
Watch as this nostalgic yet completely reimagined storybook world unravels before your very eyes. Taking cues from both Ghosts 'n Goblins and Ghouls 'n Ghosts and giving birth to something entirely new, Resurrection is a title worthy of its name.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.57/day in the week to Sep 7 → 0.43/day in the week after.
About
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.89−67% | 1.6Kreviews | 76% | — | $275K |
| $29.99 | 1.3Kratings | 88% | — | not modelled | |
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"Look at this. Look at what they make you give." If you don't know what's being resurrected here — run away. Curious about the series? Play Ghouls'n Ghosts, it's the best one by a mile. Resurrection, on the other hand, is the worst one. Yes, even worse than the original psp game. Too annoying and tedious to be enjoyable in any way. Imagine playing minesweeper blindfolded, imagine bashing your head against the wall until the wall breaks. That's the gameplay of GNGR for you. Being annoying can be a part of a Ghosts'n Goblins game, but it should never be its whole identity. It's really unfortunate the series took this turn. At least Ultimate GNG was reworked into Goku Makaimura Kai. I would really like to see this game receive the similar treatment. Sadly, I doubt this will ever happen. I recommend going through other gng games first, they'll provide a better challenge and will be more fun. And don't miss out on Makaimura for Wonderswan, it's good. I salute you if you already did that, beating any gng game is certainly not an easy thing to do. Want to beat this game? Well, I can give you some advice to hopefully make the game a bit less frustrating: 1. Being angry breaks your concentration. The game will provoke you constantly, in nastiest of ways. You must expect this at all times and stay calm in order to win. 2. Get a decent controller with a good d-pad, don't be an idiot like me. 3. I hope you've got your spam management skills from UGNG, you'll need them. 4. First loop of stage 4 is the hardest part of the game. In my opinion, volcano stage from Ultimate is a bit more difficult (I'm really glad I had angelic armor for it). Anyway, Citadel Approach. Level's an endurance marathon from hell, to put it lightly. Get the knife and farm it on previous stages in case you lose it. Consider equipping two weapon slots if you have the bees for it. I divide the level into three parts: The first one with the eyes, Ohme and the third part with teeth walls. Ohme is easy, third part requires some trial and error as well as getting hit or using i-frames from magic at the very end. Lovely. However, the most difficult part of the level is the first one. I suggest spamming magic to the best of your ability (I used lightning) and taking the upper route. Only use your weapon if it's absolutely safe to do so. It is doable. 5. Avoid arremers at all costs until you get lightning 3. They are just as bad as they were in UGNG. If you can't - wait for his ground charge and try to shoot him when he begins to run towards you. Stage 3 has a random 50/50 arremer spawn in the beginning. If the bastard spawns on the right — too bad. You're better off restarting the level immediately. Have fun. 6. Jesters are susceptible to frog 1. Beats trying to hit them 8 times while they spawn inside you, if you ask me. They also put out candles, and some of the big candles spawn arremers when put out. 7. Look up the location of black chests and hell holes. It's best to do them the first time around since stages become harder after being completed. 8. Shield is great, its ability to go through solid objects as well as block projectiles makes it a very useful weapon. Knife is always good to have. Get it and try your best to keep it. Bow is awesome with golden armor, however, keep in mind that you can't shoot if there's more than four arrows on the screen. Lance is ok. Avoid anything else, including bow if you're not in gold (rock can be fun at times, I guess. Yeah, they gave Arthur a giant rock in this one. At least the tri-blade didn't return). 