
Drova is an Action-RPG that marries the dark grim tones of its genre with the mysticism of Celtic mythology. Encounter a society where ancient restless spirits and divided factions battle for dominance. Uncover forgotten abilities and unravel the secrets of a past shrouded in mystery.
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): 1.75/day in the week to Jul 21 → 4.8/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
"Drova - Forsaken Kin" is a pixel art Action-RPG inspired by the grim dark classics of the genre and the mystical allure of Celtic mythology. Dive into a handcrafted open world where your choices and actions shape the environment. A society has discovered the power of a dead empire: to capture the spirits that govern nature and rule over them instead. However, the anger of the remaining spirits divided them. Where will you stand?

Forge your own path around dangerous landscapes, fulfill tasks, trade, gather and craft equipment. You start with nothing and as a nobody. Study your environment, and use the surrounding clues to reveal mysteries and grow stronger. Only your flow of battle stands between you and certain death.
Join one of two factions, each with their own values and in pursuit of their own goals. Your choice will be relevant for the rest of the game and impact the entire story. Everything comes with a price. Meet teachers and learn numerous abilities, but expect foes and betrayals too.

Explore nature and seal the power of spirits that rule it. Learn how to use them in your favor, but be prepared to battle their channeled anger in the world surrounding you.
Free navigation in a dynamic hand crafted open world
Flow based combat system with different combos and weapons
Tailored story based on your actions and dialogues
Join one of two factions to survive in this world
Learn and master various abilities to create your own playstyle
Sums Steam only; PlayStation, GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 9.8Kreviews | 94% | — | $5.7M |
| $24.99 | 815ratings | 94% | — | 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 908 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A really good indie RPG, reminiscent of underrated classics but with its own unique presentation. If I had to describe it in the simplest terms, it felt to me like if you took the pixel-art visuals of classic computer games of the late '80's/eary '90's and used them for a game whose gameplay mechanics make it feel kind of like a classic Elder Scrolls game, where you're free to do whatever you want however you want and the only limits are whether you're strong enough to survive. There's factions to join, sidequests to do, NPC's to meet, items to craft and weapons/skills to master by learning from specific NPC's who are adept at them.
Ну что сказать — игра супер, игра класс! Если честно, это очень достойный представитель своего жанра. Первый акт проработан просто до мелочей: всё чувствуется цельным и продуманным. Боевая система интересная — она не перегружена, но большего и не нужно. Сюжет простой, но увлекательный, побочные задания тоже простые, но цепляющие. Играется легко, без лишнего напряга. Единственный момент по геймдизайну — после поиска некоторых секретов начинаешь понимать, что можно было бы добавить чуть больше сокращённых путей между зонами. Немного доработать этот момент — и было бы вообще идеально. Со второго акта начинаются небольшие разочарования — заметно, что разработчики будто начали сбавлять темп. Если в первом акте каждое твоё действие ощущалось значимым и имело последствия, то во втором создаётся ощущение, будто персонажи выпили зелье забвения. Я проходил игру досконально и по наитию. К моменту вступления во фракцию меня были готовы принять обе стороны. Но после выбора одной из них вторая словно забыла всё, что я для неё сделал — как помогал, спасал, поддерживал. Диалоги сводятся к чему-то вроде: «Ты кто такой? Ты же из той фракции, иди отсюда». Выглядит это странно и ломает погружение. Дальше — больше. Секретные NPC во время диалогов забывают, кто ты такой, игнорируют прошлые взаимодействия (будь то история с таверной или Лигой расхитителей). Таких моментов достаточно много, и из-за этого общее впечатление об игре постепенно ухудшается. Думаю, именно поэтому у неё такая оценка. Итог: 8 из 10 пиксельных свинок. Играть рекомендую на 100%. Если бы разработчики сохранили вариативность и последствия не только в основном сюжете, но и в диалогах и отношении к главному герою, это была бы твёрдая 10 из 10. А так — часть потенциала, к сожалению, пострадала.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Simplified Chinese, Korean, Spanish - Spain, Traditional Chinese, Polish*languages with full audio support
| $24.99 |
| 315ratings |
| 94% |
| — |
| not modelled |
| $16.74−33% | 293ratings | 88% | — | 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 909 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
70h全成就,确实是很沉浸的一款rpg。角色刻画的很有个性,剧情也比较自洽,喜欢剑与魔法和欧式西幻的不要错过。 只是狂人难度后期堆怪问题会比较恶心,特别是枪兵怪物,上完buff一戳就是半管血,打起来体验很差。
你以為是動作冒險遊戲,實際上是解謎遊戲配一點小打小鬧 看似地圖很廣可以四處走四處玩,其實放了一大堆數值怪限制你的去處 事實上就是四處解任務跑腿,因為硬性的數值限制跟地形,根本無法隨便走
