
KILL YOUR GOD. BECOME WORTHY. Horripilant is a chilling idle incremental dungeon crawl through the horrors of a forgotten underworld.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.14/day in the week to Sep 7 → 6/day in the week after.
About
Horripilant is a chilling incremental dungeon crawl through the horrors of a forgotten underworld. Combining idler, puzzle and autobattler elements, you'll fight, mine, and think your way through the depths of a forsaken dungeon. With each step you'll grow stronger, but beware; every boon has its burden.
You awaken. An old, battered knight, lost in the darkest corners of an abandoned dungeon, with no memory of how you got there. The stench of decay permeates the thick air. The walls seem to whisper your name.
A strange tree catches your eye. Barely a sprout, growing in defiance of the dark. The voice demands you hit it. A twig breaks off onto the ground. The first of many.
Distorted moans echo from an empty staircase. Beckoning you. You must go down. It is your purpose...
Encounter bizarre characters, solve cryptic puzzles, and survive the horrors that lurk in every shadow. Will you escape this living nightmare, or will it consume you?

Incrementally gain and collect materials.
Combat horrific foes over 1000 floors in the dungeon.
Solve puzzles and explore the depths of your camp.
Upgrade your gear to venture deeper.
Meet God
Become worthy
Repeat, adapt, and survive. The depths need you, and you, them.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.59−30% | 3Kreviews | 92% | — | $930.8K |
| $9.99 | — | — | — | 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.
Engagement
Reviews
Themes across 381 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In case you were wondering, HORRIPILANT is a great game to grieve to. If you are in the absolutely soul-shattering position of having to mourn the loss of the love of your life and need a distraction or you'll scream and weep and never stop, I'm gonna go ahead and recommend this game to you. It will give you a nice alternative activity. A couple weeks before my husband's unexpected death a few months ago (in 2026), I told myself next payday, I'd get a Steam gift card and buy FORBIDDEN SOLITAIRE. Well, the payday after he died, I got that Steam card and I did get FORBIDDEN SOLITAIRE. But I also got HORRIPILANT because I enjoyed the demo from the last Steam NextFest. HORRIPILANT was the perfect game in my grief. I picked it up more frequently than FORBIDDEN SOLITAIRE. Instead of being too grindy for me, it met me right where I was. I could hang in the dungeon fight and pay attention and do the QTEs or make resource upgrade choices to distract myself...or just set it down entirely and fold laundry. And it helped A LOT that progress, in this game, is visible. Numbers go up. Grieving doesn't have a checklist. Or a progress bar. But when I opened HORRIPILANT, I saw that it made progress, and that was weirdly comforting in the weeks after my husband's passing. Having HORRIPILANT around as a "side project" helped pull me out of some sad moments. And the soundtrack also didn't jar me out of the mood I was in. I'm grateful for this game. tl;dr the sword clanging at a kajillion clangs/second (because I'm upgrading the helmet, duh) has become the background noise to my grief. Maybe this game can help you, too.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $931.3K | 21K | 86% | $1.99 | |
| $931.4K | 2.5K | 89% | $19.99 | |
| $931.7K | 2.3K | 64% | $14.99 | |
| $931.9K | 3.5K | 67% | $24.99 | |
| $932.2K | 4.3K | 94% | $16.99 | |
| $928.7K | 3K | 86% | $17.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $107.6K | 354 | 59% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1M | 5.3K | 99% | $12.99 |
Reviews, worldwide (the counter carries no country): 4.86/day in the week to Jul 26 → 4.71/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Russian, Japanese, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Polish, Spanish - Latin America, Italian, Ukrainian +1 more
Hours played at review time, across 382 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is really boring but addictive in the same. I was initially attracted by the retro-horror style and was looking forward to some mystery/dungeoneering, but after a couple of hours I just found myself watching the same sword slash animation over and over, clicking buttons to watch numbers go up, and then resetting when enough numbers had gone up. I know that's the idle game genre in a nutshell, but I felt afterwards like I just wasted my time.
An excellent incremental game where the progression feels incredibly smooth and the active gameplay elements work flawlessly. The integration of escape room puzzles to progress the plot and expand the power system works brilliantly, all wrapped in a unique art style that builds a fantastic atmosphere. TLDR: Highly recommended for any incremental fan.
Probably one of the best clicker/incremental games I've played with excellent RPG elements and horror point & click vibes! with an excellent grungy graphic style and a fantastic soundtrack! Horripilant is an incredible experience that combines multiple game genres together masterfully, great haunting atmosphere and fantastic ambient music and sounds really seep into your mind, combine this with some grotesque looking dungeon monsters and a gritty environment and you get something truly special! This game was excellent from start to finish, tiny bit grindy and a tiny bit cryptic at times but otherwise a solid experience! Regarding the grind? I DEFINITELY recommend using an autoclicker ;) Fantastic game! worth a buy!
