
Defy the god of the dead as you hack and slash out of the Underworld in this rogue-like dungeon crawler from the creators of Bastion, Transistor, and Pyre.
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): 46/day in the week to Jul 22 → 73.63/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, 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 | $24.99 | 308.6Kreviews | 98% | — | $125.8M |
| $24.99 | 19Kratings | 97% | — | 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 3026 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
蛮喜欢这种恶魔城银河战士类的游戏,节奏快,有点无脑战斗了,也不太讲究连招什么的,注意躲避,加快输出,蛮好的。
虽然放下后也没有再打开了,但肉鸽游戏玩的时候真上头
草泥马的恶心人
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Italian, German, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Japanese*languages with full audio support
| $24.99 |
| 13Kratings |
| 92% |
| — |
| not modelled |
| $24.99 | — | 98% | — | not modelled |
| $24.99 | — | — | — | 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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
正确的
当死亡不再是惩罚,而是回家 在绝大多数游戏中,“死亡”意味着失败、挫折、从头再来。但在《Hades》里,死亡是故事推进的核心机制。 你扮演的是冥界王子扎格列欧斯——一个一心想要逃离冥界、寻找自己亲生母亲珀耳塞福涅的年轻人。每一次逃跑,你都会在无数怪物和神灵面前倒下;但每一次死亡,你都会回到冥府大厅。而真正让《Hades》与众不同的是:每一次回来,世界都在变化。其他角色会祝贺你比上一次逃得更远,或者嘲讽你输给了某个战斗力平平的敌人。NPC们会记住你上次聊到哪里,会对你的战绩评头论足,会因为你送的礼物态度软化。 Supergiant的创意总监Greg Kasavin在采访中道出了这一设计的核心理念:“在开发初期,我们就非常重视游戏里的死亡时刻,因为我们知道玩家会频繁地挂掉。我们希望确保一点——当主角死亡时,玩家不会感到太沮丧。”他甚至说,团队想过“能不能让玩家不再对角色死亡感到恐惧,反而有所期待?” 这种设计的结果是惊人的。传统Roguelike最大的叙事障碍就是“反复死亡”和“故事推进”之间的矛盾——你怎么在一个角色死了几百次的框架里讲一个连贯的故事?《Hades》的答案是:让死亡本身成为故事的一部分。你不是在重复,你是在深入。正如一位玩家所说:“完全不会重复的剧情体验,伟大无需多言。” 刀尖上的舞蹈:教科书级的动作手感 如果说叙事是《Hades》的灵魂,那么战斗就是它的骨骼。 《Hades》采用俯视角动作战斗,结合了快速移动、闪避等操作,战斗节奏紧凑。游戏提供六种基础武器——剑、弓、盾牌、双拳、长矛和金刚铁轨——每种武器又衍生出四种不同形态,总计24种截然不同的战斗风格。从“混沌之盾”的近战格挡到远程投掷,从“永恒之矛”的关羽外观到其独特的属性变化——每种武器都像是一个独立的“角色职业”。 而真正让每一局战斗都充满变数的,是奥林匹斯众神的祝福系统。宙斯、雅典娜、波塞冬、阿瑞斯、阿芙洛狄忒等八位主神提供数十种强大恩赐,可形成将近300+种技能组合。更妙的是,不同神的祝福之间还能触发双重祝福(Duo Boon) ——两位神联手赐予你的专属技能。这种设计让每一局游戏都充满了“赌一把看能不能凑出神级组合”的期待感。 冲刺的手感极其精准,攻击的反馈干脆利落。有玩家评价其打击感“鹤立鸡群”,横向对比同类游戏“要更胜一筹”。另一位玩家则精辟地总结道:“rouge程度恰到好处,难度适中上限高,动作系统流畅爽快”。