
Deep in the forgotten corners of the world, a dark force stirs – the Demon King rises once more. Sharpen your wits, seek out powerful artifacts, and stand firm in the face of the apocalypse in this roguelite RPG auto battler.
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): 2.43/day in the week to Aug 25 → 2.71/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.
About
A long-forgotten enemy rises and brings portents of doom – the Demon King is coming, and without a champion to strike him down, the world will surely fall to his corruption. Seek out powerful weapons and artifacts by day, stand against his minions by night, and prepare to be hunted by powerful entities from ages past in this roguelite role-playing game.
Every three days, a terrifying new minion of the Demon King begins his hunt, drawn from a pool of over 30 potential bosses. Study each monster’s strengths and unique powers, and adapt your build accordingly. Explore the realm in search of the weapons and equipment best suited to defeat this powerful predator, but be wary of other fell creatures that roam the world by night. With limited time, will you opt to sharpen your blade at hidden ancient forges, pay a high price for rare trinkets from greedy merchants, or seek out mighty armor and magical shields? Choose the tools that work best against the powerful enemy that hunts you today, without sacrificing your preparedness for what comes next, overcoming the guardians of each realm until the Demon King Himself stands before you.

Pursue a multitude of strategies and synergies with over 350 items at your disposal to confront the unique challenge of each monstrous boss. When hunted by the Razorclaw Grizzly, whose fierce attacks ignore all armor, how much armor will you sacrifice for equipment that prioritizes maximum health, speed, or damage? The lesser monsters stalking the realms will wage a war of attrition against an unarmored hero, and should the Razorclaw Grizzly be slain, three days may not provide enough time to gather enough armor for the next great foe that hunts you. You may, in place of armor, find several items that enhance your speed and attack strength, allowing you to strike first and hard, vanquishing your enemy swiftly – sometimes before it’s able to strike at all. Then, if you luck upon the Saffron Feather, you’d be able to take advantage of your high speed to help regenerate wounds during battle. But should you find yourself hunted by the Black Knight, who absorbs your attack power as his own, high armor becomes a priority over raw attack strength – with the aid of Razor Scales armor to reflect damage back upon your enemy, and enchanted Ruby Earrings to inflict damage every other turn, the Black Knight would face steady damage without raw attack power to absorb for himself. But if you happen upon a powerful magical weapon, do you dare take it up, knowing it will strengthen the Black Knight for the fight ahead, but come to your aid should you survive it?
There are a plethora of options for each threat, with a variety of powerful combinations to be discovered and exploited at your disposal among the countless items, and constant tradeoffs between the near and long-term threats – with limited space in your inventory, you must choose wisely and adapt constantly.

Seek out the fallen Demon King’s crown in asynchronous multiplayer mode "Kingmaker" – the ultimate test of your strategies where your champion faces off against the powerful builds of other players – or challenge your friend to duel in real-time, exploring the world to prepare builds and face each other every three days until a victor is crowned. Plan around the equipment and abilities of these would-be heroes in the hunt for the crown, and face a constant onslaught of unique combinations and unforeseeable circumstances – how will you rise above all others?

You will face both great victories and noble defeats. Each run will contribute to your progression as you complete over 100 unique challenges that add powerful new artifacts to the pool of items available for future runs – while your first hero may not defeat the Demon King, their efforts will not be in vain.
The world descends slowly into chaos as the Demon King grows in strength – the trees wither away, the grass turns to ash, and the bogs turn putrid with the stench of death. Take on the mantle of a hero and prepare yourself – for He is Coming.
