
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.
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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
Needing to direct the party iiiis a bit tedious, but also the party stubbornly standing in the poop is accurate. It fills that healer itch, and keeps me away from mmo's. 10/10
This is a great game for any old school MMO players. It reminds of of play GW1 with the NPC's or multiboxing Everquest with scripts. The rogue lite elements lets you experience many group builds.
Had me with the first dungeon, the next two dungeons are made to be unfair, you get to pick from either a poison dungeon where everything wants to throw down poison fields that can't be cleansed, the first boss will cover the entire room with poison making it impossible to attack him because he's standing in poison the whole time. And the other dungeon the first boss will one shot your healer with his first attack making you watch as your team slowly dies to him. Very little in the means of customization, you're forced to pick between random characters for your team most of the spells conflict with eachother rather then compliment eachother like why would i want my healing spell to remove buffs from friendlies, buffs being regen effects as well. I guess it was worth the money, i did enjoy the first dungeon but probably wont touch this game again do to the sheer unfairness of the game..
Seriously delivers on what it is trying to do. A+
Was a great game, I would've bought every single expansion to keep playing, but since recently there has been a graphical flickering issue, which unplayable. THUMBS DOWN until game support is provided. SO DISAPPOINTED!
Got this game on sale for 10 and put 13 hours into it in 3 days. If you like WoW healing and want a small but medium depth roguelike then this is your game. Doesn't seem like there are any updates planned but the game is worth its price.
You will know if you are the target audience for this game, if you are, it's pretty fun and it scratches the healer itch pretty well, better than mini healer imo. Just keep in mind that it had 0 budget and not a lot of levels (although the ones i've played feel very thorough and you need to get good at them to beat them). Like a bunch of people have complained, you are in charge of moving your ai companions, and sometimes the game feels like you are the raid leader, you also have to contend with their sus ai and it's overall a bit annoying and unintuitive to control, but i still like the game, it's unfortunately making me want to get back into wow...
Great idea, but poorly done. I am sorry - it would not have been hard to program the party members with good AI. Them standing in EACH and EVERY AOE, facetanking all damage they can get? This is NOT my idea of fun. I want to heal and fight monsters - not micro manage my party all the time. First dungeon, 2nd Level Boss? Spamming hardcore damage (I am not sure if the AOEs were at all visible or not) and wiping my party 4 times - simply because they facetank EVERYTHING. No chance to outheal that kinda damage at all.
I am very pleased with this game
I wanted to love this game. The core idea is fantastic: an MMO healer simulator where you're the stressed-out healer trying to keep an AI party alive while chaos unfolds around you. That's a genuinely unique concept and one that immediately grabbed my attention. Unfortunately, what exists right now feels less like a finished game and more like several half-finished games competing for attention. The most baffling decision is the complete lack of a save system. In 2026, asking players to commit to lengthy runs without the ability to stop and continue later isn't hardcore design—it's simply hostile to players with jobs, families, responsibilities, or functioning adult schedules. A lack of save functionality is one of those features that instantly changes a game from "I'll keep playing this" to "I'll come back when it's finished." For some players, it's a refund-worthy issue all by itself. Beyond that, the game suffers heavily from feature creep. The healer-focused dungeon gameplay should have been the entire game. That's the hook. That's the interesting part. That's what makes people click the store page. Instead, development effort appears to have been scattered across roguelite systems, town management systems, city-building mechanics, progression systems, and various side activities that all feel underdeveloped rather than complementary. The city-building aspect in particular feels completely disconnected from the experience the game is selling. It comes across less as an essential pillar of the design and more as a side project that wandered into the main game and never left. As a result, none of the systems feel as deep as they should. The healer fantasy isn't fully realized. The AI party management isn't deep enough. The roguelite progression feels thin. The city builder feels shallow. Everything works just enough to show potential, but not enough to feel complete. The frustrating part is that the potential is obvious. There is a genuinely great game hiding in here somewhere. Imagine if every ounce of development effort had gone into making the best possible "MMO healer with AI companions" game: * Smarter party AI. * Better positioning behavior. * More autonomous companions. * More interesting dungeon encounters. * Richer healer gameplay. * More varied party compositions. * Greater tactical depth. Instead of becoming the definitive healer simulator, the game feels like it got distracted by every interesting idea that came along. This doesn't feel like a project that needs more features. It feels like a project that needs ruthless focus. Because underneath all the unfinished systems and conflicting design directions is a game that could be genuinely special.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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