
Explore the halls of the Neverinth and uncover the history of the Valkyrie. Do glorious battle against the beasts and monsters of Norse legend and uncover the hidden pasts of each heroic woman. But their trials will not be easy as they face down those that haunt the sacred halls of Valhalla.
Modeled estimate, not a reported figure. How we estimate →
Media
About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Traditional Chinese, English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Please know this review is not throwing shade at the devs, but is purely to inform anyone potentially interested in purchasing. You should know that despite being advertised as the final release, development for this was forced to end before most features and content could be implemented. The devs released what they could, but the result is far from a reasonable state due to challenges outside their control. I bought because I still wanted to support the game, but just know there will be no new updates and there have been no new game announcements or social media posts since then.
Neverinth é basicamente: “E se Dark Souls tivesse passado um semestre estudando mitologia nórdica e depois decidisse virar um roguelike cheio de waifus guerreiras?”. Você entra, toma umas 3 espadadas, morre, volta… e por algum motivo se motiva pra tentar outra vez. O ciclo da vida. Os combates são desafiadores daquele jeito que mistura “caramba, que legal” com “eu realmente mereci isso?”. Cada personagem tem seu charme e estilo, e o jogo te incentiva a dominar tudo na base da insistência — e da humilhação ocasional. Comprem na promoção. É SÉRIO. 8/10.
To start this off, I think anyone who has reviewed this negatively has done a massive disservice to the game and has made it painfully clear how many people are incapable of reading. This game is not finished, this isn't a point of contention and shouldn't be a reason for a negative as the VERY FIRST THING that the game shows you is that it's at version .4 of early access. A 2 second gate to provide information that will allow you to refund the game if that is an issue for you. An issue that is defendable as the developers ran out of money and quit while the last person on the teams family member got blood cancer, a tragedy that is more than enough of an excuse to explain the unfinished state. Beyond this there is a profound amount of criticism that extends to things such as not knowing what things do, how the level up and stat system works, how dying affects things, when not only is there a tip system when loading that you can scroll through that explains every mechanical option given to the player and explains it in the utmost depth, every time you go to the hub there is a GIANT KEYBOARD AND CONTROLLER SYMBOL that you can select that shows you all the controls. There are giant button indicators for selecting which stat you want to boost. I even saw a complaint about environmental destructibles falling apart by walking, something that's outright a lie as everything is only destructible by attacking not dodging or running/moving. So here are the real issues with the game: It's not that big. It tries to make up for it by making it a roguelike semi-roguelite where you reset the whole game every time you die, just with new characters and weapons to use after unlocking them. Areas before bossfights aren't really that long and don't have as many sections as I'd hope for. Stiffness is an issue. Most of this is clear that it's due to early development and being an indie studio. I would say it still feels good, striking a balance between a souls game and character action, especially with having move cancels built into the system and different combos. Just with how you stick as you execute a move with no leniency for moving as executing an action. It can at times feel a bit slippery, especially when your small character is fighting a big monster and the hitboxes and how their legs let you walk right underneath them, it all comes together to feel rough and janky even if it's not bad. It's also not well optimized, no clear cut options for adjusting graphical settings. It's trying to work around it's limitations of being an indie soulslike by relying on the roguelike system. It's something where you'd wish this was able to be more, but wasn't able to and this is the compromise. This is why I can imagine I'll want to play significantly more of this game, and I will recommend this to others because despite it's flaws it's still a fun game with interesting ideas that I don't see, but it's also why I don't know if I'll play past maybe a few hours, something that I think justifies the current price point.