易上手,难精通——这六个字看似简单,却是无数动作游戏穷尽一生都无法抵达的境界。 一座可以步入的希腊神话画卷 《Hades》的美术与音乐,是它让人过目不忘的另一张王牌。 Supergiant的艺术总监Jen Zee将希腊众神画出了一种独特的现代感——阿芙洛狄忒的妩媚、阿瑞斯的阴郁、狄俄尼索斯的放浪,每个角色的视觉语言都精准到位。就连美杜莎也被赋予了全新的诠释——超大的眼睛、标志性的虎牙、圆圆的脑袋,以及交互时紧张冒冷汗的萌态。这种对神话角色的重新演绎,让古老的希腊传说在数字时代获得了全新的生命力。 而作曲家Darren Korb的配乐更是神来之笔。长达两个半小时的原创音乐,融合了渐进金属与希腊传统民谣的独特风格。从冥界大厅的低沉吟唱到各区域的激昂战鼓,音乐与场景的情绪完美咬合。一位玩家评价道:“原生BGM随场景触发与战斗切换,BOSS战交响乐将情绪推向高潮,NPC全语音覆盖,很有巧思构建沉浸式神话剧场。”更有趣的是,Darren Korb不仅负责全部音乐和音效,还兼任了主角扎格的配音演员——这个细节本身,就是Supergiant团队才华与热爱的缩影。 一家不到20人的工作室,如何做出改变行业的作品 《Hades》背后的故事,同样令人动容。 开发商Supergiant Games成立于2009年,至今仍保持着不到20人的规模,而工作室初创的七位成员没有一人离开。《Hades》是他们的第四款游戏,前三款分别是《堡垒》《晶体管》和《Pyre》。从2017年夏天开始立项,到2020年正式发售,超过四年的开发周期——对于一个不到20人的团队来说,这是一场漫长的马拉松。 而他们选择了一条从未尝试过的道路——抢先体验。“在开发初期,我们就非常重视游戏里的死亡时刻”——这种对玩家体验的极致关注,贯穿了整个开发过程。他们与社区合作制作游戏,快速测试概念、收集反馈、持续迭代。最终呈现出的作品,是开发团队与玩家社群共同雕琢的杰作。 结语 《Hades》并非完美无瑕。有玩家指出中后期战斗的新鲜感会下降,热度系统本质上是数值层面的难度叠加。Boss战仅四组。但这些小瑕疵,根本无法掩盖它整体的光芒。 TheSixthAxis将《Hades》形容为 “史上最好的Roguelites之一” 。IGN给出了9/10的评价,称其“ brilliantly 地将快节奏动作与持续推进的故事结合在一起”。Destructoid给出了9/10,称“很难想象除了Supergiant之外还有谁能以如此风格完成这项艰巨的壮举”。Metacritic上一位用户写道:“Hades easily nails almost every aspect of being a video game, such as design, artstyle and visuals, writing and story, music, etc.” 《Hades》之前,Roguelike和叙事几乎是对立的。你要么用碎片化环境叙事,要么把故事压到最低。《Hades》证明了一件事:Roguelike的循环结构不是叙事的敌人,它可以是叙事最强大的盟友。这个设计哲学影响了之后无数的Roguelike作品。 它让27.5%的玩家通关——对于一个偏硬核的品类而言,这是一个极为罕见的数字。它让无数原本对Roguelike望而却步的玩家,心甘情愿地一次次踏入冥界。它让“死亡”从惩罚变成了期待,让“重复”从枯燥变成了深入。 《Hades》不是一款让你“通关”的游戏。它是一款让你“生活”的游戏——在冥界与奥林匹斯之间,在死亡与重生之间,在父亲与母亲之间,你一次次地出发,一次次地回来,直到你终于明白:逃离从来不是终点,回家才是。 如果你还没有去过那片冥界——现在就是最好的时机。扎格列欧斯在等着你,而这场关于家庭、命运与自由的史诗,值得每一个人亲身经历。
Amazing pacing
despite the gameplay style presented itself not being my thing even though i love roguelikes, art is amazing, story is interesting, sound and music slap. DIfficulty prevents me from fully enjoying this game, and it's the most unfortunate thing about it. Because it IS well tuned, i'm just bad.
好玩 爽 喜欢肉鸽的可买 很爽
One of the best roguelike game
eahY
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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