I guess I should have played the demo first, but it really seemed like something I would enjoy. On the surface, I liked the challenging combat, an rpg world with factions, learning abilities from particular people, the pixelated look... ... but I found it to be very disappointing at the outset. It wasn't good enough for me to feel like committing to it past the refund window. The combat and mechanics are OK. It felt alright to play. Having separate actions for sheathed vs drawn weapons was a little annoying. I didn't like the inventory management. Crafting was OK (I made some food and some throwing knives I didn't use). I kept getting the feeling like the world would be full of challenging foes, but I didn't encounter them with my playtime. Axe twice, dodge back, axe twice... it was pretty straight forward. You could eat and sleep, but there weren't survival mechanics. You could seemingly go anywhere, and even steal (which I did accidentally and it had no consequences). Ultimately I felt really disconnected from the setting. My character got himself into trouble... and now he's just hanging out. He meets people who are nice to him... he can do some fetch quests to help out. I had already accomplished all of them by virtue of just exploring, so they devolved into clicking through the very stilted, very basic rpg dialogue. There wasn't anything new or interesting to me about this setting and, in fact, it seemed like anything interesting might be a long way off. There are two factions, and the first group of people you meet is very friendly to you and one of the two factions... painting the other in a very negative light. Regardless I just didn't care about these people. Was I supposed to? Everyone loves the arena... they all think the other faction is bad... things sure are bad here and getting worse, but the game world doesn't reflect that and everyone is fine. It just really felt bland and paint by numbers. There are two factions, but what if BOTH of them have flaws?! So edgy. Really felt the disappointment with this title.
재밌음. 즐길 컨텐츠 많음. 그런데 1막에서 서브퀘 어느정도 하다보면 2,3,4막이 너무 빨리지나가는 느낌? 진영선택 이후부터 진행이 너무 빨리되서 당황스러움.
很完整的故事流程,地图一直没变,但随着能力的提升有多出一些可探索的地方,一点点解开世界的真相,十分不错。缺点是魔法能力来的太慢,中后期成型的能力爽的时间有点短。还有就是跑图太累了,橙色武器也没特效这些小问题。总的来说还是很好玩的,给8分。
Great game, Gothic 2D is the best description, but it has it's own personality. Gameplay mechanics are great, satisfying fighting, enjoyable story.
非常肝的游戏,数值增长缓慢,支线对主角提升不大,相较之下战斗也毫无乐趣可言,前中期战斗大多时候依赖消耗品换血,主人公机动性不行,耐力条短,战斗手感十分拉跨,甚至整个世界资源有限,野外遇怪等级森严,属于是没到那个阶段几乎打不了,开放世界设计是唯一卖点,玩到第四章依旧没有感受到游戏真正的乐趣所在。 然后就是吐槽一点,市面上确实有些游戏想要拟真以至于搞一些没什么用纯折磨玩家的东西,比如地图标记需要墨水,有没有可能你的人物性能天生比其他npc差就已经很不拟真很不公平了? 最后就是游戏理念问题,虽然诸如魂游法环这种指引也很差,需要你自由探索,但是人家交互设计做的是真好,战斗有爽感,支线剧情简而精,相比之下此游戏的战斗交互是真令人一言难尽。我劝制作组不要不知好歹,净整些糟粕设计,指引差还美其名曰“玩家与游戏的共鸣”。
Gothic, my beloved, oh how I miss you. Your dense worldbuilding, your memorable characters, your unique open-world design, your grounded vibes. How I long for these low-poly 3D models and those goofy face textures, the broken but somehow still fun combat system, the progression from an absolute loser to a world-ending killer machine and yes, even all the jank that these games brought to the table as well. In short: I love Gothic and for about 20 years or so, this series has been down in the dumpster. With the original studio disbanded and the IP disregarded for years, it’s looking pretty grim for Gothic these days. However, every now and again there is a sign of life, a spark of hope if you will that maybe, Gothic isn’t as dead as everyone makes it out to be. When games like Enderal are released, clearly inspired by Gothic in its progression systems and overall tone. Or when Archolos proved that the soul of Gothic never really died, it just wandered from Germany to Poland. The release of Drova can be seen as one such moment. Its developers make no secret of the fact that they drew heavy inspiration from Gothic in many ways and you can feel that in every aspect of its design. It starts with Bodo Henkel voicing the German intro cinematic, reminding players of his phenomenal work as Xardas all these years ago. But it doesn’t end there. You can feel the spirit of Gothic in every fiber of this game. In many ways, this really is a 2D Gothic game. Just like its spiritual predecessor, Drova features a believable and reactive world that never feels like it was built specifically for the player but one where the player is only a visitor, a guy like everyone else who has to make the best of the situation they are thrown into. This is not a playground for you to ♥♥♥♥ around in. This is a world with its own rules, laws, societal conventions and if you don’t adhere to them, you will face the consequences. Break into someone’s home and they will come after you. Draw a weapon and a guard will warn you and attack you in case you ignore their orders. Steal an armor from someone’s personal chest, equip it and talk to the owner and they will kick your ass. This reactiveness extends to the quest design as well. Most quests are designed in ways that give you various options for solving them. Don’t get me wrong, you still have your standard RPG quests like “Kill 10 wolves” or “Bring me a bear pelt” or whatever but for the most part, you deal with complex matters that can be addressed in multiple ways. Will you attempt to heal the wounded huntress or let her die and if you choose to help her, do you even know how? Will you keep the identity of an impostor and potential murderer to yourself