
Have a Nice Death is a 2D action roguelike where you play as an overworked Death, whose employees have run rampant, completely throwing off the balance of souls - and his vacation plans. In order to restore order, you'll have to grab your trusty scythe and show your employees who's boss.
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): 1.29/day in the week to Aug 17 → 2.29/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.
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Sums Steam only; Xbox, PlayStation, 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 | 10.8Kreviews | 86% | — | $5.7M |
| $24.99 | 1.7Kratings | 74% | — | 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.
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Reviews
Themes across 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Roguelite这一整个类目在当前来说可以说算是一个非常繁荣的类目了,尤其是在《哈迪斯》的成功之后,更是成为了roguelite类目下无数开发者的品类标杆,《祝你好死》也是这众多后继者中的新锐制作,在有着完整肉鸽体系的框架下独特的美术、荒诞的叙事风格也为其打上了属于自己的标签! [h1]荒诞幽默的叙事 创意独特的美术[/h1] 虽然比不上《哈迪斯》那样神话背景的宏观叙事,但《祝你好死》也试图通过叙事来为自己打上一个令人印象深刻的标签,游戏通过一个讽刺的角度对现代生活进行了一定的隐喻,并通过轻松幽默的风格来引起职场人的共鸣,游戏巧妙地将地狱比喻为公司,死神是老板,需要去各个部门教训不听话的员工,这里有无休无止的 KPI 考核、部门间的推诿扯皮、管理层的盲目扩张、以及个体在庞大组织机器中的无力感,这些都通过地狱公司的荒诞设定得到了夸张呈现,也为游戏本身增加了独特的辨识度。 除了荒诞幽默的叙事风格以外,《祝你好死》的另一个标签则展现在游戏的美术上,展现了惊人的创意与执行力,游戏哥特式的黑暗卡通风格中又带一点手绘风,全程冷色调配以低饱和度的运用也并没有让画面略显单调,反而形成了独特的视觉反差。同时并融入大量西方万圣节元素来映衬地狱背景,每一个关卡在保持主题统一的情况下又有着不同的风格,而人毕竟是视觉动物,可以说这样独特的美术风格仅凭画面就能吸引大量玩家的目光。 [h1]比较传统的肉鸽玩法[/h1] 在玩法层面游戏作为一款肉鸽游戏在整个完整大框架下其实没有什么太多可以说的,战斗-死亡-成长为大的框架,局内通过各种随机的房间以及构筑来完成每一局的不同体验。好的一面在于游戏出色的战斗射击,游戏的战斗反应以及连招组合节奏很快,十分流畅,每一种武器都有恰到好处的攻击特效,敌人受击会呈现眼冒金星的状态,进一步放大游戏的打击反馈。 不好的一面在于,游戏过于追求纯粹的肉鸽体验,游戏的局外体验除了升级解锁的零星成长之外几乎就没有其他的了,所以游戏的全部体验都放在了局内的成长上,但本身局内就是以随机构筑来支撑新鲜体验,武器随机、技能随机、buff随机,甚至生命恢复也没有固定的点位,不多注意走位大部分情况都是残血进入boss房,所以很多情况下如果运气不好的话玩起来相对比较难受,更别说什么能稳定构筑的流派! [h1]结语[/h1] 总的来说算是一款比较风格化的肉鸽工业浪潮下的作品,美术、叙事都是其独特的名片,但游戏体验上并不能保证有稳定的体验,整体算是比较有难度,但他的玩法机制与主题结合的倒是比较巧妙,在一众肉鸽游戏里算是比较值得体验的一部作品! [quote=][b]评测出自:[u]网易 UU 鉴赏家培训计划[/u][/b] [b]感谢由[u]网易 UU 鉴赏家培训计划[/u]提供游戏[/b] [i][b]加速云存领游戏,满足热爱游戏梦![/b][/i][/quote]
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
| $24.99 |
| 1.2Kratings |
| 88% |
| — |
| 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 888 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun cheese: when you die in a boss fight you can ALT+f4 real quick and boot up again to restart
To start, the most helpful thing I can say about this game is that it is a Rogue-Like, not a Rogue-Lite. Quick refresher on the difference between the two: in a Rogue-Lite there are mechanics to improve your starting state for each run. For example: all the stuff the Mirror does for you in Hades. In a Rogue-Like every run starts you with a blank slate. No carried over buffs, no new passives or abilities unlocked between runs. This game is weird in that it's somewhere in between those definitions. You'll unlock various weapons and spells, but you're just adding them to the pool of stuff that can show up during the run, you don't get to actively select them when you start a run. Then again, you kinda do, but keeping with the Hades comparison it's not like you go to your staging room, pick from any of your weapons, then head on your way. There's a couple things at the start of each run where you'll get to choose from a random assortment of stuff you've unlocked to get you started on you're run, but you don't get to actively buff yourself with stuff like more dashes, higher starting HP, etc. The premise of the game and the art style are great, but I can certainly see why the negative reviews are the way they are. The game is very unforgiving and the bosses can - and likely will - f*#k your day up. That said there's plenty of cheese to be made with builds and the right passives, even so the game is quite challenging.