I BEG DO NOT LISTEN TO THE NEGATIVITY IF YOU ARE THINKIN ABOUT THIS GAME! The game was made with love and it shows. Neverinth is an absolute blast. Unfortunately the developer had to halt the project indefinitely as far as I was able to fig up due to family/health/financial issues. The blood sweat and tears that was poured into this shows and it is well worth the money. Gameplay: Really solid for the most part. Between how you unlock new characters and Items you will want to keep playing. From magic rapid fire sword swings, to the hyper fast (or slow) one shot heavy sword swings, all the way to an honestly OP item build is soooooo much fun! Controls: You get used to it. Its a bit ruff, and that can be expected, however I cant remember them ever being a problem. You will adjust in 20 minutes I swear. How does it run?: Fantastic on anything newer. I have played on an asus g71 laptop witch is far below the minimum requirements. So kudos to a indie dev for getting unity efficiency down. Honestly the game is not perfect or balanced but has given me and my friends genuine fun within the rogue like dungeons and FANTASTIC bosses. The characters all differ enough and so do the items, You may see that this game is in early access and be scared off, especially with the steam reviews. I just implore you if you want a simple souls like with fun, mindless (till its not) gameplay, unique challenges, and some fun souls-like gameplay Neverinth is the game for you. If you are scared then wait for it to go on sale for 2$. You wont regret it.
[h1]Cool game with potential, but a bit rough around the edges.[/h1] The first level felt surprisingly easy. I found it odd that the standard enemies were called "Predators" that name felt a bit too intense for such basic mobs. Also, it's strange how easily large objects like boxes and urns break. In games like Dark Souls, you usually have to roll into furniture to break it, but here everything just crumbles at the slightest touch, which feels a bit off. Especially when the urns and boxes looks extra thick and robust. When I reached the Goddess statue, it wasn’t clear at all that there were multiple skill categories to unlock. The first few times I used it, I only saw the "LIFE" category and assumed that was it. Better UI guidance there would really help. I really enjoy unlocking more characters. It's a huge plus for the game. I especially love the third Valkyrie (the samurai one). Her charged R2 attack looks super cool and feels satisfying to use (even tho, I didn't do much damage in to the hammer giant Niffelheim)! The boss fight with Grim was underwhelming. He felt tanky, but passive. There was way too much downtime between his moves... like he didn't know what to do next. I’d rather see his health reduced by a third and have him be more aggressive or reactive in return. Difficulty ramps up significantly in the second level, which I liked, but it could use better pacing. I also think the portal to Niflheim in the hub area needs a Title/label and perhaps a confirmation prompt. Something like: "Passage to Niflheim – Press A to Enter" Right now it’s too easy to stumble into it by accident without knowing what it is. The permanent upgrade system was really confusing. I placed the Tetris-like blocks into two sections, but I wasn’t sure if I was actually getting the bonuses. I tried equipping the totem thing too, but honestly, I had no idea what stats were affected or if it was working at all. Overall, the art style and combat animations are very promising so far. One of the highlights of the game for me. I hope that the studio developing this tries to lower the ambition and simplify more things, because I'm afraid the game has too much in scope such a small team (is it 6-10 persons?). Three playable characters are good enough. Please do more playtesting with players who never have played the game before. The first 30-40 minutes are crucial to get right, (and you have already come a far way... like 80% there). Please work on the skill upgrade clarity (that many categories exists), work on the permanent upgrade system (I didn't understand it at all). I give the game a 6 out 10 for now. It's GOOD! I'm looking forward to see more! Edit: I read some of the other reviews. I'm sad to see that the devs have moved on from this project.
游戏很有潜力,可惜制作者放弃了
Neverinth, developed by CreAct Games and published by Neon Doctrine, is an ambitious action roguelike inspired by Norse mythology, blending the fast-paced repetition of a dungeon crawler with the unforgiving challenge of a Souls-like adventure. Set in the aftermath of Ragnarok, the game introduces players to the Neverinth—a sprawling labyrinth born from the World Tree, Yggdrasil—where fallen Valkyries must prove their worth in a broken world filled with monsters, traps, and the lingering echoes of divine ruin. This premise, steeped in myth and tragedy, sets a rich stage for a game that aims to fuse narrative mystery, visceral combat, and replayable exploration into one cohesive experience. At its core, Neverinth is a tale of ambition: a game that strives to capture grandeur with limited resources and, though rough around the edges, manages moments of real engagement and atmosphere. The game’s visual and thematic design carries much of its weight. From the first moments