
Gravelord is a fast-paced boomer shooter voiced by a badass protagonist featuring hand-crafted levels filled with secrets and hordes of enemies to kill. Dish out some brutal carnage with powerful guns and collect Tarot Cards to gain even more killing power. Let's put the fun back in funeral!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 31 → 0.14/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









Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 181reviews | 88% | — | $81.1K |
| $19.99 | 3ratings | 100% | — | 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.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
“So many Boomshoots out there. How do you stand out?” By making it really, really good! “What about gimmicks that pull folks in?” There are a couple, but they are mostly fluff on the surface. Its quality lies in the fact it is really, really good. “How about aesthetics to stand out from the pack?” It does have a very clean look, that helps it a lot. But that is still surface stuff considering that, at its heart it is really, really good. “Are you saying this is really, really good?” Yes, I am saying that Gravelord is really, really good! Gravelord is a very tightly designed and well implemented old school FPS. While it has some small gimmicks and unique, RNG driven concepts relating to perks, these are mostly inconsequential in comparison to the core experience. While at its core the game is a very basic experience, it is executed so well that most other critiques could well roll off its back. This does mean that it is not going to change the minds of people who are either fed up with boomshoots or sceptical folks needing to be convinced that there is more depth to the genre, but that is not really the point. Gravelord is an absolute core boomshoot through and through, for better or worse. [h1]Stuck in a crowd[/h1] While I have established that Gravelord is a very competent FPS one could class as a boomer shooter, there is a question that rears its head every time a new one of these comes out: “Why should I bother? There are already 50 of these out there and they are all more-or-less the same thing. How is Gravelord special?” Gravelord, on the surface, does not have much in its defense. It swims in the water with much bigger, more established fish such as Dusk, Amid Evil, Cultic, Turbo Overkill, Hrot, Wizordum, all the while trying to compete with other late comers such as Forgive Me Father, Project Warlock II, Painted in Blood and the absolute tsunami of titles in GZDoom and EFPS, all vying for attention. What magical gimmick makes this stand out? [h1]Amid Amid Evil[/h1] At its core, Gravelord is closest to Amid Evil from the crop of post 2018 releases: a more Quake like, simple experience that relies more on keeping the most basic elements good while not worrying about relatability or other such factors. Amid Evil had at least the fantasy element, with regular guns replaced with magic spewing objects all in a very abstract world, so there was a strong gimmick point there. Gravelord is slightly more straight laced, with pistols and shotguns making up the arsenal in (mostly) understandable locations, which means it needs another core factor to help it. Thankfully, it does, but it is arguably not much to write home about. [h1]Holding all the cards[/h1] Gravelord is made in ways where on every level there are three tarot cards. These are typically carried across to the next level in the chapter, all the way up to the boss level and can be changed on a per level basis once you find a card laying around. These cards tend to give bonuses, and these bonuses usually compliment each other, depending on the other cards chosen. They are usually things such as enemies dropping armor, more ammo, health when gibbed and other such things. Each level’s cards are randomly selected, so with each run you usually can experiment with different choices. I mostly ran a build with health regen to 40hp, less damage received under 40hp and extra damage for 40hp and lower. [h1]Bum hand[/h1] While this may seem fun, it is not the most impactful thing in the game. It can provide some fun mixups, but I imagine people will find what works for them and then they stick with that. Also, with it being RNG based, you can't really plan builds. I found it annoying when I lost my sub 40hp regen, so on later maps in the second two chapters I would just reload the game until I got the card combos I wanted. There is also the spectral shovel, which lets you teleport to specific surfaces you look at on pressing the use button. This is fun, and you can telefrag enemies with it once you get the hang of how it functions. That said, it is not something that will likely sell the game. [h1]Keep it simple, stupid[/h1] What sets Gravelord apart from titles such as Forgive Me Father and Painted in Blood however, is the core systems are so well made. The movement is absolutely spot on. The combat, while simplistic, is very satisfying to partake in. I could waffle on, but this is the real point: It is a really well designed FPS with little fat on it. It does not need fancy extras, double jumps or the likes. Gravelord is good. Really, really good and if you’ve played a well received Doom or Quake