
"90s Black Metal Monster Collector!" In Gloamvault, you can charm any monster you encounter and add it to your party. Create a party with up to five minions and descend into the depths of the dungeon. Fuse any two monsters together to create stronger ones. Good luck surviving...
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): 0/day in the week to Aug 10 → 0/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 2,400 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


"90s Black Metal Monster Collector"
You are a resurrected evil wizard.
Charm any monster you encounter to build up your army.
Over 500 different monsters to fight.
Use your dark magic to merge two monsters together.
Spend points to get upgrades.
Cast spells to influence the battle.
Collect items to further enhance your build.
Try to reach the depths of the dungeon... or die trying.
Each dungeon is procedurally generated, making each run unique!
Inspired by crazy build games like Path of Achra and aesthetics of old school first person dungeon crawlers like wizardry. Gloamvault combines elements from roguelikes, auto battlers, monster collectors and first person dungeon crawler!

Instead of leveling up, you can use your evil powers to merge any two monsters together. This will make your minions grow in strength and unleash endless possibilities!

There are no restrictions on which enemies you are allowed to catch. You can charm any enemy under the right conditions and add them to your army!


Monsters you face can possess any of 25 unique abilities, allowing for a wide range of interesting combinations in your own party! These abilities scale based on the monster's stats.


You will loot a variety of items to further enhance the build you're aiming for! These items can boost abilities, increase stats, or provide unique modifications.


All the monster you encounter or charm will be tracked in your bestiary. Will you be able to charm them all?