for personal financial gain or will you hand him over to the authorities? Whatever you do, your actions have consequences. A traitor you helped get arrested gets chained to the wall and you can walk by him every day. Others who assisted him are excluded from the community they lived in and can now be found at the town’s gates. It’s really cool to see how the world changes dynamically based on your decisions. It’s very Gothic in that regard. Drova also gets right what made Gothic’s world design so amazing and unique. From the onset, large sections of the world are accessible to you right away. You can [i]technically[/i] go anywhere you please but there are natural barriers preventing you from straying too far from the path. Especially in the beginning, most monsters and bandits you come across pose a challenge you are simply not prepared for yet. Still, if you are stubborn and you are looking for this exact kind of challenge, you can overcome it by playing skillfully. Thereby, you can access parts of the map that are designed as late-game areas and you can even slightly sequence-break the game by getting an overpowered weapon or other equipment early on. I think that is what I always loved about Gothic – the ability to disrupt the “intended experience”, to stubbornly venture into the wilds and take on enemies I really should just ignore but be rewarded a thousandfold in case of success. Of course, the developers know this and have designed their game around it, an “intended unintentionality” if you will. It’s a little sad that so few open-world games follow this design philosophy but it is all the more reassuring when games like Drova come out and prove that this is still so much more engaging than traditional open world design. So, with everything this game gets right, why did it fail to win me over completely? The building blocks of a Gothic-like masterpiece are all here after all, no? Well yes, the worldbuilding is great, the quest design is varied and you have your typical Gothic-isms like having to join a faction, find advocates in your camp and so on. However, there are some aspects that really drag this game down. For one, the level design can be extremely restrictive and frustrating. This is a 2D game with clearly defined areas that are accessible and others that are not. There are paths connecting the areas but you cannot roam freely through the world. In Gothic, you could climb to higher platforms or jump around like a madman (especially with the acrobatics skill lol) and so, your movement was never really limited. In Drova, this is not an option. You follow the paths laid out before you and that’s it. When you want to get somewhere and you check your map and think “Oh, I just have to go North”, this often leads to a dead end and you have to walk miles and miles around to get where you need to go. I’m exaggerating a bit but seriously, I would often just hug the wall and run around looking for that way up to the plateau or something for minutes. I would often get lost too (♥♥♥♥ the swamp btw.) and end up in places I really didn’t want to go. This could have been prevented by adding some kind of mode for traversal – jumping, climbing, ropes you can hang off of walls, anything really. Anything to prevent these comically long stretches of backtracking. Story- and pacing-wise I was a bit confused by the game as well. For the first 12 hours or so there is basically no story at all. After the introduction, you are thrown into this new world and you spend a long time just getting accustomed to this unknown environment. The game does a good job in introducing the lore, the characters, the factions and so on but the actual plot is missing entirely. Of course, this is partly my own fault for dragging out the first chapter so much. You can join a faction pretty early which kickstarts the main story but with all the things you can already do in Act one, the places you can visit and the quests you can complete, I just wish the game would sprinkle some story beats here and there. The main theme, the core conflict remains rather murky for much too long. Eventually, things start to get more interesting and some story sequences are genuinely well-designed (the chapter in the primeval forest in particular), but I still have my reservations in this respect. It’s not just the pacing but also some contrivances towards the end that make the story feel unplausible at times. Ultimately, I enjoyed my time with Drova. I like the Celtic-mythological setting, the worldbuilding, the grounded conversations and progression systems, all bathed in phenomenal pixel-art that deserves special mention. The combat is alright too albeit a bit hectic, especially in group battles. I also appreciate the high diversity in character designs but I just wish the characters themselves were more memorable. An equivalent to Gothic’s Diego or Enderal’s Jaspar is sorely missing. The level design can be obnoxious, the story is a bit whatever, the pacing can be iffy and the final chapters are a bit of a drag but still, Drova breathes Gothic in all its facets and I will never grow tired of this series or games that attempt to deliver a similar experience.
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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