
Build a powerful deck, cast spells on the fly, battle evolving enemies, find game-changing artifacts, make friends or make enemies, just make it to Eden.
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.
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
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 7.7Kreviews | 93% | — | $1.3M |
| $19.99 | 580ratings | 70% | — | 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 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
seems like a game a lot of queer people would enjoy
Not for me. In my opinion, it would have been far better as turn based. The game throws you right in with little explanation for any of the statuses etc. of the cards and it's pretty off-putting having to rely on muscle-memory when choosing a spell during combat, considering it switches your spell placement after each use. I'm sure it's fun if you enjoy fast-paced gameplay, but for me, personally, I didn't enjoy it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Korean, French, German, Japanese, Spanish - Latin America, Traditional Chinese, Turkish, Portuguese - Brazil, Russian +1 more
| $19.99 |
| 402ratings |
| 91% |
| — |
| not modelled |
| $19.99 | 47ratings | 84% | — | not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is a quick fun game, however it has a steep learning curve and you will be left in the dark for quite a while until you figure out how to play the game and what all the different cards mean. + quick runs, different characters, fast paced + multiple styles of game play - no introduction to game mechanics - no game speed scaling, everything moves to fast to play moves out - steep learning curve to figure out what is going on - no explanation when a new character will be unlocked (can't plan ahead or look forward to it)
Conceptually I wanted to love this game but it just doesn't play that well. It leaves you feeling frustrated and not like other rogues that feel intuitive or reward growth with skill something about the game just feels terribly balanced. The art and design is great. But look at most reviews and their hours. No one sticks around compare it to other difficult rogues like BOI or ETG and you will feel what I am saying. Try the game but trust me here. You will feel what I felt. 6/10
It's wild this game hasn't sold more. It's a great rougelike, the soundtrack is a banger, tons of replayability.
good game, megaman battle network doesn't exist
Gameplay : Easy to learn, hard to master ; Very dynamic ; tons of builds and good replayability. Graphics : Great pixel art & animations ; cool character designs. Music : Absolute banger. Bonus point for the original achievements.
One Step From Eden, developed by Thomas Moon Kang and published by Humble Games and Maple Whispering Limited, is an ambitious fusion of fast-paced real-time action and deck-building strategy that stands out as one of the most mechanically dense indie titles in recent years. Drawing inspiration from the cult-classic Mega Man Battle Network series, it carves out its own unique identity with breakneck gameplay, an expansive spell system, and unforgiving difficulty that will challenge even seasoned roguelite veterans. At its core, the game places the player on a 4x4 grid, facing off against enemies on an adjacent mirrored grid. Movement is confined to these tiles, but what happens within those spaces is nothing short of chaotic brilliance. Every enemy encounter becomes a test of pattern recognition, fast decision-making, and adaptability. You’ll cast spells drawn from your ever-growing deck while dodging a barrage of bullets, beams, and explosions. These spells—ranging from simple projectiles to devastating screen-filling attacks—are acquired during and between battles, and their synergy is crucial to survival. What elevates the gameplay beyond traditional roguelite design is the constant tension between reflex-driven action and thoughtful strategy. You’re not just reacting—you’re managing a build, planning spell sequencing, and predicting movement all at once. The deck-building component is where One Step From Eden really shines. With over 200 spells and dozens of artifacts to discover, each run offers an enormous range of strategic possibilities. Whether you prefer stacking poison effects, summoning turrets, shielding, manipulating the terrain, or freezing enemies in place, there’s a path for every playstyle. On top of this, each playable character—nine in total—has a unique starting kit and gameplay philosophy. Some focus on raw damage, others emphasize crowd control or combo chaining. Unlocking new characters and mastering their mechanics adds layers of depth and encourages experimentation across multiple runs. Visually, the game embraces a detailed pixel art style that is both charming and functional. Despite the chaos of the screen during high-intensity combat, attacks remain legible and hitboxes clear—no small feat given the pace of gameplay. Animations are crisp, spell effects are vibrant without being overwhelming, and character sprites exude personality even without dialogue. This visual clarity supports the game’s demanding action, allowing players to react instinctively without needing to parse visual clutter. Complementing the visuals is an energetic electronic soundtrack that matches the tone of the game perfectly—pulsing, tense, and driving enough to keep your heart rate elevated for hours on end. The difficulty curve, however, is steep. One Step From Eden does little to hold your hand, and early runs will often end in confusion or frustration. There is no traditional tutorial to guide you through its complex systems. Instead, you’re expected to learn by failing—often, and brutally. Boss fights in particular are relentless and unique, with some even syncing their attacks to the background music. Victory feels earned, but the lack of a proper onboarding system may alienate less experienced players or those new to the genre. The absence of a formal “easy mode” or more forgiving difficulty settings means accessibility can suffer, and progression may feel harsh for casual players. Despite this, the roguelite elements offer a sense of incremental reward. Each run contributes to your overall unlocks, whether that’s new spells, artifacts, or characters. The more you play, the more tools become available, and slowly the chaos begins to feel more manageable. Victory is not just about twitch reflexes—it’s about understanding the ecosystem of spells, learning enemy patterns, and making smarter deck-building choices over time. That mastery loop is what makes the game so compelling and so addictive. Adding to the value is the inclusion of local co-op and versus modes, which allow players to enjoy the experience with a friend or battle head-to-head. The game also supports modding through Steam Workshop, extending its lifespan and inviting the community to expand on what is already a deep foundation. One Step From Eden is not an easy game to love—but for those willing to invest the time, it becomes an incredibly satisfying and rewarding experience. It’s the kind of game that doesn’t just challenge your reflexes—it demands your attention, your creativity, and your ability to adapt on the fly. By blending deck-building with real-time bullet-hell action, it creates a genre-defying hybrid that’s as difficult as it is innovative. For players seeking a true test of skill and strategic thinking, there are few games more exhilarating or memorable. Rating: 9/10
Great game. It's like a fast paced version of one of the mega man battle network games
i have no clue how im actually supposed to play the game but i won a run by mashing 20000 viruspell and tanking every hit with 1000 shield
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $7.6M | 47.8K | 67% | $7.99 | |
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| $29.5K | 133 | 67% | $12.99 |
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|---|---|---|---|---|
| $1.3M | 4.6K | 95% | $9.99 | |
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