
Iratus: Lord of the Dead is a turn-based tactical roguelike RPG set in a dark fantasy universe. Lead an army of undead to help an angry necromancer in his quest to reach the surface world and bring death to the mortal realms!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.29/day in the week to Aug 30 → 0.86/day in the week after.
About


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, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 8.3Kreviews | 85% | — | $5.1M |
| $2.99−90% | 333ratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really like the idea of playing the side of the villain! A whole bunch of undead creatures at your disposal, each one with different skills and perks. Mix it with trinkets, spells and potions, and you get an interesting tactical turn based combat game. The only downside, the last levels become veryyy slow, as the enemies get really tanky.
I got this game on sale for under five bucks and it's quickly become on of my new favorites. Comparisons to The Darkest Dungeon have to be made. I actually find myself liking this more than I did TDD, even though I liked that game a lot as well. The strategy involved in succeeding in Iratus is kind of subtle, at first ... until it isn't .... Level One: in the tutorial (a.k.a. 'CakeWalk' difficulty) I played the entire game through with a comedy of learning errors and bad early skill-tree picks and still got through the whole game without a death. Level Two, entitled 'More Pain' :Upped the game to this difficulty on the playback (and yes, I wanted to come back and play it!) and I found it to be noticeably tougher, but I didn't start losing any characters until some of the bosses midway through the game. Didn't really need to adjust my strategy or minion preferences at all. To Level 3 Difficulty I ventured back, to 'Good Always Wins' ... with a minion dying almost every battle .... sometimes two minions in the same battle .... and on some of the later bosses, full-on group wipes! What was I doing wrong? Why was I out of resources? WTH happened?! I found myself asking, sort of laughing and cursing at the same time. Gave the minion bestiary a Very Good Hard Look, finally. Started making some better group synergies. Scrapped my game and started a new one with a whole new attack strategy for the Graveyard build and Iratus's Skill Tree. That paid off greatly, with a run that felt very rewardingly good and an end battle that truly felt hard-earned. Savvy Veteran that I deemed myself now, I ventured down the Rabbit Hole to the Fourth and Final Difficulty, Eternal Harvest. Would you believe there are FIVE ( YES, FIVE !!!) difficulty settings to THIS? Eternal Harvest 1-5. No joke! Well, I decided to just give Eternal Harvest 1 a go .... and I'm dead. Back, and dead again .... survived one battle with ... somebody? Then dead again. Lol .... there is ... nothing to work with here ... the Graveyard is ... um ... a graveyard, lol ... And yet .... somehow .... with a level of masochism I didn't know I had in me, I returned, again and again, new minion combos, new skill tree plan ... new graveyard build targets (when I could rub two souls together to get something built). For the whole first two levels, the entire likelihood of winning felt like it could be extinguished at the drop of a hat or a dusty old bat fart. Whichever came first. But at some point, I got a foothold in there and a party that refused to wipe, or rarely even relinquished a single minion. Then hit the end level and this group that worked so well through the first 4 levels was ripped to absolute shreds by the 5th level denizens, but by then I had resources and enough brains (no, I mean literally, brains) to put together yet another group with a synergy better suited to that final level. I sent two complete groups into the final battle on Eternal Harvest difficulty and they both got their arses handed back to them. I dished out as good as I got back, but that was not enough. I took a break to come write this review ... and then I'm likely going to jump right back into it and try yet a different minion combo. It's just that darn addictive! [EDIT] I did indeed get right back at it ... 8 days later and I'm finally back for one last bit of commentary here .... ... So here I am, returning to Eternal Harvest, Setting 1 .... I'm quite amazed I got to the end game on this level earlier, as a repeat has been quite the challenge. A whole lot of dying went on, with a great deal of that being my poor minions, but eventually, I fleshed out the Mortuary and the Arena (along with everything else) and got close to 3 full groups on rotation between Advance Party, Arena Party and The Walking Wounded Party. Being able to finally stop having to zap away resources for group spot heals helped tremendously, and set me on the path to knocking on the Arch Magister's door ... Finally, there I was, back again to take the smug son-of-a-gun on .... got one brief glimpse of possible success before the entire thing fell in like a house of cards and the group wiped ... Ugh! Not again!!! ... But that was merely the first wave of units I had brought with me (though, decidedly, the group I thought had the best shot ..... gulp!). Taking a critical look at who was left, and knowing the enemy would be refreshed and ready to receive us again, I had everyone decided but my back slot minion ... wouldn't you know, that choice came down to me finally winning the game! The unit I inevitably picked was the Banshee, and this unit almost single-handedly was the reason why I won. She even got the killing blow in when it all came down to it. But the two things she could do, repeatedly, was break the boss' stances and refill Iratus' mana bar. That first ability kept the boss from completely wiping the floor with us. That 2nd ability allowed us to finally overcome the onslaught and turn the tables. I'm fairly convinced if I had picked any of the other back end minions I had been considering, I would have been looking at yet another group wipe. Wowza .... going to need to unplug for a bit now! Hope you found this review interesting and/or helpful. Happy Dungeon Delving!
