
Healed To Death is a single-player Rogue-Lite where you play as the Healer. The gameplay is inspired by healing in MMORPGs. Manage a party, Heal your allies, Explore dungeons and Destroy undead monsters with Healing & Support Spells.
Modeled estimate, not a reported figure. How we estimate →
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About
Healed To Death is a rogue-lite based on Healing in MMORPGs.
Draft a party of heroes. Explore dungeons. Heal your allies. Slay the undead in your way. Acquire gear and loot. Discover spells. Learn upgrades that change how you play. Defeat powerful bosses. Buy permanent upgrades.
Features
Form a party from 35 heroes
Use 32 different spells and alter them with 274 upgrades
Battle against 111 different undead monsters and 22 bosses
Discover, purchase and equip magical armour, spells and various trinkets
Venture through 8 different dungeons
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Pretty fun experience, but not nearly realistic enough. My tank has not called me a single slur for letting him die during a boss fight.
One of the best 5/10s I've played If you were expecting to be able to just sit back and heal and not have to worry about your party's gear, abilities, and especially positioning/targeting... well you'd be dead wrong. It's a hard game that keeps you on your toes, with all the polish and production value of a developer on their 72nd hour of wakefulness trying to cram this student project in before a deadline. But it's pretty fun.
Not playable. Dev indicated it is an issue with AMD drivers. So if you have AMD graphics it may not function for you.
It's a great game, but unfinished, and has since been abandoned by its developer for myriad reasons. I really want to recommend it, but the content that is in the game isn't worth the $15 pricetag. If it's ever on sale or is reduced in price, it's absolutely worth it.
The game is a lot of fun, but the later levels/bosses which require micro-managing your team to get out of the AoEs is absolutely dumb. It just creates an artificial difficulty
Not for me and lacking polish. I thought the gameplay loop was pretty boring. Basically just micro hell with dummy AI, and boring spells against tanky enemies. I know its the point, but the sound effects sound like something out of the 90s. I could've forgave it if it was like 5 dollars, but charging 15 is kinda criminal for what this offers compared to other games.
I am so, so disappointed that this game died. It could've been really incredible. As is, it's playable and the gameplay is very fun... But it's straight up abandonware. Very depressing :(( Maybe someday I'll find a game like this one. Maybe. Product received as a gift
This game is a great prototype of a really good and interesting game. Full of potential. Unfortunately, it is also woefully unfinished in practically every regard and the last patch was several months ago, so it is probably safe to say that development has been abandoned. A true shame. All of the following would be fixable with more work spent on the game: - The UI is functional, but looks like a first draft. Texts are ludicrously large, placements are kind of random (the UI editor is great, though!), many things (like the store interface) seem to be designed to require twice as many clicks as necessary. It direly needs the hand of someone more experienced in UI design/art. - The game is in dire need of a pause function or better ways to issue commands to units. Or just downright smarter units. Even rudimentary AI like "maybe don't stand in an ongoing DoT area" or "prioritize whatever attacks the healer" would help. But really, what would be needed is a way to set behavior per companion (think ye olden' Dragon Age games). As it is now, everything is just way too frantic and too fast to do anything before it is already too late. - The town upgrades are of the absolute worst kind: A few % increases here and there. Should be done away with entirely and replaced with actually interesting and meaningful upgrades. - The timer in dungeons is pointless. You have no influence over finding or not finding chests fast enough to get the desired map parts for a bonus. It also doesn't make sense: If you find the exit on your own, you get a bonus - if you don't, you advance anyway, automatically and without bonus. ???? I get that the idea is to put some pressure on the player, but there are better and more organic ways to go about that. I could go on with pain points like that, but it feels like wasted effort as I do not believe the game will ever be worked on again.
I freaking love this game. This is my dream game. I love healing and having a rogue-like with this element in mind is amazing. If I were a game dev, this would be the game I would make. This is my heavy biased opinion, but I can't express how much I love healing and I really like playing solo. This game hits for me. Edit: It doesn't look like it has been worked on in a while, but I hope the dev comes back and works on it more. I'll enjoy it while I do.
I'm not a big fan of roguelikes, but I was still able to enjoy the game. I like the concept, but I would love more options to reduce the randomness of the roguelike aspect. Could use a little polish, but overall I enjoy the game. Lots of creative healing spells and good enough variety for companions.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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