Can you really merge any monster together?
Yes! In Gloamvault, there is no limit to which monsters you can merge or how often you can do it. Merging works best when both monsters have similar abilities. If they don’t, there is a small chance that the "main" monster will inherit abilities they don’t share.
How many merge combinations exist?
Too many! Each monster can have multiple abilities from the 25 existing ones, with varying values. The same monster can even appear with different abilities as long as they fit its types. This results in a huge number of possible merge combinations.
Can you really charm any monster?
Yes! The lower the enemy monster's HP, the higher the chance of a successful charm. You can also boost your chances with upgrades or items—but beware! The deeper you go, the harder it gets to charm.
What makes this a roguelike?
While not a traditional roguelike, Gloamvault features permadeath, a focus on procedural content, grid-based movement, turn-based combat, and more. One could argue that it checks many boxes from the Berlin Interpretation of what defines a roguelike. But in the end, you’ll be the judge!
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ゲーム内容は無駄を一切削ぎ落とした硬派な女神転生って感じです。 基本的な流れをおおざっぱに言うと、貧弱な初期メンバーに同じくらい貧弱なモンスターを 次々合成していって徐々に強化していくゲームです。 最後らへんで初期メンバーの面影は跡形もなくなり別物のナニカに進化しますので、愛着を 持って最後まで育てたい層はイバラの道を歩むことになると思います。 なお、現時点で日本語は実装されていませんが、小学生レベルの英語でも雰囲気で 何となく進められますので、興味ある方は是非セール中の今のうちに買ってみてください。 オススメです。
[h1]Short Review[/h1] Gloamvault is undoubtedly fun, but it's also inherently imbalanced in a way that flattens most of its own systems. Fireball is busted enough to carry entire runs on its own, which leaves poison, burning, necromancy, sacrifice, and most other spells feeling pointless by comparison. Merging monsters is still addictive, the atmosphere is great, and there's a ton of monster variety to chase down, but the balance issues and underused features hold it back from being something more. The achievement grind is also really rough. Recommended, but def needs more polish. [h1]Full Review[/h1] Gloamvault has you playing as a resurrected evil wizard charming monsters, merging them together, and descending through procedurally generated dungeons while trying not to die to your own creations. I went in expecting a dense monster-collecting roguelike with a lot of build variety, and while that's technically what's here, the actual balance of the game steers you toward one strategy far harder than it probably should. [b]The atmosphere.[/b] This is one of the game's strongest points. There's a good sense of atmosphere throughout, with fitting levels, background music, and ambient sounds that all work together to sell the vibe. There's also a huge amount of monster variety to encounter and discover, which keeps exploration interesting even when the combat starts to feel samey. [b]The merging system.[/b] I expected merging monsters to be a more interesting and involved system, but it mostly boils down to sacrificing anything with good stats to pump up damage across your party, while trying to merge monsters with similar traits to get the best value out of it. I was hoping different combos would lead to unique traits and mechanics, but that's not really how it plays out. Don't get me wrong, merging is still pretty darn fun and addictive, especially when you're hunting down a specific monster to charm, but it's a bit shallower than I expected going in. [b]The balance.[/b] This game is inherently imbalanced. Fireball is flat out overpowered, to the point where you basically just need to invest in mana cost reduction and fireball damage while building a team that can clean up whatever fireball doesn't outright kill. That's fun for a first run, but it gets a bit sad once you realize how much less effective every other strategy is by comparison. Poison, burning, sacrifice, necromancy, and consume corpse all end up flat out useless, since the late game punishes you hard for letting your monsters take hits, meaning you're always incentivized to oneshot enemies and avoid getting oneshot yourself. That playstyle directly conflicts with anything that needs multiple turns, dead monsters, or an empty party slot to function. Most spells suffer the same fate. I never once found a reason to spend upgrade points on the spells that reduce dodge, block, or crit chance, and the heal spell falls off hard once enemies start dealing thousands of damage a hit while your heal upgrades only add two points at a time. It's just better to build a dedicated healer that can heal for thousands per turn than to ever touch the actual heal spell. [b]The smaller issues.[/b] Charming enemies is cool conceptually, but there's no real way to augment your charm rate beyond just whittling enemies down to low health and praying to some higher power. Some skills or items to boost charm chance would've gone a long way, though I get why that might risk breaking an already imbalanced game further. I also found the Meat Grinder to be pretty useless, since I never ran into a situation where grinding a monster down for health felt better than just sacrificing it to level up one of my mains instead. There also seems to be something broken with the Wizard NPC's prisms at higher levels, as the merge success rate for transferring abilities through her just never seemed to work for me. I dumped money into 10+ prisms with zero success, so maybe it's just bad luck on my end, but the game doesn't exactly incentivize gambling money away like that. On a lighter note, your character apparently shouts "Ah, sh**!" whenever you run into a monster, and once you merge enough monsters together, they just turn into an unrecognizable mess of pixels, both of which made me laugh more than they probably should have. [b]The achievements.