
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
[h1] A fluid, charming and outright beautiful game, but with flaws [/h1] Have a Nice Death is a good game at it's core with movement so precise you can use KBM even as a controller player, art rivaling Hollow Knight, and fun, balanced weapons that are all usable. It does have it's flaws, Minor bugs, no explanation for a lot of it's systems, a steep difficulty curve and too little variation in it's enemies. Along with this, I don't care to read the dialogue at all. I prefer the art over the writing, which is probably because the game is translated from French. I like this game in spite of it's problems, but some problems give it a charm you don't see a lot in the gaming space today. Have a Nice Death's lack of explanations and small fanbase made it have this mysterious intrigue that kept me coming back. After some research, reading between the lines, and trial and error, I've managed to 100% this game. This is by no means a guide, but I will talk about the process as it's important to talk about the completionist experience. [h3] The good [/h3] Have a Nice Death is a good game as a whole, that's why I have 85 hours playing it and every achievement. But what's so good about it that makes it worth playing, in spite of all the issues I mentioned earlier? First of all, the combat. Literally the entire game, start to finish consists of combat encounters. Death as a playable character is incredibly fun due to all the variation he has. There are 7 scythes in the game, that all have unique upgrades. I found myself using 5 of them the most, but the other two are usable as well. Then, the real meat, cloaks and spells. There are more than 20 cloaks and about 40 spells, all with their own upgrade paths that come with passives, buffs and other fun stuff. While the scythes can be good, cloaks and spells are far superior when it comes to damage, as they're more reliable to build around. Those are the foundation of the gameplay, but the real icing on the cake are the curses. There are over 150 curses in the game, which despite their name are actually buffs. They can increase damage both percentage wise and flat, they can make you shoot lightning or burn enemies, or they can make every attack send a swarm of deadly butterflies at enemies, shredding any boss if you use a multi-hit spell or cloak. When you learn the build crafting in this game, your runs become far more consistent, and you can use any weapon. Another amazing thing about the game is the art. The art is beautiful and stylized, using mostly grey tones with mixes of weaker red, blues and greens. The only time you see vibrant, beautiful color is when you fight the true final boss of the game, [spoiler] life. [/spoiler] This makes the final boss even more special, and gives them a lot of character. [spoiler] You're no longer inside Death Inc., therefore you see the overworld in all it's lush beauty. [/spoiler] Even though the final boss is a highlight of the game in terms of art, it's a low point in a different way, which I'll touch on more later. The actual color scheme the game uses helps ground it in it's office aesthetic, as well as differentiating it from other games. The animations are incredibly smooth, bosses like Hector Krank and Gordon Grimes flow in their attacks, the enemies express things so distinctly, sometimes even without faces. Looking from the outside in, the art is the biggest draw of this game, and I wouldn't blame you for thinking that at all. [h3] The bad [/h3] As I mentioned, Have a Nice Death has it's issues, but are they enough to ruin the game? For me, no. In "The good" I focused on the art a lot. But in the intro, I mentioned there's one piece of it I don't like. The game is very text heavy, and uses Hollow Knight esque dialog noises. It's not read aloud, and it didn't need to be, but in my opinion it doesn't land all the time. I enjoy the personality that is expressed through the animation, and I've skimmed through some of the dialogue, but I don't want to read a five paragraph essay before every fight. I think the game would do good from being rewritten partially from scratch, as a lot of the humor is a little too dry. I've played far buggier games than Have a Nice Death, [i] cough cough [/i] Woolhaven on day one [i] cough cough [/i], and the bugs aren't that bad. The worst I've encountered is being softlocked by the deals at the start of the game. You can choose to "take x damage" in return for something neat, and I accidently killed myself by such means. Then, the game bugged out and the next time I tried taking a deal, it had autolocked those same 3 instakill deals. I had to relaunch the game, but nothing weird happened afterwards. Other notable glitches include some side quests being broken, but none of the ones that require achievements. Now for the most frustrating flaw to me, the lack of explanation. The game teaches you nothing about how the Curse Tree works or how Curse rarity works. These two things are essential for the 100%, as you need every curse. There are also curses that require other curses, but don't even make a mention of it. For example, the last curse i got, Drowning Fire, requires another curse called Chillash!, while only the burn status effect was mentioned in the curse description. This is partially the Wiki's fault, as it's not detailed at all, but the game never tells you directly what each curse requires. For most players (the 99,7% who have not completed the achievement) this isn't an issue, but for us weirdos, it certainly is. Now, the biggest issue for newbies, the difficulty spike and enemies. The enemies in this game are kinda baby mode, outside of the final department. They get stunned easily if you hit them, and they die very easily. The bosses, on the other hand, are brutal. Due to the lack of meta progression, you don't get better trough strength, but through knowledge. Each boss can kill you in just a few attacks, the true final boss being especially guilty of this. If you don't have defensive curses, you will die if you make too many mistakes. Learning the boss patterns can be hard, and seeing as it's a roguelike, too much so. In my opinion, the easy difficulty should be a little easier to help beginners, with more forgiving damage, while the higher difficulties should stay the same. Another issue I think needs fixing is the unique enemies in each department: we need more. There are around 5 original enemies from each department, and I think they should bump it up to 7 or so. After 85 hours they're far too easy and repetitive, and I think the higher difficulties should introduce something like champion enemies in Isaac to add variation. The high difficulty curve at the beginning is probably the reason for the achievement rates being as low as they are, and it's sad, because this game is stellar and charming. [h3] Conclusion [/h3] All in all, this game is a very enjoyable experience. While it has it's flaws, they're minor, and you move past a lot of them if you give this game a real chance. The game is chill, yet stimulating, varied yet familiar and darkly charming. 8/10
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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
The usual rogue-like game that you have to repeatedly finish over and over and slowly open permanent upgrades that help you throughout the game, but this one is surprisingly very good. The art style is so cute and spooky, and the gameplay is really fast. A decent game if you are interested in this genre of games.
