
Grid-Based First Person Dungeon Crawler with survival elements. It's inspired by classic cRPG from the 90s. An old-school game for hardcore players.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 109reviews | 74% | — | $42.5K |
| $2.55−85% | 55ratings | 80% | — | 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Take some time to read the manual to make the experience little easier. Good old dungeon crawler for ppl who wants to take it slow and enjoy each bit it
I am a university professor, game developer, and 4X TBS game enthusiast. I have played, developed, collaborated on, playtested, analyzed, written about, and searched for turn-based games most of my life. I found this game after carefully reviewing countless YouTube videos, asking friends, and consulting Claude, ChatGPT, Grok, and Gemini. I wrote this report after 25 hours of gameplay and finishing my first 3 games. This game is a mixed bag of good and bad, but overall, I don't recommend it. The good: A new turn-based RPG for modern computers, which is rare. Several innovative features. I have not found any bugs or performance problems yet. The bad: The battles' degree of freedom is too low. Not enough actions to choose from. Battles are repetitive and tend to feel similar. Few monsters, they always come one at a time, and movement is only forward or backward on just 7 slots to stand on. No probability of success is displayed for critical actions, such as Flee. Also, the rules are unclear about this and other things. Battle outcomes and lockpicking outcomes are too random, which almost certainly means frequent reloads that defeat the purpose of an RPG. Not enough story or guidance about where to go. The early exploration does not have a good auto-map, so if you don't want to get lost, you have to make your own map, especially if your character is not a good spellcaster. This might be fun for an excellent, deep game, but it's boring for a mediocre one like this. Low replayability value. Not much fun to redo the early parts that I already played. Not enough diversity or randomness in the environment, weapons, or other things that impact replayability. You start your first game without any spells. The only way to get new spells is to explore the area and find them. But the same spells are always in the same place, and worse, you start your second game already knowing those spells. You don't even need to explore again to find and cast them. Adding notes to the auto-map requires casting the expensive Map spell (at least in the early game). Looking at it requires casting the spell again. Adding text to the map has a bad UI: a mandatory long textbox to type a single character. Lockpicking is real-time. It does not fit the turn-based nature of this game. It is just fast-clicking buttons thousands of times for a small chance of success while wasting resources. Boring, painful, a waste of time. Items are not clearly explained. For example, Regenerating Fluids only says "Causes Regenerating status for 11 rounds." But you have to use it to find out it only regenerates 1% of max HP per round, for a total of 11%, half of the 22% given by Health Medicines. To make it worse, Regenerating Fluids costs double what Health Medicines cost. Pressing Shift moves the character forward. This is surprising and caused me to unintentionally move forward, even into battle. It can't be turned off. I use Shift often to take screenshots, because the rules shown in hints only display for a few seconds: not enough time to read, and not enough to save them for future reference to catalog the rules. My main weapon and armor cannot be changed during battle. Why? Battle action results are not clear. Damage numbers flash too fast and are not logged. There is a Log on the overland map, but if I look at the same note on a wall 3 times, it gets logged 3 times. A waste of space and time. No information on the upcoming battle. What kind of monsters? How many? What level are they?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This one is pretty solid, rather difficult, maybe even Roguelike in it's level of punishment. But it's fair punishment. Game mechanics are very interesting, the magic system in particular where you have to "memorize" spells to cast them. And how you can cast spells above your level. The fatigue system is pretty good as well. Arms & Armours are somewhat on the boring/non memorable side, which is a bit of a shame, but the monsters are cool enough and the designers clearly did the best they could with their means available; they used some very cleaver ideas to "get around" budget limitations I suspect they had. Not recommended if you care about an elaborate and moving story, but who plays Dungeon Crawlers for the story anyway. Original thematic, convincing and unique fighting system, great monsters design. Big thumb up Update: I just realized this is a one-man project and the updates need no dlc? Well, then that's two thumbs up!