map pack, you know what to expect. Speaking of map packs, I have to give a separate paragraph to talk about the level design. It is sublime! While not something that I could say is directly relatable, such as the way Build titles try, it retains that Quake and Amid Evil logic of “this is not a believable space, but you are going to ♥♥♥♥♥♥♥♥ well know where you are going and there will be a lot to fight on the way”. It has the same qualities that Quake and Doom modding communities maps have, but with less of a tendency to devolve into over indulgence. Nothing here will last more than 20 minutes, and everything will likely flow really well. Admittedly, if you go back on yourself on some of the more monotonous levels (the huge crypt levels get a little maze-like) you can get lost, but it never gets so bad as to where the levels are so sprawling you can get completely lost. The general quality is very, very high all round. [h1]Rock hard[/h1] Some of the moments of the levels do give way to one thing that is debatable as to if it is a positive or negative factor; difficulty. Since the levels are so meticulously made, they sometimes contain some extremely fiendish setups with almost perfect combos of enemies, where you’ll have some of the most absolutely ball busting foes placed alongside really irritating minions buzzing around you. Be it an area where you have grenade lobbing monstrosities above while rats bite your ankles, or simple shotgunners just above eye level while field like enemies run at you, or all of those with an enemy who causes movement issues… Gravelord is designed to bust your balls. While I know that most boomshoots have the reputation of having high difficulties, Gravelord is just that little bit extra, so don’t be surprised if you start murmuring “Oh c'mon! That’s bullsh*t!” [h1]Bossy boots[/h1] One thing about the core design that can be criticised easily is the boss levels. They tend to just be swarms of slaughter map levels of mobs, who eventually give way to a big bad after way too many minions are slaughtered, before hitting 75% and then the arena fills with annoying little flying enemies and ogre-like grenade lobbing beasts. During these moments, Gravelord does suck a bit, and I ended up lowering the difficulty just to get through them. If they were more interesting battles (the bosses just become regular enemies after their arenas) without the swarms, I would not have minded, but IMO they do stink. [h1]Conclusion: A good second helping (but not the meal)[/h1] Gripes about the bosses aside, Gravelord is a superb title. Would I advise it though? Maybe? The fact is, it does not stand out massively. While it is well made, it is not a Cultic, Dusk or Wizordum. It is not at the top of the pantheon, but it is absolutely one of the best second tier titles out there. If you polish off the top titles and finish Amid Evil, if you need more like that, then Gravelord will likely push your buttons. Not a classic, but just really, really good! Simple To the point Very playable No nonsense (except the bosses) ‘nuff said
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]C'est pas folichon[/h1] Gravelord est un boomshoot qui se dit inspiré de Doom et Quake. On retrouve effectivement l'aspect simple et direct: des armes des ennemis, boom-boom, dopamine. Sauf que pour faire un [b]bon[/b] shoot, ça nécessite que les éléments tels que le level design, l'agencement des ennemis, l'arsenal proposé, s'emboitent en un tout qui permette d'avoir des situations variés afin que le jeu soit amusant et ne lasse pas. Hélas, ici, ça n'est pas vraiment le cas. Commençons par ce qui marche: la DA est plutôt réussi dans son aspect old school, le jeu tourne très bien et est bien fini. Pour le reste, on a affaire à un level design plutôt "classique" (pour être gentil), avec une ambiance par niveau (comprendre: les mêmes textures partout), mais trop peu varié entre chaque zones, ce qui n'aide pas à se repérer, surtout en fin de niveau, une fois qu'on a vidé les salles de ses ennemis et que l'on recherche la plateforme/porte/ascenseur que l'on vient de débloquer. Faire de la nostalgie, c'est bien, mais avec le temps, les FPS ont développé une grammaire des trucs à éviter (ou à répéter) pour que le jeu reste fun. Sauf qu'ici, Gravelord coche presque toutes les cases des trucs relous: - protagoniste qui lâche des one line ciblant les enfants de 12 ans - [b]check[/b]. ([i]"mais il vole en pétant cet ennemi ?"[/i]) - ennemis qui spawnent en entrant dans une pièce, lorsque vous appuyez sur un bouton, TOUT LE TEMPS en fait - [b]check[/b] - arsenal peu varié et peu d'ennemis différents (répétitivité des situations) - [b]check[/b] Le jeu tente des trucs: des cartes qui débloquent des perks, une pelle-grappin, des bottes de double saut sauf que c'est largement sous utilisé. Il faut récupérer la pelle et les botte dans chaque niveau et leur usage est anecdotique. Les cartes de perks sont peu nombreuses, certaines sont carrément inutiles, et pour peu que vous vous fassiez un "build" (léger, hein, on ne s'emballe pas), le jeu trouve intelligent de toutes vous les enlever avant d'affronter un boss dans une arène. Bref, trop de choix bizarres dans le design de ce jeu pour le rendre amusant. C'est dommage.