within the halls of the Neverinth, the player is enveloped in an otherworldly atmosphere—a place both divine and decayed. The environments, while modest in scale, successfully evoke a sense of desolation and reverence. The level design draws inspiration from Norse iconography: icy ruins, forgotten temples, and cosmic chambers filled with runes and relics of lost gods. The art direction favors minimalism and texture over high fidelity, resulting in a world that feels stylized yet oppressive. Lighting plays a crucial role, casting long shadows that deepen the sense of isolation. Complementing this visual approach is the soundtrack, which alternates between haunting choral tones and rhythmic percussive beats during combat. Together, these elements construct an ambiance that feels equal parts mythical and melancholic—a dying world awaiting its final redemption. Combat serves as the central pillar of Neverinth’s design, drawing heavily from Souls-like principles while adapting them to a roguelike framework. The mechanics revolve around precise timing, stamina management, and risk-reward combat. Players can perform light and heavy attacks, dodge, parry, and unleash powerful special moves that consume health for increased damage output. This constant balancing act between aggression and survival gives battles a tense rhythm. Each Valkyrie has distinct weapon types and abilities, offering some variety across runs, and the game’s totem system adds a layer of persistent progression. Through repeated playthroughs, players collect resources that can be used to unlock new abilities or enhance stats, ensuring that even failed runs contribute to gradual growth. Enemies hit hard, requiring patience and observation, and boss encounters—though limited in number—stand out as the game’s most rewarding moments, showcasing creativity and scale within its indie constraints. Yet, for all its ambition, Neverinth is a game that shows the strain of its unfinished state. The procedural generation of its dungeons, while promising in theory, lacks meaningful variation. After several runs, environments begin to repeat, and encounters lose their initial excitement. The layout patterns, enemy types, and loot placements follow predictable rhythms, which diminishes the sense of discovery that roguelikes depend upon. Several features feel underdeveloped or incomplete, and despite its mythic premise, the narrative progression remains sparse and fragmented. The lore is delivered through scattered notes and cryptic text, evoking a mysterious tone but rarely building into a cohesive story. Technical issues further impact the experience—performance drops, long load times, and inconsistent hit detection can disrupt the otherwise satisfying combat flow. Players have also reported lingering bugs and a general lack of polish that suggests development was halted before the vision could fully mature. Nevertheless, Neverinth’s foundation holds undeniable potential. Its world-building carries a sincerity that reflects the developer’s passion for Norse mythology and dark fantasy, and its combat system—while occasionally clunky—can feel genuinely satisfying once mastered. Each victory against a boss or successful navigation through a perilous floor carries a sense of accomplishment that few small-scale action games manage to replicate. The sense of tragedy that pervades its atmosphere, from the forlorn Valkyries to the ruins they traverse, gives the experience an emotional undertone that resonates even when the mechanics falter. There’s an aesthetic consistency to its bleakness—a vision of a world long past redemption, where survival itself feels like defiance. Ultimately, Neverinth is a flawed but fascinating experiment. It falls short of its grand ambitions, limited by scope and the abrupt end of its development, but within those limitations lies a game of heart and raw potential. For players who enjoy exploring atmospheric, combat-focused titles and can forgive rough edges, it offers several hours of intense, moody gameplay that captures fragments of what made the Soulsborne genre compelling. Its mixture of roguelike repetition, Norse-inspired lore, and weighty combat mechanics makes it a memorable, if incomplete, journey through myth and ruin. Though it may forever remain an unfinished tale, Neverinth still manages to embody the spirit of its Valkyries—struggling against oblivion with determination, beauty, and just enough strength to leave a lasting impression. Rating: 7/10
You probably know that game is not finished, and abandoned. So, why would I recommend it? Because, it is a fun game. Do not expect miracles, and make no mistake, this still feels like an early access game but if you do like randomness and rogue-like elements, you may enjoy game especially considering that this game goes on sale for a couple of dollars time to time.
Final boss is Malenia from Temu
不到4块的价格,物超所值。了解一下游戏是因为作者因为家庭变故而停止开发,挺遗憾~
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Red Glare | $29.4K | 73 | 73% | $14.99 |
| Floor44 | $29.4K | 142 | 70% | $9.99 |
| Xuan-Yuan Sword V | $29.4K | 151 | 61% | $9.99 |
| Dungeon Desire: The Sleepless City of Runeheim | $29.4K | 83 | 82% | $13.99 |
| Quest for Infamy | $29.4K | 124 | 90% | $9.99 |
| Selobus Fantasy | $29.4K | 71 | 73% | $19.99 |