't really as big as I had hoped. The after battle loot rewards can be very random. Meaning could get better loot in easier battles. Which doesn't make sense since usually harder the battle better the rewards. The xp gained on harder battles seem better, although maybe random to idk?. Think characters just get better xp depending on how many enemies they killed. With a small default of xp for all characters after battle. The paid for character models aren't to bad, there pictures actually matched up to there models. The variety was nice, with some bad ass and busty looking characters. The game play style is by far the best I have played. For these types of games. I never felt like I had so much freedom. Instead being able to move a few blocks and take one action per turn. Which I think is lame as hell and can make these games very boring. This game completely changes that. Generally giving large movements for most characters. Well also giving them several actions per turn. Even more as that characters level rises. Can even undo movement, in battle which can help alot if make mistakes. It can also be use to loot stuff on the field. Hitting undo afterwords to return to your original position. Loosing none of your movement. Items can also be resold for original price which is very different. Not feeling so limited on everything which I really like about this game. I would really like more games exactly like this. With more content and enhanced models and graphics.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ein simples Spiel für Zwischendurch, wenn man Rundenkampf basierte Spiele mag. Hat mir persönlich besser gefallen als Shieldwall Chronicles. Letzteres macht den Fehler, dass es z.B. Entscheidungen zwischen verschiedenen Missionen ermöglicht. So was macht aber nur bei Spielen Sinn die man mehrmals durchspielt. Dafür sind diese Spiele aber zu simpel - und die Pile of Shame ist zu groß. Warum sollte man bitte Spiele von Wave light Games mehrmals durchspielen, wenn es Spiele wie Banner Saga, Fell Seal und zig andere zuhauf und sehr oft im Sale auch sehr billig gibt. Oder Blackguards, was ähnlich ist, aber viel ausgefeilter. Demon's Rise setzt nicht solch einen törichten Anspruch, sondern ist einfach, ein simples, lineares Kampfspiel - was gut so ist. Fazit: Empfohlen - aber nur für echte Genre-Fans.
*** (of 5) In this game you basically create 6 characters and hack your way as darklings through the forces of light and dark. There's a very detailed description of the races and many different skills, which is fun to optimize within the group. Unfortunately the whole thing is finished quite quickly and the initial hope of a rich story based on the race and ability descriptions is gone with the wind. Still... at a cheap price worth a few hours of turn-based strategy.
Unbalanced trash.
Дешевое недобро без души, но если организм требует чего-то такого, то потыкать можно,
Demon's Rise - Lords of Chaos, developed and published by Wave Light Games Inc., is a deeply strategic turn-based tactical RPG that deliberately embraces old-school design principles and a dark, morally inverted fantasy setting. Rather than casting the player as a heroic savior, the game places you firmly on the side of chaos, commanding monstrous and demonic forces as they carve a bloody path across a war-torn world. From the outset, the game makes it clear that its priorities lie in tactical depth, player agency, and long-term strategic planning rather than flashy presentation or cinematic storytelling. The setting is bleak and uncompromising, portraying a realm shattered by endless conflict between corrupted powers and desperate remnants of civilization. You lead a growing warband in service of dark gods, expanding your influence through conquest rather than righteousness. This reversal of traditional fantasy roles gives the campaign a distinctive tone, allowing players to explore a narrative space where brutality and domination are normalized rather than condemned. While the story itself remains largely in the background, it effectively frames the player’s actions and reinforces the grim atmosphere that permeates every battle. Combat is the unquestionable centerpiece of the experience. Battles unfold on grid-based maps where positioning, terrain, and line of sight are critical to success. Every turn demands careful consideration, as reckless advances or poor formation choices are punished quickly. Flanking, cover, elevation, and zone control all play important roles, and the game rewards players who think several turns ahead rather than relying on brute force. Spells and abilities are powerful but situational, often requiring precise timing and positioning to achieve maximum impact. Victory frequently comes from exploiting small advantages rather than overwhelming enemies outright. One of the game’s strongest