
Classic free-to-play open-world MMORPG with grind, PvP, and a risky upgrade system up to +10. Level 1–100 with no resets. 33 maps. Crossplay for PC & mobile (Android beta).
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
Inferna is a classic free-to-play open-world MMORPG with long-term progression, grind, and real risk – set in an oriental-inspired fantasy world.
No resets, no seasonal wipes – your character stays and grows permanently. Reach level 100, farm rare drops, close hellish rifts, defeat powerful bosses, and upgrade your equipment with real stakes: gear can be destroyed on failed upgrades at the blacksmith. Progress comes from playtime, decisions, and perseverance.
Four playable classes: Warrior, Wizard, Assassin, and Half-Demon – each with a unique playstyle.
Custom builds: Enchantments, bonuses, and equipment define your combat style.
Level 1–100 with no reset system: Long-term character investment instead of short-lived seasons.
Upgrade system up to +10: Risky upgrades with possible destruction – success feels earned.
Enchantment system: Additional bonuses for PvE or PvP.
Rift events: Dynamic rifts with monster waves and valuable materials.
Massive content: 8,000+ items, 400+ monsters, 500+ quests, and 33 maps – from desert regions to highland areas.
Two kingdoms: Jerro or Caratas.
PvP zones: Fight for resources, spots, and glory.
Endgame up to level 100: High-level bosses, rifts, and PvP content – expansion to level 120 planned.
PC and mobile players share the same world and can play together. The Android version is currently in beta.
Inferna is free-to-play with an optional item shop and supporter system.
Convenience options, boosts, and cosmetic content.
Content and systems are achievable in-game.
Supporter benefits speed up progress but don't replace long-term development or good equipment.
Pangaeus was once a united realm. After the Night of Infernumantis, hellish rifts opened, monsters overran the land, and the kingdoms fell into hostility. Architecture, desert regions, and cities are inspired by oriental fantasy, giving the world its own distinctive style.
Inferna has been developed since 2016 by a small, passionate indie team in Europe. Over 250,000 registered accounts have tried the game since then.
Community feedback flows directly into updates, balance adjustments, and new content.
If you're looking for grind, drops, risky upgrades, and long-term character commitment, Inferna is your home.
Genres
Stats
Languages: English*, French*, German*, Spanish - Spain*, Arabic*, Portuguese - Brazil*, Portuguese - Portugal*, Spanish - Latin America*, Turkish*, Italian*, Polish*, Romanian* +2 more
Engagement
Reviews
Inferna delivers a satisfying blend of old-school MMORPG feel and steady modern development. The open world, rift encounters and boss fights create clear goals for group play, while the class-based combat and progression reward teamwork and persistence. Many players note visible improvements after frequent patches and events, and the developers remain active and responsive — making Inferna a compelling free-to-play choice for fans of nostalgic hack-and-slash MMOs who enjoy long-term progression and community-driven updates. Recommendations — why you should try Inferna: 1. Cooperative endgame: engaging rifts and boss mechanics make grouping with friends rewarding and strategic. 2. Active development: frequent patches and community events keep content fresh and demonstrate developer commitment. 3. Accessible progression: class variety and clear leveling incentives allow both casual and hardcore players to progress meaningfully. 4. Nostalgic appeal with modern polish: if you enjoy classic ARPG/MMO loops (loot, progression, raids) updated with current quality-of-life features, Inferna hits the mark.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
sikimle yapay zekaya daha iyisini yaptırıp zevk alabilirim. tşk.
Jogo bom, tem muito potencial, mas ta bem cru!
your better off just playing gameforge or any Privat servers don't waste time with this
这就是俄罗斯人做的中国风的泡菜游戏,也就是升级版的倚天2. 有中文的,中文翻译大概有四分之三的样子,马马虎虎都可以玩。 比倚天2好玩一些,加了裂缝玩法等,而且地图更大,画面比倚天2好,所以我说是升级版。 另外加速器好像都没有这个游戏,我用的迅游是真的没有,但不用加速器也可以玩,上去看了下,玩的人还是比较多的,大多都是毛子,中国人很少,B站唯一的视频还是毛子拍的。 不要钱免费玩玩还不错,打发时间的可以试试。
absolute cinama
It felt great at first, but here's my criticism: 1: When you press spawn at the city button after death, it completely restarts the beginning tutorial and quests, teaching you w-a-s-d keys all over again. 2: Inventory clutters up too much, there's too many things dropping and being rewarded from the get go, that is unnecessary and must be reduced. 3: World size does not feel accurate or grandeur. Trees and environment feels small compared to the player. 4: Horse running animation looks bad from behind, and horse is awarded too soon in levels for no reason, with the horse mounted combat. 5: Metins must look better, a stone with fire effects would look better than a yellow crack on the ground. 6: Make all classes viable in pvm and pvp, don't just say archers are bad at pvm. That's not how you balance a game, that's how you make the same mistakes the game you're trying to perfect made. As a positive note, you guys have nailed what makes metin successful. It feels just as addictive and rewarding in shops/items/grinding. You can however make spells look more impactful, as a warrior, i had a small fire that came out of my sword which didn't feel that impactful even though it increased my strength.
I don’t recommend this game. If you spend 10 hours playing it, you might see one or two other players if you’re lucky—nobody is playing it. The items sold in the store for real money turn the game into a “pay-to-win” experience, with 150% EXP, item drop rates, damage bonuses, and other items available for purchase. Considering that no one is playing the game, this isn’t a problem for now. However, the management team (just a few people) is too rigid—they ignore any suggestions, and they don’t care what players want. Yet, if you look at the patch notes, they know how to write “please give us new suggestions” in the updates. When you actually write something, they either don’t respond to your message or warn you, “Don’t tag us!” The game is already a ghost town. If you want to sell an item, you leave it on the market for 10 days, and after 10 days, not a single thing has sold—why? Because nobody is playing the game! But it’s no big deal—just don’t bother tagging the GMs to tell them about a problem or a suggestion; don’t even try.
لعبوبة جميلة وانصح فيها لكن عيبها الوحيد قلة اللاعبين
No me convence. Ataco pero vienen de a muchos zorros y quiero moverme pero no me deja. muero al toque.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.