9. Frogspam your way through where the game tries to overwhelm you. Maybe medusa works too, idk, not a fan. Rock 2 saved my butt in a few places (shadow 1B and shadow Citadel Approach). Armormend is a godsend. It has one minute of cooldown, so use it wisely. There are difficulty options, but I don't really think lowering the difficulty makes it much better. Game's just designed in this extremly pesky way, which wasn't really the case before ultimate gng. Super Ghouls tried to be more of a platformer instead of a run n gun and I didn't enjoy this change personally. Also SGNG's stages are too dragged out, and don't get me started on pathetic excuse for a weapon that is SGNG's Psycho Cannon. Unfortunately for the series, longer stages did not only become the norm, but the stages have become even more drawn out in the later games, with mandatory layers of bullshіt at the end. I just don't consider it to be a good way to make a challenging game. Another bad way of increasing the difficulty is handicapping Arthur by reducing his movement speed to a crawl or giving him worsened weapons that aren't up to the task. Just examine the sword from Ghouls'n Ghosts and then compare it to GNGR hammer. I'd really love to see a compact and dynamic sequel that closely follows Ghouls'n Ghosts design and tries to expand and further improve upon it. Without a tedious out of place collect-a-thon at the end if possible. Resurrection reuses too many stages, bosses and too much music from older games. It simply lacks originality. Furthermore, sometimes enemies are being reused in a really lazy and uninspired way. Take Hades for example, in Ultimate GNG it is a hard fight which consists of three different phases, each changing the way Hades looks and behaves. In GNGR Hades is a total pushover, he's weak and bland, basically has nothing going for him. GNGR has a nice visual style, animation could've been better, but the game looks good, developers nailed the storybook feel they were going for. Overall, I cannot recommend GNG Resurrection even if it's dirt cheap on 90% discount. Only buy it if you're either a diehard fan of the series or determined to beat every GNG game. Otherwise stay away, this game's just too unpleasant even by gng standards. I would love to play a better sequel some day, though. My journey is finally over, I ♥♥♥♥♥♥♥ did it, I've beaten them all, time to bask in glory. For those who don't know, basking in glory consists of either "Ghosts'n Goblins? What's that?" or "Oh my God, why did you do this to yourself? Are you masochistic? Please consult a psychiatrist"
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Jul 21 → 1.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese
| $10.49−65% |
| 367ratings |
| 80% |
| — |
| not modelled |
| $29.99 | — | — | — | 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 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
シリーズ全作クリアできるが今作はゲームバランスがおかしすぎるというか、 よく言われている通り難しさと理不尽さを履き違えている。 ・無限にランダムに湧く敵 ・初見殺しのギミック ・敵の攻撃が見えない(暗闇のせいで見えなかったり、攻撃の前動作がなさすぎるのとか弾が見づらい) といったような要素が詰め込まれている。 さらに、プレイヤーの動作の遅さやもっさりさだけはほぼ従来のシリーズ通りな上に、 例えばスライディングやダッシュのような要素もないのでただただ理不尽に死に続ける。 曲だったり見たことあるステージ構成なのは良いと思ったが、ゲーム部分が厳しすぎる。
This review is from someone who just beat the first level on Legend difficulty after 5 hours of playing it off and on for a week. I'd recommend this as long as you know what you're signing up for. I would not recommend this to anyone other than those looking for that "this game is bullcrap" feeling that doesn't really exist anymore. I was. If you play on the default (Legend) difficulty, expect it to be brutal and to not have enough checkpoints. It's unfair, bad (barely any) air control, enemies spawn underneath you and are faster than you. Some angles of attack are basically guaranteed loss. Early spells are crappy and take too long to cast. I'm having a good time, but not everyone would.