Not bad, but lacks a real sense of progression that makes me want to keep playing for hours and hours. The dialogue I personally really disliked, and found every area the same visually with only a minor colour variation. The common enemies are pretty easy to deal with, but the bosses I think are overtuned slightly damage wise. I think on a deep discount this could provide some fun, but overall it's very "meh" to me.
Have a Nice Death n'est pas un mauvais jeu, loin de là, je me suis même amusé à bien des moments. Cependant, l'intitulé de Steam est clair :"Recommandez-vous ce jeu ?" et de mon avis, non, je ne pourrais pas recommander ce jeu à grand monde, tant il génère une trop grande frustration à mon égard. Ce roguelike 2D nous fait donc jouer la Mort, fatiguée de sa charge de travail démentielle à cause de collègues ingrats qu'il va aller frapper pour leur apprendre les bonnes manières. On le fait part le biais de biomes que l'on arpente dans des visuels somptueux et une bande son tout aussi bonne. De plus, la Mort est dotée d'un arsenal impeccable puisqu'il se bat avec une faux ayant plusieurs déclinaisons, mais également des armes supplémentaires et sorts lui permettant de varier les gameplay. Manette en main, c'est un réel régal que de pouvoir dash, faire des combos et affronter le bestiaire vraiment réussi de ce jeu. Mais alors... pourquoi il pose problème ? Et bien tout d'abord, parce que le jeu est un roguelike, avec les mêmes composants "lite" que des titres comme Binding of Isaac ou Enter the Gungeon, deux jeux que j'ai adoré parcourir. Monter de niveau en complétant les runs permet également d'améliorer un arbre de vie, donnant des passifs, qui en toute franchise, n'ont que trop peu d'intérêt. Et c'est ici que ça coince ! Have a Nice Death est probablement l'un des jeux les plus exigeants qui soient, et quand bien même il dispose d'un mode facile (que j'appellerai plutôt le mode "Normal" au vu des changements moindres que cela implique), il en reste un jeu frustrant, où chaque fin de run me fait me poser la question de si je dois l'abandonner ou non. C'est dur de penser ainsi, et j'ai pourtant accompli énormément de rogue like, mais c'est bien le premier qui me fait me sentir aussi usé, parce que je suis capable d'accomplir des runs sans me faire toucher par le moindre ennemi, mais dès qu'on arrive aux boss, v'là autre chose. Il y'a de sérieux problèmes d'équilibrage et de choix de design, comme [spoiler]Waldo[/spoiler] qui fait une attaque dans deux sens dans un coin donc si on est dans le coin on prend un 100 to 0, ou encore [spoiler]C. Imamura[/spoiler] capable de lancer des attaques dans énormément de direction, dans un jeu où l'on ne peut pas réellement double sauter (c'est une attaque vers le haut qui fait prendre souvent trop de hauteur pour ce que les boss font...). Il en résulte des runs achevé sans même n'avoir eu le temps de réellement apprendre les pattern, nécessitant donc de revenir voir le boss au bout d'une trentaine de minutes, si tenté qu'un autre boss ou un thanager (parce que certains sont aussi vraiment abominables dans les dégats infligés) ne viennent finir le travail. Ajoutez à cela le fait qu'il est difficile de manipuler l'aléatoire à son avantage, et vous avez la recette parfaite de la frustration (exemple: les étages soulary / prismium qui ont un ratio 80% soulary / 20% prismium)... Bref, je vais continuer de donner un peu de mon temps à ce jeu, je n'ai pas pour habitude de laisser mes jeux non finis, cependant je reste convaincu qu'il est un jeu qui nécessiterait un équilibrage plus important, et je peux apporter dans cet argumentaire les pourcentages de complétion des succès avec par exemple environ 3% des joueurs ayant fini le jeu, et à peine 15% ayant fini leur première run, c'est très peu.
