
Kristala is a dark fantasy ARPG featuring challenging combat, fluid parkour, and deep exploration. Master the ancient magic of the Sacred Kristals and uncover the source of a mysterious curse in a thrilling, story-driven adventure.
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): 0.57/day in the week to Sep 13 → 0.5/day in the week after.
About
Unleash your arcane power in Kristala—a dark fantasy ARPG with challenging combat, fluid parkour, and deep exploration. Step into the role of a feline warrior destined to uncover the source of a deadly curse threatening your world.

Avoid damage by blocking, dodging, and deflecting attacks. Combine light and heavy attacks, utilize powerful weapon abilities, and cast up to 16 equipped spells at a time. Regenerate Mana by engaging in melee combat — deflect attacks to land critical takedowns.
Ailur is slowly being overcome by a dark and mysterious curse. Use your arsenal of weapons, spells, and unique feline abilities to battle undead enemies, tortured spirits, and behemoth bosses with cunning agility and skill.
Execute unique abilities that allow you to traverse the environment in many ways, overcoming new + exciting challenges. New traversal abilities are unlocked by progressing Kristala’s main storyline + each new skill opens up new pathways in previously explored areas.
Use your arsenal of skills to explore the diverse, dark-fantasy world of Ailur, seeking out written journal pickups, impactful NPC interactions, and unique Kristal Memory items to unravel Kristala's detailed story and lore.
Choose your desired fur pattern/length. Your clan choice determines the type of magic you'll level throughout the game, and your starting class determines your initial weapon, armor, and stat loadouts. Level stats, magic, and feline abilities to fit your desired play style.

Since launch, community feedback has helped shape the future of Kristala in meaningful ways. As we continue refining, optimizing, and expanding the world of Ailur, we're excited to share a look at some of our current focuses and long-term plans for the journey ahead.
Please note that features and priorities may evolve throughout development.

Sums Steam only; PlayStation, 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 | $19.99−50% | 639reviews | 75% | — | $462K |
| $64.99 | 865ratings | 68% | — | not modelled | |
Engagement
Reviews
Themes across 104 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
7/10. The game has a good gameplay loop, but there are several aspects that could have used more polish. The main character animations are good, but most other animations feel stiff, rather than fluid, especially the late-game mount. There are several typos in the text, and a few late-game notes even have things like "{player name}" that are obviously supposed to be variables that the developers forgot to fix. Best parts: - playing a cat - using claws - Gustav Worst parts: - The Mezuzots are extremely difficult to find, yet critical for progression. There is no mini-map, marker, or any other indicator to help locate them. - The music - there basically isn't any. - The sound effects for the cannibal boss are obnoxiously loud. - Better tutorials are necessary for the sigils or whatever to customize gear, and preventing you from upgrading them until 5+ Mezuzots is FAR too long. - Tooltips/tutorials for other status effects. Poison and bleed are fairly intuitive, but fire is a thing too and I've never seen it come up. Haunt and Freeze also seem interesting, but seem wholly impractical against most enemies. Overall this really just needs another 6-12 months of QA work and patches and it'll be amazing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Jul 30 → 4.43/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 2,402 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*, French, German, Portuguese - Brazil, Spanish - Latin America, Hungarian, Simplified Chinese, Traditional Chinese, Korean, Japanese, Arabic*languages with full audio support
| $39.99 |
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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 104 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Yeah, it's basically a ♥♥♥♥ game. The save points are way too far away from each other for how glitchy the game is. At some point, I ended up stuck in a corner, unable to get past an enemy that was attacking me. You can't dodge through enemies, push enemies out of your way, or do anything to solve those kinds of issues. "Oh, don't get stuck in the corner" Yeah, that doesn't work too well with the lock-on camera (intended way of playing the game) giving you poor visibility at anything behind you--especially if you dodge or dash backwards and the enemy follows you, corners you, and just kills you because you're ♥♥♥♥♥♥♥ stuck. Not to mention the other times I've killed enemies near terrain and somehow ended up stuck inside the terrain and forced to unstuck. The issue with the checkpoints being so far away