어릴 적, 대마계촌 스테이지 1의 끔찍한 난이도를 경험한 뒤, 다시는 마계촌 시리즈엔 손도 안대겠다고 맹세를 했으나, 이 게임의 특유의 오싹한 그림체와 중독성 있는 브금을 잊지 못하여 90% 할인할 때 사서 플레이 해봤습니다. [list] [*][b]난이도[/b] : 돌아온 마계촌(Ghosts 'n Goblins Resurrection)엔 총 4개의 난이도가 있으며, Legend, Knight, Squire, Page 난이도 순으로 게임이 쉬워집니다. 저는 Squire 난이도로 플레이하여 진엔딩을 봤는데, 주인공 아서가 피격당하여 풀 갑옷 상태에서 빤스 상태로 되기까지 2-3번의 추가 기회가 주어집니다. [*][b]스테이지[/b] : 초회차에는 일반 버전 스테이지 7개(1-1, 1-2, 2-1, 2-2, 3, 4, 5)만 즐길 수 있으며, 첫 번째 엔딩을 본 이후에는 Shadow 버전 스테이지 7개를 추가로 즐길 수 있습니다. [*][b]스킬[/b] : 대마계촌과는 달리, 돌아온 마계촌에서는 플레이어가 원하는 때에 원하는 스킬을 사용할 수 있습니다. 각 스테이지에서 일정 수의 'Umbral Bee(무지개 색을 띠고 있는 솜처럼 생김)'을 획득할 수 있는데, 이것들을 소모하여 스킬들을 언락할 수 있습니다. 저는 플레이어가 죽었을 때 낮은 확률로 부활시켜주는 'Resurrection' 스킬을 언락한 상태로 플레이 하였는데, 이 스킬 덕분에 정말 고통스러운 구간들을 간신히 통과했습니다. 이 스킬 없었으면 아마도 엔딩 못 봤을 거라 생각합니다. 그리고 플레이어의 분신을 소환하는 'Doppelgänger' 스킬도 언락해서 자주 사용했는데, 이 스킬을 사용하면 대형 몹이나 보스를 빨리 처리할 수 있습니다. [/list] 똥손으로도 마계촌 엔딩까지 볼 수 있다는 것에 아주 만족스러웠고, 그 때 그 시절의 감성을 다시 느낄 수 있어서 좋았습니다. 2회차 플레이부터 진엔딩을 볼 기회가 생기니, 진엔딩을 볼 계획을 가진 분들은 https://youtu.be/Ga0qBAiC_2E?list=LL 링크된 유튜브 영상을 참조해보세요.
Are You Strongth Enough For Ghosts N Goblins? Back in the 1980s, arcade machines then were wonderous things, far far beyond the capabilities of our feeble home computers, if you even were lucky enough to have one... I was a nipper then, living in a tiny village in Sherwood Forest, and I remember I used to walk for miles, through muddy paths with what pocket money I could scrounge up just to get to the nearest place that had such incredible, but brief glimpses into miraculous technology. Two machines in particular captivated me. One was Choplifter, but the other was Ghosts N Goblins... It was dark, atmospheric, challenging and addictive, and I'd walk home after maybe 20 minutes total play time, humming the music and thinking to myself "One day, one day I'll have these at home. And I'll beat them... oh yes I will". So keep that in mind for this and other positive reviews; GnG meant a huge amount to many of us during our formative years... ... but do you know what else arcade machines were often, back then? Brutally, viciously unfair. Designed to kill you as fast as possible to get you pumping more coins in. And GnG was one of the most merciless of all; the first demon boss, Red Arremer was iconic for the way he seemed to telepathically read your every move, swooping down to turn you into a pile of bones again and again... Beating him was a triumph, one that led to lifelong feelings of joy, and made him so iconic he even got his own adventure "Gargoyles Quest" on the very first successful handheld, the good old original Gameboy. I played and loved that, too... I've since got all those classic arcade games at home due to the wonders of emulation; and I've finally beaten GnG using the Save State system... And learnt that you would likely have NEVER have done it in the arcades originally, due to the way the game throws constantly unfair attacks at you. In particular, it spawns enemies in exactly the positions need to mug you where you are running or leaping, which will knock you into holes and kill you if the initial attack does not. They cover off any leap across space you want to make, so you have to constantly double bluff them so they commit before you do, whilst trying to fight off the mobs running in from behind, or just spawning right underneath you and waiting for your leap animation to end; that first moving platform that doubles back if you leap for it as soon as you see it was designed to teach you to pause and work out the trick first, so you could, with memorization learn the initial ambushes, and the boss tells but you would still need luck to get past the associated deliberate unfairness. And then it throws one of the most infamous "That's ♥♥♥♥♥♥♥♥!" moments in gaming history at the end. Ghosts N Goblins Ressurection keeps all of the above. It really, truly is the same game in spirit. It's not the same game in level design; I held off on purchasing it for a long time because I now had the original as above, but it completely remixes it to the point that it's truly a new adventure, with beats you'll recognise as you go along but a refreshing and fascinating tale of one knight and his constant disrobing down to his boxers. It also appears to mix in content from the sequel, Ghouls N Ghosts too, as well as entirely new content, such as Hell Rooms (small challenges) and its own unique levels. And