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1M | 4.1K | 70% | $34.99 | |
| $5.1M | 7K | 54% | $59.99 | |
| $5.1M | 7.4K | 88% | $29.99 | |
| $5.2M | 7.5K | 86% | $17.99 | |
| $5.2M | 19.6K | 94% | $9.99 | |
| $5.1M | 9.7K | 82% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $405.2K | 5.5K | 79% | $3.99 | |
| $81.3M | 162.6K | 92% | $24.99 | |
| $48K | 216 | 82% | $6.99 | |
| $0 | 2.4K | 92% | Free | |
| — | 7 | 57% | — | |
| $99.1K | 506 | 58% | $6.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 209/day in the week to Jul 16 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, French*, German*, Spanish - Spain, Korean, Simplified Chinese*, Traditional Chinese*, Japanese*, Polish, Turkish, Hungarian*languages with full audio support
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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.
Hours played at review time, across 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Даркест Данжен на минималках за нежить. С одной стороны, игра СИЛЬНО проще, особенно на легком уровне, с другой- много бессмысленных ограничений- например, тринкеты нельзя передавать между существами. Нафига? Таак, прошел на обычном часть игры и мнение РЕЗКО изменилось. Очередное российское криворуко-васянское "хальдкольное" поделие. ИМХО, разработчиков пора заставлять проходить свои "шыдевры" самостоятельно и на максимальной сложности. Качество игр несомненно бы повысилось, во всяком случае, не было б настолько тупого васянства. ДД навсегда, таки да. П.С. Понятно, что есть задротанги, которым и максимальная сложность не сложность, но тем не менее. Когда на легком уровне нет смысла вообще думать о пати, а на среднем начинаются долбаные фокусы, в которых нашу пати чуть ли не в каждом бою разбирают (теряем минимум одного)- это что-то нездоровое. Ну и да, ♥♥♥♥♥♥ гаргульи и скачущие по рядам берсерки фактически делают бессмысленными механики щитов на пати. И очень, очень навевают членовредительские мысли в отношении разработчиков криворукого поделия этого.
The gameplay is really fun and approachable (similar to DD) with different options for difficulty so I'd say it is really forgiving. The main 2 points where the game shines for me are: - the power-fantasy of playing as the evil necromancer fighting the good guys - the amount of possible builds that you can create is super immersive (and addictive). There are builds that rely solely on stress damage making the enemies insane; builds where the enemy takes damage for attacking your tank in the party; poison builds, magic damage builds, pure critical damage builds... I am eager to see the next project from these developers
Review to remove the "would you recommend this product" ♥♥♥♥♥♥♥♥ pop-up by Steam.
I couldnt get myself to do more than 3runs ,The game got some good stuff but a good run takes 8hours and first few are hella boring and gets repetitive quick and I HATE the character unlock system making hard to unlock characters if you dont go out of your way to unlock em and it didnt sound fun to me so I was forced to play with mostly stuff that was unlocked early game with other ones that were easy to unlock while pleyin the game and to top it off game crashed mid fight on harder diffcutlty and it only saved that my characters died and lost HP basically ruining the WHOLE run that was 6hours~ because I had my best characters in that fight and I would have only lost one if it werent for the crashes
круто
It's a perfect relaxed game were strategy, tactic and play-by-play combat are governed by a suffient number of intertwinded systems to keep it interesting and challenging without needing a spread sheet open. And the none real time turn based combat is well suited for elder gamers too.
Однозначно! Потрясающая игра!!! Озвучка топ!!! Рисовка интересная! Концепт канон!
Эх, будь у платформы нейтральные отзывы, я бы поставил именно их, но так как нет, то приходится выставлять отрицательный. Игра может кому-то понравится, но для меня, кто прошел 1 и 2 даркест данжеон, эта игра слабовата. Но озвучка прям ТОП,
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.