
Hotline Miami x Dark Souls. Greatswords, demons, miniguns; up to 4 players. You are not prepared.
Modeled estimate, not a reported figure. How we estimate →
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 Aug 14 → 0.29/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.
About
The servants of T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ venture forth each night, dragging the meek and fearful from their homes down into the Tower's abyssal depths, never to return.
It is up to you to brave the dangers beneath the earth. Up to you to slay those behind the horror.
To descend ever deeper... INTO EVIL.

More than just bundles of stats, every item in INTO EVIL is unique and actually changes the way you play.
Unique movesets: Swords parry, axes cleave, lanterns still shine when stowed - every item has two moves (and often hidden secrets!)
Enchantments and Curses: Find items imbued with dark magic that radically changes their properties! Infused spells, elemental affinities, mutations, and more - expect the unexpected.
Abilities, not stats: No "+2% fire resist" here - rather than small stat increments, weapons and armor unlock new abilities and powers to face your enemies with.

The adventure that awaits you is deadly and unpredictable - no matter how many times you face it.
Unexpected dangers: The dungeons of the T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ are labyrinthine and cursed, changing their layout each time you attempt to brave them.
Meaningful choices: Not only are items powerful, they are scarce and you can only take what you can carry. Foes, traps, and hazards shift each time you die - but your choices will shape each Descent as well.
Die, die again: INTO EVIL is difficult - every enemy is a significant threat and cannot be taken lightly. You will need to learn to adapt to the dangers that confront you, or you will perish brutally.

Descend into a world gone mad - devils and death, torture and madness await.
Face the Hordes of Hell: Demons infest the dungeons of INTO EVIL, wielding terrible supernatural powers. You will need every ounce of skill and courage you can muster in order to survive.
Heroes turned betrayers: The T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ has been taken over by former heroes who now side with evil. What caused this turn? What dark purpose possesses them?
Dark secrets await: Learn tḧ̶͉́e̴̢͂ t̶̼̂e̴̙͑r̶͕͘r̶͚͉̈́ḯ̷͕b̶̻͖͛l̸̜̈e̷̜͗ ̵̛͓̒ t̵̰̜͝ṟ̶̪̈́̚u̸̪͔̾͘t̶̟̀͜h̶̺̓̈,̵͎̍̓ ̸̧̍t̴̢̛̤͛h̴͉͎̅a̴͍̖͗̍t̸̨̺͐̅█̸̢̀͝█̵̼́ ̸̛̬̗͝█̸̻̩͘ ̶̡̙̅█̷̣͎̅█̶̹͒█̸̪̾͂ ̶̨̯̓█̵͚͐̚█̴̭̞̏͠ ̴̦̅█̴̢̘͒█̸̭̅█̷̥̀█̵̢͝█̵̲̗̔͊█̴̞̳͑͛█̷̫͍͂█̶̬͔͒█̴̡̤̒́█̶̛̬ͅ █̷͓̎͗͜█̴͔͚́̀█̵̬̹̍̈́█̸̜̔█̸͍̐ █̸̦͎̈█̵̗̓͘█̴͚̌͜█̶̬̪̑̀█̷͓̳͂█̴̗̮͑ █̴̢͔̿͠█̸̞̙̊█̶̹̻̂█̶͙̔̀█̵̟̹̂̐█̷̰̳̈́̎█̵̧̱͒█̷̖̗̐̂█̷̜̯̓̑ █̶̢̩͐̔█̶̬̍̆█̷͎̤̅͌█̷͔͠ █̴̨̺̑́█̴̯̀̉ͅ█̵͙͖̀̿█̵͓̰͌█̵̝͉̏█̶̭̅̐█̴̬̱̂