in a truly decent move, they have provided not just new gameplay mechanics that help ease up the difficulty, such as a magic system earned via in game collectables, but also a multitude of options such as difficulty levels, time slow down, more checkpoints, and the ability to replay levels in your own order and choice. Best of all, choosing any of them (except the absolute lowest) doesn't lock you out of the achievements or letting you into THAT DAMNABLE ENDING MALARKY. But... you'll need all of that because the game is still brutally challenging even when slowed down. I died 21 times just to beat the first level, because all the sinister mob placement remains, and now there are environmental traps and even the collectables are mobile and they're trying to trick you into leaping into a hole trying to catch them. So; bear this in mind if you want to get this. It's beatable, especially with the new mechanics, but it's NOT a straight forward combat platformer, you still have to treat every single step and mob as if it's an ambush designed to instantly kill you, even with 5 today rather than the 2 hits of yesterday between you and death, because there are holes everywhere waiting to swallow you no matter how much armour you have. And even now, decades later, even I still feel the temptation to move forward just a bit too much, take the leap and SPROING knocked into said holes and back to the checkpoint again... you HAVE to be able to enjoy this kind of merciless gameplay to get through the moment to moment merciless taunting of your poor wee Arthur. It's hard for me, with the bias I've mentioned, to be sure if the average player would like it; trying to be objective I think there's enough accessibility to welcome you in, but I know the game plays to win, it wants to beat you, fairly beat you but beat you all the same. So... I recommend from me, but if you aren't sure, if you can find any of the emulated versions (especially the arcade or 16 bit onwards versions), give them a go and see if the basic gameplay clicks for you. And feel that strongth well up in your body too.
i think this is my favorite game ever. this game is merciless but not actually unfair (95% of the time). the level design is incredible, the game has so much subtle nuance and depth and the designers did an incredible job crafting interesting challenges around such a limited moveset. i highly recommend playing on legend difficulty for the true experience, aswell as doing a no magic playthrough after beating it for the first time. its a miracle a game this brutal exists in the modern day gaming market. i pray for a sequel that will never come. also my hour counter is bugged. i have well over 150 hours
What a game!! Bought this just for the nostalgia, didnt bank on it being this good !! So addictive. Definitely recommend.
This is a torture simulator of a game. My stress levels are through the roof after finishing this at Squire difficulty. It was a MISERABLE experience! The only real strenght of this game is the amazing art style, other than that it is by far the worst Capcom game I ever played. The music is also good, but repetitive. The use of equipable magic and different options of weapons is an interesting plus to a simple 2D platform game. However, the pros end here. The RNG sucks out all the joy of playing and even when you finally succeed, the achievement is minimized because you might have just got lucky this time, instead of learning the environment/attack patterns. There is a ton of annoying, infinitely respawning enemies at the worst, most random places. Platforming sections? If you touch anything you will be knocked back by an invisible magnet into a pit. Even the physics of this game are a complete joke, with platforms suddenly flipping over. However, the worst aspect is the low mobility of the main character, which can be simply outrun by almost all enemies and some bosses attacks are unavoidable because you just don't have enough agency (movement speed, dash, etc) to react on time. The jump is a complete disgrace, incredibly clunky: sometimes it go vertically when you wanted to go forward, but sometimes the character just won't jump at all! Sometimes a weapon shows up and you have no choice but to take them, all by RNG! Fortunately this game is quite short. This and the art style are what made me go through this ♥♥♥♥♥♥♥♥♥!