Sums Steam only; GOG, Epic publish 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 | 4.2Kreviews | 85% | — | $2.4M |
| $8.99−55% | 29ratings | 90% | — | 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 241 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really enjoy the core game loop, but it feels like a crapshoot in just hoping for one of the 3 or 4 combinations that can beat the boss I'm facing that day. I can't recommend this game because it feels like you're just at the whims of the RNG, often realizing a run is dead in the first day because I haven't been able to find anything that synergizes. In most other roguelikes you have multiple ways of manipulating your luck to get items you need-- shop rerolls, rerolls, banishing items, and themed areas are all pretty common. He is Coming [i]does[/i] have that sort of luck manipulation, but barely so. You unlock more as you complete the compendium, however, you also get vastly more junk that you need to filter through, ironically making it harder to get the items you need / want. There are ways of transmuting items into other random items, but.. frankly why would I want to use this? The only time I would ever care is if I have an inventory full of garbage, but often times transmuting items just gives me something worse since it can't even guarantee me an item of the same type. Also, please rework the Gauntlet mode. I feel like it's only balanced through sheer merit of everyone getting equivalent garbage. The progression in the multiplayer is essentially "pick one of up to 4 paths", repeat two or three times per floor, then face another player. However, the fundamental problem is that you could get 2 paths of 4 monsters (which only give a bit of gold), start the game with a "Transmute an item!" node (while having no items aside from your starting weapon), etc. Basically, you have to hope and pray you'll get relevant items because there's no weighted RNG or guardrails in place to ensure you get the bare minimum to have fun. But genuinely, aside from the mechanical issues this is a fantastically designed games. The artstyle is fun and goofy, the music is fantastic, the core gameplay loop [i]could[/i] be addictive if they only smoothed out some of the edges. Hoping that this game improves in the future, and also eventually releases on mobile, since I know it could be the type of thing I dump hundreds of hours into.
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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, Czech, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian +5 more
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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 241 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] He Is Lacking [/h1] To summarize a long-winded review, He Is Coming is overpriced for what it offers players, especially when compared to other roguelikes (doubly so because it is in early access). However, even without the price tag the gameplay loop offers players very little agency in the limited amount of content it [i]does[/i] provide. If your map layout and loot luck is bad, you will lose and there is nothing you can do about it except try again. [h3] The Good [/h3] There is a clear design philosophy behind all of the builds available in the areas currently released, and the build synergies can be very interesting and fun to watch when they occur. You are rewarded for completing matching armor sets, and many items combo very well together (even if they aren't part of the same set). The game has a very consistent art style, and if it were released 40 years ago it would probably fit in very nicely on any NES owner's shelf. The day/night cycle mechanics and the various ways to combat darkness are very interesting, including watchtowers that can expand your field of vision and campfires you can rest at. [h3] The Bad [/h3] It's an auto-battler. Perhaps this isn't a fair judgement to make because genre taste is subjective, but the reason I list this as a bad thing is because the game already limits the player's avenues to control outcomes. You are at the mercy of your map layout and loot drops, with a handful of NPCs you can find to increase your chances of survival (such as [spoiler]the golem who can fuse items together or the woodcutter who can combine two items into a random, rarer item[/spoiler]). Many items are simply not worth taking, and most of the time you are relying on luck to get through each night, praying that the next merchant or chest has the key item you need to complete your perfect build. If you don't find it, too bad. You lose. This becomes much worse at higher difficulties, especially on Very Hard in which most runs are dashed upon the rocks early on if you can't find loot that synergizes well against the current boss. It only took me about 2 hours to beat the current areas, of which [spoiler]there are only two[/spoiler]. At the end of the current content, [spoiler]the game thanks your for playing while it is in early access, and informs you that the third and final area will be available soon ... an area which will likely take around another hour to complete[/spoiler]. The length of a game is not exactly something I tend to complain about; there are plenty of wonderful games out there that hardly take any time at all to beat, but the key difference between those games and this one is the quality of the content provided. Seeing your build in action should be fun and interesting, but the novelty quickly wears off when you realize you aren't really in control of your character: all you are doing is navigating a maze and hoping a good build will materialize amongst all the chests, NPCs, and desecrated graves. Many runs on Very Hard fail simply because you get unlucky, even when you know what to look for. [h3] Final Thoughts [/h3] The game does grant you a small mercy of being able to "skip" the auto-battle fights to speed things up, but that made me question why I was playing at all. If a core mechanic of your game needs to be skipped because it becomes tedious, that might indicate an area of development that could be improved. If this game were $5, I could forgive a lot of these mechanics and the lack of content, but the $20 price tag is putting itself in the same caliber of roguelikes as Risk of Rain and Slay the Spire (both of which allow the player to win a run riddled with bad RNG through skill and careful planning). Hopefully [i]change[/i] is coming with their final additions, because this game lacks enough content and player agency to stand amongst those giants.