aspects is its extensive class and party customization system. With a wide range of character classes available, including undead warriors, blood mages, beastly brutes, and dark hybrids, players are encouraged to experiment with different compositions and synergies. Each unit type fills a distinct battlefield role, and the interplay between melee fighters, ranged attackers, and spellcasters creates a satisfying strategic puzzle. Equipment, abilities, and level progression further deepen customization, allowing players to tailor their warband to suit a preferred tactical approach, whether that means aggressive frontal assaults or slow, methodical battlefield control. Progression across the campaign is lengthy and demanding, often spanning dozens of hours. Missions vary in objective, sometimes requiring total annihilation of enemy forces, other times focusing on survival, positioning, or strategic movement across the map. Side encounters and optional challenges add variety, though the core loop remains firmly rooted in tactical combat. The difficulty curve is intentionally steep, and the game does little to soften its learning curve, making early mistakes feel costly. However, this same unforgiving design is what gives victories their weight and makes long-term mastery deeply satisfying. Visually, Demon’s Rise – Lords of Chaos reflects its indie roots. Character models, environments, and animations are functional rather than ornate, prioritizing clarity over spectacle. The interface and camera can feel clunky at times, especially for players accustomed to more modern tactical RPGs with streamlined UI design. Despite these rough edges, the visual presentation remains readable during combat, which is ultimately more important given the game’s strategic focus. Sound design and music are understated, serving to reinforce the grim tone without drawing attention away from gameplay. Randomness plays a noticeable role in combat outcomes, particularly through hit chance calculations and damage variance. This can occasionally lead to frustrating moments where carefully planned strategies are undone by unfavorable rolls. For some players, this unpredictability adds tension and realism to battles; for others, it can feel punishing when luck overrides positioning and preparation. Learning to mitigate randomness through smart positioning and ability usage becomes part of mastering the system rather than something to be avoided entirely. Narratively, the game takes a minimalist approach. Dialogue and story beats are sparse, and character development is largely implied through class roles and battlefield performance rather than explicit writing. This choice keeps the focus squarely on mechanics and strategy, which will appeal strongly to players who value gameplay depth over narrative complexity. The world-building exists more as context than as a driving force, allowing players to project their own interpretations onto the unfolding conquest. In the end, Demon’s Rise – Lords of Chaos is a game that unapologetically caters to fans of deep, challenging tactical RPGs. Its presentation may lack polish, and its systems demand patience and persistence, but beneath those rough edges lies a rich and rewarding strategic experience. For players willing to invest time learning its mechanics and embracing its unforgiving design, it offers a substantial campaign filled with hard-fought victories, meaningful customization, and the rare satisfaction that comes from mastering a genuinely demanding tactical system. Rating: 7/10
+1 没中文 没成就 恶魔崛起:混沌领主你并非英雄…… 不是光鲜亮丽的骑士,也不是学识渊博的巫师,而是黑暗诸神的勇士。作为神之选民,你统率着由蛮族、兽人与恶魔组成的军团。你将掌控不洁之力、死灵魔法与地狱之火,为文明国度带去毁灭。在鲜血浸染的战场之上向诸神彰显荣耀,踏上攫取力量、超凡飞升的征程。 《恶魔崛起:混沌领主》是一款设定在残酷且无情的奇幻世界中的回合制战术角色扮演游戏。故事发生在冰寒北方的恐怖战争之中,在战役中,你的队伍将与数不清的敌人、巨型魔物与强大巫师战斗。想要取胜,需要巧妙利用地形、士气、阵型与魔法。打造一支愈发强大的战团,指挥恶魔盟友,碾碎所有阻碍你的存在。 战术抉择:利用地形效果、掩体与视野,压制敌人。施展法术牵制强敌,用范围伤害清理杂兵,释放增益法术强化盟友。 组建战团:从 20 种各具特色的职业中进行选择,打造专属战团。麾下战士会随每一场胜利成长,变得更强,还能解锁新的力量与技能。战场上的勇武与凶蛮之举,将为你赢得诸神的青睐,这或许就是荣耀与败亡的分野。 收集装备:为战士配备强力武器、奥术物品、符文护甲与传奇神器。游戏中有数千种物品可供收集,每件物品都有独特的属性效果与背景设定。 战役内容:体验流程丰富的主线战役与大量支线任务,总游玩时长超过 40 小时。游戏无等级上限,还可以选择以更高难度重玩关卡,延长游戏寿命。 引人入胜的背景设定:沉浸在《恶魔崛起》的世界 —— 塔伦的历史之中。这片土地上帝国分崩离析、王国土崩瓦解,人类、恶魔与其他种族的军队为了苦涩的生存而战。
fun time waster
4/10 The original game had some rough, unpolished charm to it, with a generous price tag. This sequel keeps the same cheap production values from the first game, copy-pasting many of its assets (and bugs) but adds nothing substantial to the gameplay. Even worse, the campaign progression pacing is much more grindy with enemies becoming damage sponge much earlier than in the first game, waaay before you get to have enough money to build a couple of overpowered characters to carry your team through waves of overtuned yet stupid enemies.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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