is that clicking "unstuck" teleports you to your last checkpoint AND respawns the dozens of enemies you've already killed--all due to the game being ♥♥♥♥. Dodge being a double tap is asinine as that DOES affect reaction speed and make it harder to time properly. It's not a big deal except this is a soulslike, a category literally known for needing frame-precision perfect keypresses. Sometimes I'll perfect parry an attack (deflect? is that the in-game term?) and the enemy will just continue with its next combo attack instead of giving a ♥♥♥♥. I know I did the perfect parry because my screen lights up with the special glowing effects and the sound, but nope. enemy is gonna continue his combo. The tutorial is ♥♥♥♥. Press [button] to do [insert activity or movement] except the [button] section is completely empty and displays nothing. I don't know...I guess I'll just use my hopes and prayers to play this game? Not to mention you go through several rounds of combat before the game even *thinks* about telling you how to dodge, parry, block, etc. I spent those early fights feeling very clunky and lopsided with zero defensive options because the tutorial didn't deem to tell me. I walked near the water and the game literally gave me a tutorial popup about wading into the water and how deeper water restricts your movements more. One step into the water and bam! Screen black and I respawn with some health lost. "Oops. You went out of bounds of the map." Well then why the ♥♥♥♥ did you just give me a tutorial popup about going into the water if the water is out of bounds? Resources are explained like ♥♥♥♥. When I die, I see a glowing avatar of myself and a prompt to "Get kristal" (or some other krist- word they all blend together). What is that? Money? Experience? It's literally never explained what you lose on death, what you collect when you go back to your ghost, and how that whole system works. The stats are poorly explained in the level up screen, and I notice certain attributes lighting up stats that....don't get affected by putting in a point?? The value stays the same when I put a point in...why is it lit up compared to the rest of the stats then? Finesse governs..."advanced" weapons--which ones are those? Why do I have to go read the wiki to find out what the level ups actually do? Sometimes, enemies spot me when I'm crouched perfectly still in grass--still don't know why that happened. I don't know. This game is just full of *♥♥♥♥.* The tutorial does a horrid job of guiding you, half the things on my screen aren't explained, level ups make no sense, and the sheer amount of ♥♥♥♥♥♥♥♥ I've encountered with enemies somehow managing to hit me after i dodge AWAY from them and try to heal, getting stuck while actively in combat...playing this game feels like ripping out each and every one of your nails, one by one. 0/10 experience. And it's super sad because I like soulslike games and I was very excited for this game, happy it went on sale, but...yeah no. Do yourself a favor and go rip your nails out. Or maybe see how many needles you can stick in your eye. It costs less and gives you about the same amount of fun as buying this game would.
Spoko i mówię to jako osoba rzadko sięgająca po souls-like, a tutaj po paru godzinach naprawdę zassało, początek nie jest super ciekawy, ale powoli odblokowują się nowe możliwości, spelle i myślę że jakoś po nauczeniu się systemu walki gra zaczyna dawać sporo frajdy. Na wielki plus według mnie jest styl lokacji i cały setting, pomijam tutaj raczej gadające koty (które nawet zostały wytłumaczone), a same lokacje są czymś innym niż zazwyczaj widzimy w grach fantasy, choćby wszędobylskie świecące grzyby. Bardzo mi się podoba też druga lokacja, którymi są jakieś rozległe krypty, przypominają mi starą trylogię Prince of Persia - masa akrobacji, unikania pułapek, czasem walki, wszystko na szynach, ale różnorodne i przyjemne. System walki jest ok, parowanie czy perfekcyjne uniki są możliwe do zrobienia nawet dla osób nie sięgających zazwyczaj po gatunek (jak ja) i zarazem satysfakcjonujące. Do tego dochodzi nieskomplikowane skradanie, magia, szkoda że niewiele jest itemków użytecznych, w sumie tylko wszelakiego rodzaju odzyskiwanie zdrowia/many i uswanie negatywnych efektów. Poziom trudności wydaje się dość wyważony, choć przyznaję że o dziwo główni bossowie poza pierwszym są zaskakująco łatwi nawet na obecnie najwyższym poziomie trudności (po przejściu zostanie odblokowany nowy z tego co wiem). Za to poboczni potrafią dać w kość, a nawet czasem elitarni wrogowie/minibossowie wymagają ode mnie nawet kilkunastu podejść, gdy 2-3 (póki co) ostatnich bossów z głównego wątku pokonałem przy pierwszym podejściu. Zgaduję, że twórcy celowo chcieli jednak zapewnić możliwość przejścia gry nawet niedzielnym graczom, ale zostawili też coś dla osób szukających wyzwania. Także polecam, przyjemny tytuł. Fajnie, bo twórcy chyba nadal pracuję i planują rozszerzać tytuł, mam nadzieję że też wpadnie kiedyś polska lokalizacja.