Game for ill, mentally unstable, shizo persons. A 10/10 incremental game, like none other. Aside the incremental part it offers a good story with puzzle elements. Really interesting and well made. A true hiddem gem which may look weird on the screenshots on Steam. Dont sleep on it
The best clicker game i have played in a long while
For the price this is a very good idle game that you should pick up if you're a fan of idle games. One of the major things that I liked over some other idle games is that numbers don't need to get super insane to complete the story. Speaking of the story the puzzle hunt was good.
(REVIEW IN CONSTUCTION) +Amazing graphical art. +Creepy randomness is always thrilling. +Dark fantasy storyline. +Cool & interesting puzzles. -Insufferably grinding, completely disrespecting the player's time spending a half a day clicking just to progress to the next part. Boring and tedious clicking. Ruined the game for me. Because of this, i absolutely wouldn't recommend this to anyone. Disappointed, was extremely excited to buy & play this game, only to be met with a game of filler clicking loop that is dreadfully boring. This game is wasted potential to amazing graphical design and awesome random creepiness met with a boring clicker game feature. I would reccomend to the developer to redevelop the game making it more fun to play by removing or improving the idel clicker part.
[h3] Horripilant — Une expérience sombre qui réécrit le mythe de Sisyphe[/h3] Un univers sombre. Des ressources à accumuler, des améliorations en pagaille et mille étages de monstres à purger sans le moindre prérequis de skill. Il suffit de cliquer, d'attendre, d'acheter, puis de descendre un peu plus bas. Recommencer. En apparence, Horripilant est un jeu incrémental comme il en existe des dizaines, calibré pour occuper une trentaine d'heures, le temps d'empocher tous ses succès. Dans ce type de jeu, l'essentiel du plaisir côté joueur est de voir de petits chiffres devenir de très très (trèèèèèès) gros nombres. Dans Horripilant, c'est différent. Toutes les mécaniques principales du genre sont présentes. Y compris la "renaissance". C'est à dire le sacrifice de sa progression, recommencer le jeu du début. En échange, on obtient une monnaie spéciale. Cette dernière permet d'acquérir des bonus persistants qui, petit à petit, font une différence colossale. On remonte la pente de plus en plus rapidement, transformant les seuils infranchissables en simples formalités. Mais là où le genre habille généralement cette boucle de chiffres colorés et de gratification inoffensive, Horripilant choisit l'organique et le morbide. Le jeu s'enracine dans la décomposition : on nourrit les ressources que l'on collecte d'étranges chairs putréfiées, on pactise avec des aberrations et l'on accepte la dégradation physique de son avatar pour grappiller quelques pourcentages de rendement. [i]"Chaque don a sa part de fardeau"[/i] Le body horror n'est pas ici un simple apparat cosmétique : il donne corps à l'aliénation. Le gain de ressources, les améliorations et les renaissances enferment petit à petit le joueur. Le travail répétitif et le désir constant d’optimisation ne mènent pas à la liberté, mais à une automatisation morbide de sa propre exploitation. La morale du jeu tient dans cette symbiose toxique, résumée dès sa présentation : [i]"Les profondeurs ont besoin de vous. Et vous, d'elles"[/i]. C'est une histoire sombre. Profondément cynique. Le mythe de Sisyphe réécrit. Le besoin compulsif de progresser, d'amasser et de vaincre ne mène peut-être qu'à la reconduction du système qui nous détruit ou à la contemplation du vide. Après toutes ces heures à cliquer, progresser et recommencer encore et encore, on le comprend dans sa chair. A méditer. [code]Vous avez aimé cette analyse ? Découvrez en d'autres en suivant notre groupe de curation : [url=https://steamcommunity.com/groups/le-pixel-legiste/curation][u] Le Pixel Legiste[/u][/url] Découpages de pixels, éviscérations de logiciels, on plonge les mains dans les entrailles du game design et on vous raconte tout. [i]Pour ceux qui joueront après ![/i] [/code]
Way, way too grindy for an incremental. Automating the beginning portion after rebirths should be earlier in the skill tree. Having to juggle between Material and Equipment screen constantly to upgrade gear is insanely tedious and just very bad UI design. Combat is incredibly unengaging and boring. And the final boss requires running -1000- levels straight in a single run. Material grinding is the least interesting and unrewarding activity I've seen in an incremental in a long time. There's just so many problems with the fundamental design of the game, I cannot be bothered to write more (e.g. the obnoxious back and forth for the puzzles, lack of QoL like being able to have the pattern notes up at the same time when inputting them, the slow progression system, etc). It's a shame, because the concept and aesthetic of the game is really quite interesting. But, unfortunately, the game design is just so, so off the mark.
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.