I was disappointed in this game. I do like some of the direction but outside of that I simply didn’t have fun. I love rogelikes but this was just to repetitive in a not fun way personally. The characters populating the world feel rather empty/hallow, I only liked Pump, everyone else I couldn’t find a reason to care about them. I have yet to feel exhilarated yet playing this game, the general combat is ok (I liked the animations), however I was stuck going through different combinations of ability’s and none of them really felt like they intuitively flowed with one another. The basic enemies were ok, felt mostly to easy, once you faced said enemy they became very stale to re fight. The maps were to simple and got old very fast, while playing I never felt like I was exited to fight my way back through to get where I was in a new way. Especially with the bosses, they are my biggest problem with the game, which is disappointing because they are often some of the best parts you look forward to in a game. When getting to a boss I didn’t have fun fighting them. It would feel like you would do some damage make a mistake or two on basic attacks, and then the boss would do a new move and you die. But not a death that ever felt good. It wasn’t a “aw man it got me, that’s my fault, I can learn from this, I can’t wait to eventually beat this” just “oh, I guess I’m dead. Do I really have to spend another half an hour to get back here” plenty of times having no idea what actually killed you just that you died. I want to enjoy this game and I will come back to it to give it another shot, maybe I was in a bad head space but so far it’s not been fun or interesting
Great aesthetics and gameplay, but difficulty scaling isn't the greatest.
Очередной шикарный рогалик с простой механикой, кучей оружия и магии. Плюсом ко всему сопровождается интересными историями от персонажей и атмосферой трудовых будней офисного планктона. 10/10
игра крутая порнухи мало
Man this game was such a disappointment, I remember watching the trailer and thought that it looked really good, and it does, it LOOKS great, I love the artstyle, character designs and music, but the game itself is so boring and empty feeling, the game is super repetitive which is to be expected when you play a rougelike game, but here there's barely any variety in the builds you can make and enemies you fight, most successful runs boil down to maximizing either scythe damage or cloak/spell damage, the enemies are all really easy and most can be stunlocked to death by just attacking them, the fact that you can run past every single enemy in a level (apart from the gauntlet rooms) just makes the game feel even less polished. because the normal non-boss levels in each department are randomly generated they all feel like you're playing the same layout over and over again, and the levels themselves feel empty because they're basically a straight line from point A to B with almost no exploration and nothing to find except for the guaranteed reward at the end. The various npcs (while cool in design) have incredibly boring dialogue that's practically worthless and doesn't amount to anything, along with "narrative quests" that can be completed by just talking to everyone whenever the game lets you. The bosses and minibosses are for the most part not fun at all, out of the 23 different fights i found like 5 of them to enjoyable, they also feel really unbalanced with bosses hitting like a truck while your healing items barely get you back up, because for some reason you can only hold 3 healing items or "animas" at once (without additional abilities) and each one heals you for a whopping 15% of your HP, like dude, why, this means that once you've used all 3 you get back 45% of your health and that's it, no more healing for you, this is complete ass in my opinion, while i understand that the devs want you to learn the attack patterns of each boss being restricted to these terrible healing percentages just ends up making you try to end the fight as quickly as possible instead of learning anything, and don't get me started on some of the last few achievements. I got the first 15/37 achievements in mys first 5 hours of playing and then each consecutive one becoming harder and harder to get, which is logical, but where i draw the line is the breakdowns (difficulty levels) and collecting every curse in the encyclopedia, getting every curse is super boring and tedious because you're just hoping that rng makes the right curses show up, and it doesn't help that there's over 300 curses to collect. and for the breakdowns this game wants you to beat it 15 TIMES with each time the game adding another penalty to you that makes you weaker or the enemies stronger in some way, with breakdown XV giving you 21 penalties, like why even bother, what was the point of adding this, the game on easy mode is still rather difficult in my opinion and this just feels like a slap in the face. 4/10 It's ironic that for a game about burnout and overworking yourself the game has no issue basically giving a part-time job if you want to get every achievement, thumbs down >:(
В игре с определённого момента просто перестал работать прыжок Как можно было выпускать игру в таком состоянии - решительно не понятно
Jogo divertido e ótimo pra desestressar! Se está como a morte: de burnout, vai com certeza melhorar seu dia! Recomendo não pular os diálogos, são hilários
Музыка огонь, сюжет смешной) управление удобное что не маловажно!!!рекомендую однозначно
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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