
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 910 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
一直沉迷地图探索,导致地图大部分都探索完毕了,剧情还在第1、2章。经常因为探索地图,结果探索到了其他地方。 隐藏部分涉及剧透:[spoiler] 本人本来在初始森林里被猪神选中很开心,然后做三颗黑松露的任务,结果想着顺便舔地图上的材料,结果又走到了遗族了。想着来都来了推进下进度,然后随便就加入了遗族。结果刚被猪神选中,就带着人来打猪神。不想背刺初始森林里的伙伴啊!我不想对我养的小猪下手啊! [/spoiler] 玩的最简单的难度。 战斗方面,键鼠比手柄操作上限高。刚开始的时候打架真是数值低还呆头呆脑,后期打熟练了、装备、数值上来了用滑块切换法术感觉还行。但是和NPC打,还是只能疯狂嗑药。 由于商人们都太黑了,同一材料打骨折卖给他们,买回来又要翻几倍。没钱买药,只能满地图屯材料。有时想偷偷懒,直接去商人那里买材料搓药,马上就没钱了。 去竞技场打架挣钱,感觉挣的钱都被我战斗过程中磕的药赔进去了。 解谜方面,我觉得都还挺有意思的,美术帮助关卡营造了很浓的神话感,谜题也没有太难,玩的过程一直很沉迷。 总体玩得还挺开心的,之后准备抽时间再开一档把之前没做的任务都不上。
There's nothing much to say here, it's a really solid RPG. I can't wait for the studios next project o7
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.7M | 5.1K | 73% | $14.99 | |
| $5.7M | 10.8K | 86% | $24.99 | |
| $5.7M | 4.2K | 63% | $49.99 | |
| $5.7M | 8K | 92% | $19.99 | |
| $5.7M | 6.9K | 87% | $39.99 | |
| $5.7M | 9.7K | 85% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $81.6K | 306 | 93% | $9.99 | |
| — | 0 | — | — | |
| $7.9M | 44.3K | 83% | $9.99 | |
| $3.7M | 6.1K | 66% | $19.49 | |
| $2.6M | 5.3K | 90% | $19.99 | |
| $2.2M | 8.3K | 92% | $9.99 |
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 911 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
meh - - there are things to click on. Okay for a mindless wander with some frustrating mechanics.
Пришли два грузина в салон красоты постричься. Один на крыльце курит, второй заходит. Парикмахер говорит: - Вы знаете, у нас новая прическа, называется "Каравелла" - просто супер! Будете? - Ну давай, генацвале, да?! Только сказал это гордый сын гор, сразу из кресла наручники, наножники, ошейник - ни двинуться. Выскакивают 10 охyевших парикмахеров и давай потомка Шота Руставели иметь во все щели. Потом помыли, побрили, постригли, уложили - прям красавец из Голливуда! Выходит грузин и второму ни слова не говоря кивает - давай. Второй заходит, вся история с "Каравеллой" повторяется. Идут грузины, оба красивые такие, элегантные, но при этом опущенные. Один говорит: - Слушай, Гиви, у тебя прическа как называется, Каравелла? Второй (после паузы и цокая языком): - НЭТ! Первый не выдерживает и орет: - Тогда у меня, ♥♥♥, тоже НЭТ!!!
퀘스트가 너무나도 불친절한 게임.. 이동이 너무나도 불친절한 게임 결국 갔던곳을 수십번 왔다갔다 하며 후반부에는 결국 정보 검색해서 깼습니다.. 짜증나는데 너무 재밌었습니다 근데. 2회차는 못하겠습니다
Good RPG !
Just completed my first run, loved it. Really great game, I see why many draw comparisons to the Gothic series. Quite similar and I love that.
在进行到「失踪人口」这个任务之前体验还是比较好的,但「失踪人口」这个任务真的败光了我所有好感,打赢敌人反而人质死亡,战败被抓才能全员存活,就像是我打赢敌人还有错似的,直接让我放弃了。整体是好游戏,但这一部分真的劝退。
Bardzo dobrze bawię się przy tej grze. Ma klimat starych gier RPG. Otwarty świat, wymagająca walka oraz duża swoboda w eksploracji świata i brak wszędobylski znaczników. Jeśli ktoś lub pixelowy klimat i chciałby przeżyć ciekawą przygodę może nawet z lekką nutą nostalgii do starych czasów, ale w nowej grze to polecam zagrać. Gra nie przytłacza również wielkością, co uważam za duży plus. Jeśli ktoś ma mniej czasu to na kilkadziesiąt godzin dobrej zabawy wystarczy, a jak komuś mało to zawsze można zagrać dwa razy i przyłączyć się do drugiej frakcji.
Here's the thing... I don't think this game's combat is amazing. It's functional, it's fun, but it's nothing I haven't seen before in similar action RPGs. That said, it keeps you busy and it's satisfying enough to act as the gap between story segments. The story itself is ok, but it's definitely a railroading plot. You don't have any real agency in any major plot points, and the ending only changes a bit based on your interactions. The game ends in a way that indicates a sequel, not a true ending, so it isn't truly that satisfying. It feels like you played the prequel to a larger game. Still, I'd recommend it. It's fun enough to keep you going for a while. When they DO eventually make their sequel, here's what's needed to take this from good to great: 1. Attack variety - You activate your skills by either maxing mind and running around to wait for your spell juice to recharge or by wailing on the enemies to bash the bar up. That gets a bit tedious after a while, despite the enemy variety. The game needs skills that have a timer mixed in with those that need your spell juice. Give the players the ability to do a variety of things and have them build on each other, not just rhythmic weapon swinging. Right now you've got ranged weapons that do crap damage with limited ammo and the obvious mandatory choice, weapon swinging. Maybe you can go magic archer, firing arrows powered by spell juice in addition to your normal ones. Maybe you add in a rarity, grappling and/or brawling, where you can choke people out without killing them. Maybe there are teammates you can train up and bring with you that can help distract enemies and be equipped alongside you. Just saying, those are the first three that came to mind. Spice up the battles a bit. 2. A TRUE branching story structure with multiple mini-endings and multiple final endings that are enabled/disabled by your mini-endings along the way. The ideal is a story that feels fresh based on decisions made early, centered, and late into the game. It shouldn't feel like two factions doing the same thing and meeting in the same place the same way no matter what. That's railroading. 3. Travel boredom - The map system is great, with little things you can add to it. Sure, the lazy will never do that and will get lost all the time, but the map itself is fine. The ISSUE is that it takes a while to get from point A to point B before you get the Misty Step spell and spam that everywhere. The fast travel by merchant is ok, but it would be ideal to give the user a vehicle of their own that they get off. I know horses are cliche by now, but the purpose remains. Either give the player a quick way to travel to safe/known locations, or provide a noble steed of some sort. Oh, and let the user draw lines on the map. Knowing a cave exists is far inferior to knowing which caves connect to which other caves.
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.