I wouldn't recommend Inferno to those who are dungeon crawler curious, but it's a solid enough game for those who are fans of the genre. Rather than have a team, you focus on a single character whose wandering around a demon infested world. It plays off the old levelling systems, whereby your skills improve the more you use them. This means you create your character more through playing rather than stat pumping. All together, this removes a lot of the tedium from the character creation and micro-managing side and allows you to get straight into the adventuring. The creator has gone for an interesting world design, whereby the main map is absolutely huge, being 150/150 squares. The random clearings and tree tunnels give way from time to time to the blockier concrete walls of ruins. Within this, stairwells lead into dungeon tunnels, essentially a secondary underground map that's laid out to match the overworld locations of the stairs, but is a series of smaller dungeons below the ruins they're accessed by. In all of this there are tons of harvest hotspots, chests, and the demon enemies, all of whom are camped in a spot, meaning you can choose whether to fight or avoid, assuming they aren't blocking passages you need to get down. There's also tonnes of hidden walls, some of which are illusions you walk through, others requiring pressing the off-colour brick in the wall to open up, but all of which can be discovered yourself through spells that allow you to see through the illusion, or player logic since you can see the secret rooms on the map so will know there's likely a button somewhere around to press. The combat system is a mix of turn based and the old school real time moving up and down the passage while lobbing items/swings at the enemy. It's a mix of managing your stamina between choosing when to defend, strike, cast a spell, or use an items. One of the more interesting aspects is that you type your spells out to cast them. You decide whether this would annoy you or not, but I found it added a level of engagement, so it worked for me. After a couple of hours moving through the twisting forest, you eventually find a human settlement dead centre of the area. From here you have access to a few more character customisation features, and get access to some quests that are more there to guide you to the next region to explore than to create engagement, since they're all the same trio of: Kill boss; Free prisoners; Kill x demon nodes. Beyond the explore/fight/loot routine, there are some puzzles baked in to break up the monotony. Some of these involve finding the notes with the combination to a multi-button device, there's a lock-picking reaction mini game, and, my personal favourite, a simple nonogram puzzle that I wish there had been more cases of. None of these are particularly hard, and most can be ignored if you so choose, with them blocking access to treasure rooms rather than storyline routes you have to travel. The graphics do a solid job of painting a punk-rock demon world, with the monster models being uniquely horrific in their design complemented by a banging soundtrack. The creator has clearly gone strong on the aesthetics, and they succeeded with aplomb. The fact you collect blood and viscera as currency, and little things like building your adrenaline bar to go HAM mode after killing something in chopping it up for additional blood and guts all adds to this. Where the game falls flat a tad is that it can get repetitive. While the assets are well made, they rarely change. While the maze of passages changes, the scenery doesn't. All forests look the same, as do the ruins, as do the dungeons. There's a handful of monster models in each region, but in the encounters where you fight 2-3 at a time, you fight the same model 2-3 times, meaning it feels more like the creature has 3 lives than you going up against a horde. The encounters also don't really change much. Some have higher HP/damage, and there's a whole host of buffs/debuffs, but the only really noticeable one is health regen, which often just means the encounter is going to take twice as long as another. The difficulty curve is also kind of skewed, whereby early on you can seriously run out of resources and almost reach unbeatable situations where you have no life/life, but can't rest because you have no materials to build a campfire, and resting without a campfire almost guarantees you getting ambushed, which is a death sentence if you have no life/mana. Midway through, the resource issues go away, but there are still monsters that can kill you if you let your life/mana drop too low without resting. By endgame you're an absolute beast, mowing everything down with reckless abandon and barely seeing your HP or mana drop below 90% before instantly refilling mid-battle. This is super fun for the endgame, but could well deter players in the opening sections, which seems to have been the case judging by some of the negative reviews I read. All told, it's a solid game at a fair price that gives a decent amount of entertainment but is not going to wow you once it's over. It's a shame there's no achievements, since its gameplay design is almost perfectly catered to them and might of encouraged some replayability, but a fun experience regardless.
I'm on the fence with this one, but I want to support the dev as I really enjoyed Ludus Mortis (his 3rd game) so it's good to see that he's made improvements since this game. In Inferno, there's too much repetitiveness in the quests. For example, in the shelter (base of operations) there's the leader who gives you the first quest (kill 5 (or 10, I forgot) demons, kill 1 boss, free 5 prisoners) and you need to go to an area to do all of this. Finished this quest and went back for quest #2....same quests given but in a different area: kill 5 demons, kill 1 boss, free 5 prisoners. Finished this and was given quest #3 and #4....yep, same exact thing but in another area. Some variety would have been nice! Also the textures are the same over and under land. Forest overland, stone textures in the dungeons. Again...some variety is needed. It took me around 35 hours to finish Ludus, but I'm not sure if I'll finish this one. I will update this review if I eventually do.
For me, games can make up for a lot of things through their art style and atmosphere, and Inferno - Beyond the 7th Circle is a great example of this. I've only ever done one run as a melee character that started out on the beginner difficulty, but about 2/3 through the game, survival and resource management became trivial and combat began to feel a bit dry, even with the spells you can sprinkle in. That said, this game had me absolutely hooked for the first hour or so getting to the shelter and led to multiple play sessions late into the night, all because of the little details it has. Spells have to be typed and catalogued, and whether you build into magic or not, you'll end up using and leveling some of it for QoL and combat. I'm a big fan of this since magic is often exclusive of melee archetypes, but here, it feels much more present. The atmosphere is great as well, and it has a certain coziness to it that makes it fit for a game you'd play offline whenever you're without Wi-Fi somewhere. I've never played dungeon crawlers before don't really intend to play any more, but I would recommend buying this on sale even if just the atmosphere piques your interest, as it did with me. If you're more familiar with the genre and like what you see, I'd imagine you could justify paying a bit more.
This game is great, it is my first old school style dungeon crawler and I am having a blast. I got it on sale as a "why not" purchase and I would absolutely recommend it even at full price. There are a ton of different builds you can do, and my elemental, pole arm, dodging maniac man is great. Combat is satisfying and not too insanely difficult as long as you play it safe and don't spread your build too thin. The art is also great and I just don't dislike anything about this game so far.
Great and fun game in all ways! You can play fast and slow pace whatever suits you. I do have a problem with the extreme use of screen flashing, every singe attack and then when you get carnage. I really wish there was an option to turn it off! otherwise it would be a 5/5
A truly quintessential DRPG. Plenty of RPG depth, a wide world to explore with plenty of secrets to find, and genuinely some of my favorite turn based combat I've ever experienced.
Good !
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Players by region
Where this game's players are, estimated from review languages.
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