Preface: If you don' enjoy fighting the first floor boss better refund the game. It's all the same down to the end. I guess this is what you get when you want to create a souls-like roguelite and mix Elden Ring, Dead Cells and Hades together. The game falls short unfortunately. Difficulty getting to the boss: 1/10 Bossfights: 12/10 There is just not much else to the game, few weapons, even less interactions between them. The floors are always the same, just some walls are being re-arranged. It is just an absolute grind.
[h1] ♡ TLDR ♡ [/h1] I'm really on the fence to recommend this or not... Its more complex than a yes or no. Its not a bad game, and while $25 for this 2023 title is not unreasonable... milage on this feels somewhat black and white. You may like it and be perfectly happy, or hate it and feel like you've wasted your money. I would strongly suggest waiting for a sale if you'd like to go for it. I played for a total of approx. 36 hours and overall, I cant say it was worth the squeeze. Its just a thing I did - I guess. [h3] ♡ DETAILS ♡ [/h3] After failing 50 runs between normal and easy, somewhere in there I reached the "first" ending. I honestly don't have much desire to continue the grind. There's other things to play, and this game isn't becoming a permanent fixture in my library. Its just not that good. If anything I kind of feel like the gameplay is on par with the bureaucracy and burnout outlined in the game. It didn't really feel that exciting and fun to me, I didn't feel like I was enjoying my game time - I didn't feel motivated to see more and hopeful for the next sections. It just all felt very... meh, and if anything - I kind of felt like I was just trying to get it over with - just going through the motions. Again, that's not to say it was bad - but... it wasn't good? I did experience one game crash where it locked up and I had to force close the game, but no information was lost and it didn't happen again. There were no other issues with performance, stuttering, or bugs. [h3] ♡ ART & LEVEL DESIGN ♡ [/h3] The art is really cute and there's a lot to like about it, however, all the floors began to meld together and feel the same because everything was the same muted monochrome visuals. Much of the level uniqueness was lost over the muted saturation for consistency. On top of that, the use of semi-vibrant colour often didn't draw the eye to the things that really mattered, assisting the player. This made it very easy to lose your character mid-fight especially when there is a lot of moving parts on screen. The graphics and animations were cute and fun - but like anything, on the 10th viewing it gets old. You can actually skip them, but the game never really tells you that... just hold B or Circle to fast-forward these cutscenes. Sound design is fine and fits the game well, not much to say about it. [h3] ♡ MOVEMENT ♡ [/h3] Controls and movement are responsive and snappy. If you try to button mash, it will punish you for that - but the combos are so basic, that you can string whatever combination of melee, spell, or cloak abilities with seamless transition if you pay attention to your cooldowns and or mana usage. This all felt pretty good in my opinion. [h3] ♡ UPGRADES ♡ [/h3] Upgrades reward you nicely for experimenting and encourage trying new things out. There were many spells and cloak abilities that I really liked and enjoyed using - and only a few I would immediately disregard based on my playstyle. I felt like, Overall, there was clear power balance issues between the cloak abilities and spells. The cloak seemed much more powerful through all stages than the available spells. Of all the runs I did, a good spell build only happened once - and probably 10+ good cloak runs. Ofc so