I've waited a long time to post a review. I've had this game since it first was available in early access, and my overall thing with it was always that pretty much the whole time it was in early access, I'd try to play it, and it just felt very lacking. Even with the devs making progress on 1.0 and adding things, it always felt very gimmicky and like i should have just waited for 1.0 to buy it. I love supporting devs early, but sometimes you get burned. I probably have 30 to 50 games i got early access that just ended up abandonded and hidden. This one really came through at launch with being pretty much a completely different more flushed out game, but even then, there were things that a quick internet search between reddit and steam forums would show had been known wants by the community or problems that it took until around 6 to 8 months after launch to actually do anything about, because as much as i hate to critcize devs over small stuff, it seems like in this case, their priorities for this game have always been really weird compared to what you would think would logically come next. Mostly cosmetic or added content rather than bare bones make the game work type stuff. Now I can say at this point, it seems like 90% of the bugs are taken care of, so it should just be "cool new content" from here on out, but i say all this to really drive in if you buy this game, and there's something you don't like, or doesn't work, just uninstall it and try again in 6 months. At launch, when I reinstalled and finally liked what i saw, you could not switch weapons even though you had a whole second set that could function basically as set 1, light armor, fast weapon, long range magic, set 2, heavy armor, big weapon, survivability. Every time you switched to set 2 or back to 1, it would glitch and make you do unarmed combat while your weapon was glitched to your hand. I uninstalled about a month after 1.0, check back for months to see if they ever fixed it, never once do they even mention it as a problem, at least 4 updates, 6 to 8 months later i just reinstall it and see, and it's fixed, and when i looked up about it i realized this had been a problem since at least early 2025, maybe earlier, and was just never, even when fixed, addressed. So is it a good game? Honestly yeah. It's fun, has a good story, combat is good, magic is interesting, skill trees seem worth investing in rather than filler, but if you find anything you don't like in the way of glitches or deal breaker things, just uninstall it because the devs will probably never get to it with the stuff they seem to prioritize over what i personally feel like are common sense issues or next steps. Like i hate to be such a jerk about it but you can't make it make sense for over a year to add cosmetic fixes and content when you have game breaking bugs with core features. It feels like you're just sitting on a wasted game for however long it takes with no way to get your money back because it's been in early access for 5 years