"A beautiful, brutal masterclass in retro pain."If you thought Mega Man X was tough, Ghosts 'n Goblins Resurrection is here to show you what true arcade-era ruthlessness feels like. This isn't just a remake; it’s a brilliant reimagining that honors the series' legendary difficulty while dragging it beautifully into the modern era. The Breakdown: The Difficulty: It is absolutely unrelenting. The game proudly retains its "quarter-killer" DNA. You will die. A lot. Enemies spawn dynamically, the stages actively try to trick you, and your armor will shatter constantly. However, the addition of multiple difficulty tiers means you can actually practice instead of just brick-walling, making victory feel incredibly rewarding. (WTF had the idea to remaster this frustrating gem ?) The Graphics: The new visual direction is striking. It looks like a living, dark fairy-tale storybook brought to life. The paper-puppet aesthetic and fluid 2D animations give Arthur and the terrifying, screen-filling bosses a unique personality that honors the original pixel art while looking gorgeous on modern displays. The Gameplay: The controls are tight, precise, and deliberately methodical. Arthur still jumps with that classic, unalterable commitment—meaning positioning and timing are everything. The inclusion of the new Umbral Tree magic upgrade system adds a great layer of strategy to your gameplay loop, letting you customize your skills to survive the onslaught.Final Verdict:It is a punishingly hard masterpiece. If you have the patience to master its deliberate gameplay and want to see gorgeous, modern storybook horror graphics, this resurrection is absolutely worth your sanity.
個人的には昔大魔界村にハマって2週目クリアの達成感は心に残っていました。 このタイトルは「魔界村」「大魔界村」をモチーフとしているとのことだったので、期待していたのですが。 魔界村シリーズということで、死にゲーつまりパターンゲーというのは承知の上で購入したんですが、正直これは無理かなと返品しました。セールだったので300円未満で購入したんですが、これなら大魔界村を単品で購入した方がいいですね。 敵の配置や攻撃タイミング、地形ギミックなどを覚え、ミスをせず正確な対処により切り抜けるというパターンゲーの攻略の醍醐味というのがうまく構築されていないと思いました。 パターンゲーであれば、自機の動きや攻撃の特性、敵の配置や攻撃パターン、地形ギミックの動作やタイミングなどをプレイヤーが覚えることでルートがいつしか最適化され、自分が組み立てた攻略を想定通りこなすというトレースの快感があるのですが、このゲームにはそれがない。 それはランダム性が強い敵の配置、出現パターンや、手持ちの武器で直感的に対処できない物量の飽和攻撃をしかけられること、地形ギミックに至っても動きのアルゴリズムがランダムであったり。 敵の出現から当たり判定が有効になるまでのラグや、敵の出現から攻撃モーション、攻撃の当たり判定が出るまでのバランスが適正に調整されておらず、モーションで見切りをつける瞬間に攻撃が自機に到達しているという理不尽さ、この間合いならこう避ける、というのを予測した場所に別の敵が複数の場所から避けようもない攻撃を仕掛けてくる、など難易度が高い、というよりは悪意に満ちた引っ掛け、敵側があまりに有意な構成になっていることでプレイヤーの戦意を削ぎに来ます笑 このようなランダム性、飽和攻撃を前提とするなら無双ゲーにするべきなのですが、自機側の制約がほぼ初代魔界村のままというか、恐ろしく自由度、応答性が低いのでこの飽和攻撃に対処できないんですよね。 なので無双ゲーとしての快感も全く得られない。 武器のポンコツぶり(バランス悪いし死角も多すぎ)もそのままなので、本当にストレスが溜まる。 せめて鎧が取れたら移動速度を上げるとか、スライディングできるようにするとか、一工夫あればいいんですけど。 2Pプレイ前提の難易度調整なんですかね?そうとしてもソロプレイとのバランスは取るでしょう普通。 パターンゲーとしても、無双ゲーとしても、非常に中途半端な出来だと思います。 グラフィックやサウンドは上質な出来なので、とても勿体ないと思いました。
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Where this game's players are, estimated from review languages.
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