much of this is RNG for the synergies between the curses, weapons, level options, etc. I felt the upgrades were strong enough but certainly didn't take away the challenge, which since I was playing on easy - I do feel that the bar is set quite high. Which brings me to... [h3] ♡ DIFFICULTY ♡ [/h3] I have a few things to say about this: starting with, the difficulty feels vastly inconsistent. The mobs don't really pose much of a threat and I often just watched youtube while playing the in-between levels. I rarely died on trash despite not even paying much attention to what I was actually doing. Then you get to a boss room, and have to see their skillset - often resulting in death. Some bosses Later in runs felt so discouraging to go through the entire hour+ run just to immediately die. Or perhaps RNG isn't on your side, and you cant get any healing since the last boss... and wind up in another fight with little to no hp and a dream... while this is just how roguelites be sometimes - it really pushed that feeling of hopeless droning on into oblivion... which I dont think made the game better - but instead took enjoyment from it. I don't usually play games on easy, and roguelites aren't generally my go to, but side-scrolling platformers are. I feel kind of surprised how poorly I have done on runs and barely getting my 1st ending. Hearing from my partner the 'next stages' of the game, I just don't have the desire to continue playing. It doesn't really feel like this game is made for casuals, for people who want to play other games... It feels like its meant for the kind of person that makes this game a part of the permanent rotation, or those who enjoy the repetition of speed running or similar challenges. I personally love variety, and have given enough time to this - and want to move on to the other gems in my backlog. It seems like there is ZERO meta-progression. You really only get new weapons added to the pool to dilute your stores, and maybe a curse reroll or anima when starting the run... but where's the permanent hp up? where's the permanent mana-up? or similar...? It feels like the game doesn't really give you much to succeed with, if like me - you aren't innately good at this already. Eventually you do open elevators, but bypassing the levels removes your being able to get upgrades - basically handicapping yourself. so these 'shortcuts' are only tempting you into bypassing mundane level traversal at the cost of forfeiting getting stronger. Its just so grindy. [h3] ♡ STORY & CHARACTERS♡ [/h3] The characters were really cute, and at 1st - I was enjoying their unique personalities and reading the dialog... but there was just so much of it, and it was all so bland with nothing useful to say. Over time I just started spamming through dialog cause I just wanted to play the game and didn't care anymore. The story was so boring I cant even tell you what it was about. Overall this was the weakest aspect of the game, and made to be just as dreary as the rest of it. /)/) ( . .) ( づ♡ [h3] ♡ FINAL THOUGHTS ♡ [/h3] Again, I don't think it was a bad, but I cant say it was good either. Some people love this game, and I can see the draw - I'm just not that person.
