
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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; 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 |
| $24.99 | 1.7Kratings | 74% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 885 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
看到还不到10%的人打过倒二个boss我就释怀了,作为一个肉鸽游戏完全看不到爽点在哪里,你不说这是肉鸽我还以为是魂游呢,路线规划只能一步一步来,资源分配地也不合理,最重要的是,主角实在太脆了,就算真打出来胡局,给boss摸到一下就寄,回血的手段也少,直通电梯看似是好设计可以降低重复打一个boss的时间,但是你让我刚出门的那点数值打后面的boss吗,最后还是要从头开始打,完全不建议入,除非你对自己的实力非常自信,或者喜欢受罪
Fun game, I enjoy the design and game play of it. I bought on sale for like 8$ and got 163 hours out of it I would say I got my moneys worth. When ever it goes on a steam sale buy it, and for 25$ for price is still a good deal. I'd Just wish list it and wait for a summer winter fall steam sale and pick it up for under 10$, but I am just a big sale kinda guy.
Media

Related
Related
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, 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 889 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very mixed feeling with this, game has a fantastic art style, the combat is clean, the progression however... you may make it far once, but you're likely to fail too often, it's not like you must reach the end every time in this genre, but come on...
когда тебя ебет каждый смертменеджер очень рекомендую
TBH the game's humor feels like a kid that tried to tell a really dark joke but had to the soften the punchline because their christian mom just looked into the room. the gameplay is also boring as hell with most runs feeling very similar to each other, which for a roguelike is very bad.
melhor game da minha biblioteca slk compensa mt
really nice game with good plot
Sadly, a rather boring roguelike. It has some cool ideas, but that’s sadly all. For example, the music has a few bangers, but even they get boring rather fast. The art direction is pretty good, but also uninspired. The curse mechanic is a cool idea, but can break rather fast. I just stacked shop curses whenever I could because shops aren’t that useful, or enemy curses that either don’t change anything, like 10 more HP on an enemy that dies in two hits is just one more attack, or they change too much and I just try to avoid them or don’t even go into their biome. Speaking of enemies, the combat is rather dull. Basic enemies aren’t a real threat because they either lack moves or die so fast that you can’t even see one. The bullet sponges are rather annoying because they often have a little more health than they should, and they also lack real or funny moves. Reusing enemies isn’t a big issue in most games, but when there aren’t that many enemies to begin with, it is rather lame because, yeah, I know that guy, I killed him in the first biome like 30 times. They sometimes look a bit different, but I couldn’t see a change in either behaviour nor in the attacks they have, so it’s just lame. The enemy gauntlets are also annoying at best, after the fourth in the same biome you’ve seen every enemy so often that it gets repetitive. Healing is a bit too weak for my taste, which means that secret rooms are a better investment 99% of the time, and they are also pretty bad reward wise. The yellow heal charges feel even worse because they heal so little true health. Having just five main scythes is also a shame because they play almost the same way. Some feel just slightly worse than the basic scythe. The heavy charge attack feels pretty useless because staying still for a few seconds for 50+ damage is just way worse than just hitting for a bit less damage without the risk of overcommitting to an attack that is the same on every scythe. Map structure is a mess in a bad way. The maps are small and are almost always just random box rooms with either pits and elevators or soul streams in them (I don’t know the name), or just box rooms in a long corridor with smaller pits. Even worse, the maps are not random, so you will see them over and over and over when you start a new run. The maps aren’t reused like in Dead Cells, for example, but in a Skulls kind of way. There is a map in the menus, I only realized that in my last and most likely final run of the game, after a curse removed it, which is pointless in my opinion because the areas are so small. I think the game needs a lot of reworking. For example, most weapons feel bad, and the rare ones get outshined and outdamaged by a few of the common ones. Going after weapons and or spells feels pointless because getting a curse is almost always the better choice. Not being able to skip cutscenes is so bad and such a baffling design decision, I don’t want to talk to every boss over and over and over and over and over and over and over and over again, especially in a roguelike where the goal is to play one run after another. The quests are also pointless and often feel annoying, talk to X in Y is rather annoying, especially when the story is rather simple. I wish I could like this game. I can see the ambition to make something special, but sadly it just didn’t work for me. It feels like a lesser Dead Cells had a child with a worse Skul: The Hero Slayer, a game I also dislike for many of the same reasons as this one.
Every rougelike enjoyer should try this game out. Was surprised at the initial difficulty and it took some time to figure things out to beat the game but It was very rewarding to finally beat the game... only to realize you needed to beat it multiple times! :P QOL improvements could be implemented to help explain the weapon upgrade system prior to visiting the control room or having a better system to allow specific curses needed to maximize your build but otherwise a solid game to grind
Ля, ребят я хз, сыграл 50 минут... на меня вылился просто ОГРОМНЫЙ поток информации. Я, честно, просто устал на 51 минуте. Я понял, что мозг взрывается и я НЕ получаю удовольствия от игры. Где я? Кто все эти НПЦ? Куда меня закинуло после первой смерти? Для чего мне такое количество оружия? Для чего мне такое количество "знаний"? Кто подставил кролика Роджера? Просто лютый ПЕРЕГРУЗ!
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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