Very fun and challenging retro FPS with well-designed levels.
I stopped playing thanks to the brain dead level design. Shooting and moving are fine but I just run in circles and have no idea where to go and older shooters like Quake 2 push the player in a direction while here you are just left alone with zero communication. Go play Prodeus, the only modern boomer shooter worth it.
Mostly solid and enjoyable experience. A love letter to good old Quake in a modern coat. Varied monster roster and arsenal of weapons, from staples like super shotgun, chaingun, grenade launcher to some more rare stuff later on all with unlockable alternative fire modes. Classic powerups like damage/HP/armor boost, utility pickups as jump boots, water breather and a special item that let player teleport to specific surface are present. Separate from powerups game also has a "card system" that gives player passive upgrades in 3 tiers that persist through maps. The map design is pretty solid overall, that being said, not all maps will be for everyone. From maps with very standard progression, to open/non linear progression to some neat gimmick maps. Everyone will find something, favourites and not-so-favourites. One thing about map design that most people agree is that water sections in the game are a bit overused. Personally I have a pretty good tolerance for those, even liked some of them, but there is no wrong opinion here. One more thing is a built in map editor that is based on popular Quake mapping tool that is very friendly to learn and use. That may help the game in the long run as more and more people starting to pick it up including me. This is also why I have so many hours put into the "game". Normal playtime will probably take up to 10 hours, depending on chosen difficulty and your desire to secret hunt.
I am really early on but I just wanted to give my support because so far I just love this game. Excellent shooting, great sound design, beautiful graphics and atmosphere and it runs flawlessly on my handheld PC.
Keep in mind this review meant as a form of constructive criticism, or positive reinforcement. For the 9 minutes I have spent on this game, I'll unfortunately never get back to it so its going to get refunded. It is a neat game for sure, but the reviewers on youtube say it is like or a spiritual successor to games like quake, But to me doesn't really even come close unfortunately. It is closer to abyssus, mycopunk, and mullet madjack than quake. My biggest issue is how the roguelike functionality and weird RNG kind of works against the player. The health drops is sparce, but the ammo is plenty. The tarot cards are nowhere structured or interesting outside of passive effect. This game ultimately did not get me hooked from the start. It does have great potential and I hope the best for this. I just prefer a more traditional FPS style games like doom, quake, unreal tournament, or even things like borderlands. If there's anything else I can say is that the developer should make a demo for this game, primarily due to it niche combined styles. And even though I gave this a negative review, consider it a neutral.
Тащемта, описание и тэги ни в чем не врут - бодрый олдовый шутан, с подбираемыми фишечками типа лопатотелепорта или сапог-даблджампов. Секретки, распиханные по уровням; апгрейды оружия в виде открываемых альтернативных режимов огня; к моему отдельному большому удовольствию - никакой зацикленности на аренах, никаких хитсканящих врагов, никакой системы набиваемых комбух и скор-шутинга. Просто и незатейливо, но бодро и весело. Проще говоря, игра совершенно лишена всей этой модной дряни, которую ныне любят напихивать в шутеры, и которую лично я на дух не выношу, и именно поэтому мне и зашло. Кажется, можно было бы сделать подбираемые апгрейды в виде карт поразнообразнее, но я еще далеко не все видел (есть надежда, что во втором и третьем эпизоде станет поинтереснее в этом вопросе).
Decent FPS with some repetitive and hard to parse level design and some annoying encounters on harder difficulties. Looks great, has great music and has a map editor, though.
A beautifully executed Quake-like with fun gameplay unique features like the tarot upgrade system. Gravelord leaves little to complain about, any boom shoot fanatic will love it. Full review here: https://youtu.be/xT7KeAZ2jAg
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5K | 13 | 62% | $15.99 | |
| $3.6K | 17 | 71% | $9.99 | |
| — | 0 | — | — | |
| $324.3K | 3.7K | 84% | $4.99 | |
| $121.9K | 410 | 92% | $11.69 | |
| $108.4K | 282 | 93% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $81.1K | 326 | 93% | $7.99 | |
| $81.1K | 139 | 54% | $13.99 | |
| $81.1K | 369 | 63% | $9.99 | |
| $81.1K | 382 | 64% | $11.99 | |
| $81K | 932 | 60% | $4.99 | |
| $81K | 1.4K | 77% | $2.39 |