都说每个肉鸽游戏制作人在Roguelike游戏泛滥的今天,都需要找到属于自己的独特定位,幸存者系列不例外,以撒的结合、挺进地牢等等神作不例外,新时代肉鸽爽游苍翼、湮灭线等等也不例外,但你有见过把加班文化、死神题材和肉鸽融合到一起的吗?我想大概你看了《祝你好死》之后会笑出声来,在这里死神原本魁梧的身躯因日复一日的996工作制而消耗殆尽,变成了一个小骷髅,讨伐各种上司,故事也由此开始! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h3]十八般武艺兼备,战斗,爽![/h3] 作为一款肉鸽游戏来说,《祝你好死》在武器丰富度和战斗打击感方面可以说是做到了十分不错的程度,主角小死神操作简单却干净利落:平砍、下砸、上挑、冲刺8,每个技能的前后摇都很短,还能任意穿插冲刺技能来切换,使操作间的衔接更为灵活,初次上手体验的时候可以说甚至有种当时玩带瞬移技能的隔壁《苍翼混沌效应》的体验。 在游戏机制方面,主角自身行动则更为灵活,除去地面的灵活打击意外,小死神甚至于跳在空中也能随时来一段华丽的浮空攻击连段,各种杀招、技能直接一触即发,很少有键盘冲键、技能招式释放卡顿等等情况发生,加上打击感和特效方面也挺到位还,可以说程序老哥代码这方面确实是给到了行云流水、拳拳到肉的战斗体验。 当然,为了不让玩家感觉到千篇一律,《祝你好死》在每次打击到敌人都会出现敌人被眩晕/僵直的情况,很给人一种“一拳打的你找不着北”的感觉,不同等级怪物在死亡之后的粒子特效和BOSS动画方面也都有区别,可以说真的设计方面有心了。 不过游戏的痛点还是在于升级的蜜汁设计和数值的些许失衡,本作在升级系统主要集中在解锁新能力,而非直接增强角色属性,所以通俗一点来说,在局内玩家几乎无法获得永久性属性提升或更好的随机结果概率,就好比说一个升级能力仅仅是让玩家有1%的几率找到稀有武器,这?额我到底是在玩一个一局内养成好就能让我爽的像《苍翼》《湮灭线》那样的rougelike,还是说像《死亡细胞》《hades》这样也需要依靠局外因素来影响的rougelite?一时间我属实是有些分不清。 同时我个人觉得本作数值平衡也存在问题。游戏中获得“血祭反伤”组合后很容易无视灰血机制,稍微操作就能通关,真是数数又值值啊,而其他能力相比之下就显得苍白无力,很容易让玩家产生一种一招鲜吃遍天的感觉,就不尝试其他组合了。 [h3]死神与职场风更配哦?美术老哥yyds![/h3] 和数值、战斗体验等等相对的,也便是本作很清新,超可爱的美术风格了,可以说《祝你好死》在这份设计之下能成功的很大原因也还是归功于美术老哥的发挥,本作整体主要采用了夸张的美漫风格,张力十足的表现感,配合小死神和职场相关Q版的人物设计,让每个角色都显得格外可爱。 而在色调基础方面,《祝你好死》则是以偏暗色和低饱和度等等风格作为场景基调,大量搭配黑灰红以及反差较明显的低饱和度黄色和白色,作为死神的公司,作品选择了黑白两色这种经典的“死亡”色调来搭建大部分战斗场景,加上设计师巧妙地利用漫画风格和各式的特效表演冲淡了可能存在的,题材本身带来的那种沉闷感,可以说十分搭配,美术老哥有些yyds了。 [h3]结语[/h3] 可以说《祝你好死》是一款优缺点分明的作品,它有着出色的战斗手感、充满黑色幽默的独特游戏设定和较为完善的roguelike游戏机制,美术风格和战斗系统都表现优异,在初期玩家入坑时可以说给了很大一部分动力进行游玩,不过玩过之后大概就会觉得本作在bd,数值,武器升级等等机制方面存在不少问题,导致新鲜感褪去,就逐渐玩不下去了,只能说后续希望制作组可以把这个问题搞好,设计方面可以多跟优秀肉鸽游戏学学,希望可以继续进步!
这游戏怎么卖的100?还特别好评的?画风确实不错,战斗系统简直一坨啊。标签是动作肉鸽,结果动作也不行,肉鸽也不行。 首先肉鸽,这个伤害构筑毫无联动,诅咒池子是纯随机的,可能上一个是镰刀,下一个是斗篷,再下一个是咒术,就算你运气好拿的是同一个也没用,不同诅咒之间效果也是不成体系的,不存在流派这一说的,比如说想玩中毒,想要中毒伤害,触发频率,这些都是没有的,伤害构筑只能靠加法,伤害加15%啊,伤害加2啊,附加流血啊,这些毫无关联的东西来加数值,机制根本不存在的。 你要说偏动作的话,有几个动作模组啊,平A,上批下批,蓄力攻击,冲刺,就没了,这就动作了? 最离谱的是这个资源掉落和受击惩罚,道中小怪什么东西都不掉,连一块冥币都不掉啊,只有小概率随机掉落物品,很多还是没用的限时物品,但是一旦被打惩罚很大,直接扣血上限的,回血道具回不了,要两个回血道具合成的高级回血道具才能回,再加上这个掉落率,打小怪收益低的离谱,特别是高难度下,打小怪完全没用,最好居然是别管路上小怪,一路跑图,除非你运气好拿到了成长型的诅咒,杀一只小怪加一点攻击力或者血上限这种的。
After 10 hours and about 30-40 runs I would give this a mixed review if it was possible. The movement and combat feels good. The premise of the game, the world and the characters are interesting and fun to interact with and explore. However the rest of the mechanics are major letdown to the point that you always feel like you just started the game with little to no progress. You can unlock bunch of new weapons but the drop rate for them is so low that you won't get to see or use most of them - You can get them either from store or only from specialized rooms. You can unlock bunch of food items with different effects but again drop rate is so low you won't ever get to see most of them. You can upgrade store to get better items but it lasts only for that run and you need to spend resource that is so rare you'll ever get to see one per run so it feels pointles. You can upgrade weapons and spells but after first upgrade you need to spend the rare resource which you don't have so it feels pointless. You get to unlock elevator that allows you skip to the bosses down the line but you get one spell and small health upgrade to start with so unless you know moveset of the boss like back of your hand you're better off starting the game the normal way otherwise you'll be underpowered for rest of the run. It's very difficult to create a build or have a strategy for the run since you'll get barely anything and the little you get is completely random. Bosses and mini bosses are generaly ok but compared to rest of the enemies the difficulty spike is there and it can be frustrating. The very rare drops makes battles with normal mobs pointless as well since you only risk getting hit with no reward to show for it. When I compare this game to Hades 1 and 2 or Dead Cells and in this game I feel like I am stepping in place with very small progression. There's not even interesting story or lore to carry the non-existent progression- There is easy mode to unlock but it does very little to make this game easier to digest because it's focused on combat but the combat is not issue with this game. The incredibly stingy drops are the issue and there's nothing you can do about them.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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