[/b] The achievements tied to dying, charming, and summoning a certain number of times are genuinely annoying to chase. At the time of writing this, I'm still grinding these out long after beating the game and pushing to a high level in endless mode. It's not particularly fun, but I want that 100%, so alas. Overall, Gloamvault is undoubtedly fun, but the balance issues and the sheer number of features that never really incentivize you to use them hold it back from being as deep as it wants to be. The atmosphere is great, the monster variety keeps things interesting, and merging is still addictive even in its simplified form, but leaning entirely on fireball while ignoring half the game's mechanics isn't exactly what I'd call ideal design. Still, I had a good time with it, and I'd recommend giving this one a shot if the concept appeals to you. [code]If you liked this review, then feel free to check out my [url=https://www.youtube.com/@VinroyIsViral]YouTube Channel[/url] for more reviews. I also have a curator group called [url=https://store.steampowered.com/curator/43774503-The-Completionist-Crusaders/]"The Completionist Crusaders"[/url] that focuses more toward completionists. Thank you, and happy gaming![/code]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, German*languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Gloamvault – Ein düsterer, genialer Monstertrip[/h1] Gloamvault hat mich sofort gepackt – nicht nur wegen der herrlich finsteren Retro-Ästhetik, sondern weil es spielerisch wirklich originell ist. Statt stupidem Grinden verschmilzt man Monster zu neuen, bizarren Kreaturen – und experimentiert dabei mit Fähigkeiten, Items und Monstern um passende Synergien zu finden. Jeder Run ist einzigartig – durch prozedurale Dungeons, Permadeath und hunderte Monsterkombinationen. Und jedes Mal denkt man: „Okay, diesmal komme ich tiefer.“ Spoiler: Wahrscheinlich nicht… besonders wenn mal wieder eine Truppe Klowns aus der Dunkelheit kommt und die gesamte Party zerlegt. Ich hasse Klowns... Gloamvault ist fordernd, kreativ und böse. Ein Muss für Fans von Roguelikes, Build-Spielereien und finsterer Pixelgrafik. [b] 9/10 Punkten – Düster, taktisch und absolut süchtig machend.[/b]
Very fun and addicting. You can tell it's still in development, but it has a lot of room to grow and I'm sure that with time it'll grow to be a modern classic.
Go forth and fight, charm (recruit), buff and repeat until death or victory. I simplified this but in reality there are a lot of stats spinning over in this game. I can make a checklist of points for people's interest in this game. Buy this if you like: - pixel monsters - a MASSIVE amount of creature art - many modifiers to tinker with - classic dungeon crawler style (minus tough puzzles, story, and personal inventory for each character) - rogue repetition (not the perm stats on replays though) - autobattling creatures - recruiting (stealing) enemies to your party - merging your monsters together I think that about covers it, but in summary this game is good fun for both casual romps (if you don't think about it too much and let go) and serious min-maxers who want to squeeze and break the game's random chaos.
結構普通に神ゲー。 英語できないと厳しいがグーグルレンズ片手に遊ぶといいかもね。 はまる人は絶対はまる。
Originally I had written a massive multi paragraph review going over my gripes with various mechanics but just like how I felt playing Gloamvault I got bored and just wanted it to end. The review by hp_ban sums it best "The idea is interesting but execution is subpar." Shoutouts to the DCSS tileset though, looking great as always
モンスターを合成したり、回復に使ったりしながらダンジョンを進むRPG。 日本人向けに例えるならば、クムドールの塔5だろうか。 良い点 ・合成を繰り返して最強のモンスターを作り出すコンセプト ・死んだモンスターは原則生き返らず、合成や回復に使っても消滅するシビアなシステム ・大半の敵が支配可能であり、倒さないようにギリギリ弱らせて捕獲する戦略性 悪い点 ・現状のバランスブレイカーである「召喚」。 本作の「召喚」は、召喚したモンスターが生き残っていれば戦闘後も残るという仕様であり、 これを利用すれば合成や回復用のモンスターを簡単に量産出来てしまう。 特に壊れているのがクラウン系のモンスター。 「〇〇%の確率でクラウン系のモンスターを召喚」という能力なのだが、 クラウン系は全員が召喚能力を持つため、召喚したキャラを合成に使うことで、どんどん召喚確率やレベルを上げることが可能。 後半になるとダメージも大味になり支配が困難になるため、寧ろ召喚をフル活用しなければ厳しくなり、 自給自足のプレイングが答えとなってしまう。 ・確率の不透明さ。 装備品には〇〇%で追加ターン、〇〇%で合成時消費無しといった効果があるが、 こういった効果の装備を複数装着した際に、内部的に確率が加算されているのか、上限がいくつなのかを確認できない。 ・モンスターは500種を超えるが、個性は各モンスターに付与されている属性のみで、特に説明文は無い。 合成すれば名前も見た目もぐちゃぐちゃになってしまうので愛着も湧かず、図鑑を収集する意味が薄い。 また、合成により属性が上位の属性になる事があるが、これに関しては図鑑等が存在しない。 どの属性がどんな能力に対応しているのか、どの属性同士を合成すれば上位になるのかといった情報が一切無いため、 やり込みが難しくなる。 ・いわゆる「ロック」機能も無いので、大事なモンスターを間違えて素材に使ってしまう危険性がある。 決してバランスが良いとは言えないが、1200円という比較的安価さと、今後のアップデートに期待を込めておススメとする。
モンスターのHPを削り仲間にして合成していくステータス向上やアビリティを継承していくゲーム タンク役、ヒーラー役などロール制もできるしダメージ分散でパーティー受けもできるので自由度は高い 色んなモンスターがいるので楽しい 私はダンジョンの壁が目の前にくる圧迫感が苦手でしたが2D視点(上から視点)があるのでこちらで楽しんでます 前向きに改善してほしい点 ・合成していくとモンスターの見た目が汚くなる、そのままかオーラで光るくらいにしてほしい ・魔法の使用が1回ずつマウスドラックなどで手間、1ボタンで連続使用を可能にしてほしい ・ダンジョン内のアイテムは方向キー2度押しで拾える、敵には二度押しで戦うなど、簡易の片手プレイができるようにしてほしい Youtube、Twitchで実況プレイしてます。よかったら見てください
If you ever wanted to get more use out of your lesser Pokemon by feeding them to your primary team, it seems like your time has come
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