Vannak benne NPV-k, melyek megakadnak bármilyen ok nélkül, így a csendes gyilkosság ezeknél szóba sem jöhet. De a legnagyobb probléma, hogy egyes küldetések (például Nisan örzöjének legyőzése után) a küldetés megakad, és nem teljesül. A Steam-től megkapom érte a teljesítményt, de a játékban befejezetlen marad a küldetés. Ebből adódóan a hozzá kapcsolódó jutalmakhoz (képességfa lezárt ágaihoz) nem lehet hozzáférni! És még az is csorbítja a játékélményt, hogy vannak jelenetek, amikben beszélnek, de nincs hozzá felirat, ráadásul nem minden szöveg lett lefordítva.
Eu recomendo o jogo, diferente ainda tem pequenos bugs por ser um studio pequeno, mas me divertiu bastante, atingiu bem o objetivo que penso em combate souls a exploracao eh bem bacana com elementos metrodivania e vale uma promocao, peguei no valor de 70 mangos e sinto que valeu bem
[h1][b]《月影杀》:艾露猫把天赋带到魂游,但其不再有九条命[/b][/h1] [hr][/hr] 对于以非人生物为主视角的动作杀伐游戏,仔细想想其实很小的时候,有人就在我脑海中灌输过这种[b]世界观设定[/b],艾琳·亨特这个由多位英国作家联合使用的笔名,就好像我们国家的“雷欧幻象”一样,出过大量[b]动物武士系列的作品,其中《猫武士》基于不同部族自然生态与狩猎方式划分领土,[/b]它们在星族的垂青下完成它们之间的一场场战役,见证群猫的崛起与陨落,[b]其中写实甚至血肉横飞的部族争端给我小时候带来极有画面感的震撼。[/b] 所以当我走入《月影杀》的世界,一个同样有猫神庇护以及原始战意的世界观。 我仿佛就是猫武士中的主角[b]拉斯特,将面对的,是一场足以让我成长为火爪、火心,乃至火星的战斗成长之旅。[/b] 《猫武士》是猫的自然史诗,《月影杀》有添附几笔,加入黑暗奇幻的要素,但不管怎样,都为福瑞控以及战斗爱好者带来了新意横生的战斗体验。 [h2][b]派生动作的手忙脚乱:轻重搓招,法术编织[/b][/h2] 选定自己心仪的福瑞形象,在六种职业、三大部族(开头每个部族需二选一技能)选定自己的初始流派。在游玩难度上,强烈推荐游玩[b]剧情模式,即最简单的一档[/b],完整纯享一遍游戏内丰富的动作派生以及跑酷探图就好,如果增加难度,会有些找罪受的感觉。 玩家便可以踏足艾露尔大陆,藤蔓缠绕、月光浸染的密林废墟中飘来诡森的狞言,那是不死族的嘶吼。蜡封的同族尸像背后,隐闪着凶厉的红光,那是精英的象征。 在中低难度下进行游戏,可暂时让游戏打击感略轻的弊病消上几分,因为整体动作系统足够繁复,且(如果衔接的上)也会足够流畅灵动,除了近程的轻重连击不贪刀,偶尔拉开身位的弓箭驰击放风筝既有光效也很实用。 而消耗法力值的远程法术非止光箭,玩家依据氏族天赋、专属装备以及合理加点,足以让有足够多样的[b]施术手段[/b],但毕竟是鼓励近战的魂游,更多情况下,还需近战命中完成偷蓝的续航,然后近远以及躲避弹反怪物的攻击,将艰难的战斗打出[b]乐章回环[/b]感。 除了在圣泉完成存档以及战补,更多时候,玩家需要依赖消耗品——[b]圣痕[/b]的力量避免自己在将要抵达下一个存档点之际突然暴毙,像是令咒一划,便可回补血量与法力。 派生出大量的功能性交互,比如说[b]点亮周围的秘术[/b],让键鼠党的学习成本略高,但大部分战斗场景中,只需要完成侧重BD的法术按序释放以及基本魂游的物理交锋即可。 [h2][b]跑酷系统的猫类拟态:壁走猫跃,遇水则化[/b][/h2] 相比于复杂但是经典的传统类魂核心玩法,游戏的跑酷探索,是[b]猫魂游戏独一无二[/b]的特质,因猫有肉垫,所从多高峭壁落下都无掉落伤害;而且灵巧如岩羊,只要墙壁有借握点,就能完成跃升跑酷;或是干脆在绳索交织的悬线上,完成犹如兄弟会成员猫步移行的举动。 [b]因为猫咪的拟态,给了制作组大量可以着墨的跑酷动作,因此可以在场景设计中有大量“先画靶再射箭”的自由感[/b],比如说因为猫咪可以穿移在极细的悬线上,制作组便可以据此设计出,细丝如同威亚一般,孤月如镜悬湖面,玩家只身如同滞空一般的灵动感。 除了最基本的跑酷动作,制作组更为细节地场景交互设计属于“遇水则化”分层设计了动作限制,水潭及膝、齐胸时,玩家不会直接扣血,但是行动会直接受碍,但是如果[b]浸没,玩家会直接收到触水惩罚[/b]。猫科动物特有的动作细节被游戏准确借用,据此设计出的环境交互相当多样,但是在动作衔接的准确以及丝滑感上,还有待更新后加强。 地形陷阱主要以如瘤一样的腐化猩红触手为主,玩家需要削去核心才能安然通过,在最近更新的诅咒之域补丁中,更是将[b]诅咒的触手[/b]深入大陆各处。 Astral Clocktower Studios对其唯一的处子作,似乎将目标定为一个世界观足够自洽且宏大的[b]ARPG作品[/b],独立工作室的产能相对有限,但其有意为两种人提供了新的[b]牢房:一种是猫奴,一种是魂游的牢玩家。[/b] 如在后续的大更中将已有的细节交互打磨地更加顺滑,怪物生成偏向于机制创新而非数量、数值的累砌,游戏的整体体验将会对于老/新手均更咸宜。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
动作游戏很多,但真正让你扮演一只猫去体验整个世界的真没几个。《月影杀》光这个设定就已经很吸引人了。更重要的是,它没有停留在创意上,而是真的围绕猫做了一套挺有意思的战斗和探索。虽然还有不少可以继续打磨的地方,但发售以后能看出来开发组一直在认真更新,所以我对这游戏后续挺有信心。
福瑞乱杀!!!!!!
So far, the game's notToo bad, and it's kind of like Skyrim. It's kind of like playing as a Jedi, but you know what? It's different. Meow meow.
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.
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