...you doubt?
Think this deadly dungeon is a trifling matter?
Very well. Try the demo, and see for yourself. But: be warned! Those who venture into evil, rarely return...
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
super good and orginal!
So Peak
One of best coop I played, ever. Mind this game required patience: Careful exploration, careful item management and methodological approach to combat, not only twitch reflexes ... but also twitch reflexes. If you imagine it is in the game (for the type of game this is) it probably is e.g. bag for carrying more than 4 items at a time. Items impact reminded me of old D&D and not stats juggling.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Portuguese - Portugal, Russian +2 more
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of 2025's biggest surprises for me, in a year filled to the brim with great indie titles from small teams, or in this case, solo dev projects. This game stands out particularly because it captures what a great dungeon-crawling adventure should: - Its mechanics are unique enough so as to change our original pre-conceptions, making you have to adapt and feel like a noob when you first launch it; - Its enemies are lethal and highly aggressive, leaving the player no room to second-guess himself; - The bosses are challenging and fun to fight; - The world is alluring and hiding many secrets within its layers, as you descend this literal wizard's tower; - The sprites are well drawn and highly immersive; - The lighting is dynamic and eye-catching, making you question if leaving your lantern behind for another weapon was actually a run-ending decision once you first reach a pitch-black area (not fun haha); - The atmosphere in its short notes and pillars containing lore-entries are very intriguing, and beckon you to explore deeper and more thoroughly every time you attempt another descent. Overall, a great mix of Demon's Souls and Hotline Miami - for those inclined for such crass comparisons. I believe this game is living proof of what a single individual can create in today's gaming landscape, a solid game in every front, a fresh take on a familiar genre and mostly, a challenging but fair game that actually teaches the player with each failure, instead of being the typical roguelite where you become so overpowered after the first dozen runs that it quickly turns into a mindless cakewalk to the finish line. Very thoughtful game design on display here, and coming from an experienced gamer - one of the best games I've played in recent years.
10/10
感觉还是需要把联机改好,远程同乐在这游戏上体验很差,希望多个选择
Great game
So yeah, the game is good, no doubt about it. It’s a dungeon-crawler roguelike that mixes a Dark Souls-style combat system with Diablo-style loot, but way more hardcore. I’ve got around 10 hours between the demo and Early Access, and that’s enough to see that the only thing holding it back is the overall balancing. COMBAT: Enemies can very easily stun-lock you since attacking with a weapon doesn’t use stamina. They’re rarely alone and have attacks that knock you back into all kinds of hazards (fire, wall spikes, traps, or worse—other enemies), which creates this pinball effect where the player is the ball, and it usually ends in death. Not super fun most of the time. However, when everything goes as intended, combat feels good. It has weight, there are fairly distinct attack patterns depending on the weapon you use, a wide range of spells (though hard to use if you don’t find the right items), and a large number of outfits and armor sets that genuinely impact gameplay (when you actually find them). The healing system—either by fighting or breaking red orbs—is actually well balanced, especially since healing items are extremely rare. LOOT: This is where the game’s flaw really shows. As it stands, the loot distribution artificially increases the already high difficulty. It’s poorly balanced in the sense that you’ll find either too many weapons, too many outfits, or too many consumables. Healing items are extremely rare, enemies almost never drop their gear, hidden rooms rarely contain loot, and it feels like the secret room (one per level) with a rare item is either incredibly hard to find or simply doesn’t appear every time. In a dungeon where you’re already struggling to find items that match your character, that’s a problem. And most importantly: BOSSES DROP NOTHING WHEN YOU BEAT THEM. To me, that’s absurd, especially considering they’re usually tough and can drain a lot of your already limited resources. DIFFICULTY: I’ve never even reached the boss of the second level, that should tell you something—and I’ve managed to get some good builds a couple of times. There’s a great variety of enemies, which is awesome, but starting from level two, enemies become much more numerous, hit way harder, and have a lot more health. And that’s just the reused enemies from level one. On top of that, there are new mobs with new patterns for loot that’s not necessarily better and still just as rare. Another thing I noticed is the absence of allied mobs, even though they were present in the demo. Adding them back would introduce more randomness to the levels and make them feel less repetitive. I don’t know yet whether the developer listens to community feedback, but in my opinion they should: – Add more story content (more interactions with other characters). – Rework the loot system overall and allow the merchant to refresh between levels. – Make bosses drop something. They’re supposed to be the climax of the level. – Maybe introduce some kind of persistent progression between runs to enhance the overall experience. – Allow character customization. Right now there are only preset characters, each with unique abilities. It would be interesting to have full character creation so players can plan real builds before starting a run, and it would allow just more variety in gameplay overall. So why do I recommend the game? Because it has real potential, and you can tell a lot of work went into it. The visual and audio atmosphere is immersive and very grimdark, the music is excellent. It’s a true roguelike that fans of the genre will enjoy. The problem is the difficulty inflation caused by loot scarcity (among other things), which makes the whole experience frustrating
Haven't played much yet but I can already say: this game is a blast. Fantastic atmosphere, sound design, setting, and controls. The whole visibility system reminds me of Nox - a game I enjoyed quite a lot. Can't recommend this one highly enough - one of the best games I've played for quite some time. Beware: it's addictive. The devs are on the right path - lets hope they don't screw it up.
Very fun game with lots of future promise/potential. The dev makes updates, and I can't wait to see what this turns into. I do wish multiplayer was not "split screen" and a true multi - but I'm sure that will change one day.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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