There is barely any progression... i like the idea, i like the style, but there is barely any meta progression and i feel like that the new items getting unlocked makes it harder and harder to actually get a decent build going, especially since you unlock like 20 items but only get the option to block 2 for the run...
I so want to like this game. The core mechanics are fun, the runs are snappy, a loss does not feel bad and it has the "just one more run" feel. What kills this game for me is the pure rng without means to really mitigate it and bring the run under your control. The fairly recent addition of a single slot backpack helps, but it is like a band-aid over a gaping wound. Here is the problem. Item combos (not sets, though those are impacted as well) need multiple components to function, with the individual pieces often sucking or being outright harmful. So often the player is forced to take a piece of gear/weapon based on pure speculation that something complementary will appear. If one of those pieces fail to manifest before a boss, your run is likely dead. And this happens A LOT. Using the hero set as an example, I have had runs where I got the sword and the shield on chests 1 and 2. The boots proceeded to NEVER appear and the second boss kills me. How does one plan around something like that? The weapons in the game make this problem even worse. Did you just see an amazing epic or, perhaps, mythic weapon? So sorry but your entire build had no synergy with it so just throw it away. What, you want to take it and shift your build to use it as a focus? Sorry, but if the loss of your 3 oils and edge don't result in your death, most likely the items you need to make it work will not appear. You will just be left with two broken combos that do nothing or even hurt you. Expand the backpack system. Make it so the player can have one unequipped weapon so they are not 100% committed to the first half decent weapon they find. If the devs feel this cannot be done then at least make it so items in set/combos are more likely to appear the more of each type of item the player has. If I have the hero sword and the hero shield, the hero boots should reasonably be expected to appear with 3 or so chests.
he did come
The game is so tiny. I spent 2.2h to finish 1st and 2nd location. And 3rd location is promised to be later on release. Both locations were easy. Took me just 2-3 tries to finish each. Mechanics looks interesting on those 2-3 tries, but doesn't give desire to do any more tries, after you successfully finished a location. So, I won't recommend this game. Too little content that ends too quickly.
Bought this game for its Mouse only control scheme. However, one can't use the map on mouse only.
That's it. No blacksmith NPC delivering seventeen voiced lines about how his daughter forged the blade during the War of Whatever. No pickup animation. No cinematic where your character examines it. No lore paragraph explaining that the pommel belonged to King Glorbo. And yet the screen is beautiful. The typography, CRT lines, microscopic forest, color-coded stats, little ornamental borders, they've spent the aesthetic budget on making information itself delicious. More importantly, the simplicity doesn't mean a lack of depth. The items are individually easy to understand, but they stack and interact freely enough that you can gradually assemble completely ridiculous builds. Limited inventory space forces you to commit to synergies instead of simply hoarding every useful effect. In one run I accidentally turned myself into a walking pile of thorns: armor generating and accumulating thorn damage, enemies hurting themselves when they attacked me, backup armor kicking in when the first layer broke, and a weapon healing me whenever I landed a hit. I went from merely finding useful items to constructing an actual combat doctrine. That's the good stuff. Complexity emerges from combinations of simple rules instead of being dumped on the player through menus and explanations. You learn what things do, notice an interaction, push it further, and suddenly you've built something absurd. The game also understands that information can itself be a reward. A question mark on the map doesn't need an NPC yelling at you to investigate it. You see it, you wonder what's there, and you spend precious time finding out. It's incredibly economical game design. Almost nothing is wasted, and almost everything you see is either useful, beautiful, or both.
Great game. I didnt see him ♥♥♥ tho
The opening of each run is very samey, and the choices you are making aren't very plentiful. You're just hoping to stumble into stuff that combos together and then hoping your combo isn't hard countered. Its an autobattler, so unlike other rouge like games like Hades or Bind of Issac there is no playing around a bad build its just are your numbers good enough.
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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