
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 17 → 0.75/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 822 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Absolutely incredible game, one of my all-time favorites! I completed all of the achievements and still return occasionally to try advanced challenges. As a deckbuilder, I've found it to be extremely flexible; there are lots of options that work well, and it's fun to try adding a card that you don't usually use and work it into a strategy. The music introduced me to steel_plus who is now one of my favorite game composers. I would also recommend Duelists of Eden; I don't enjoy PvP as much and so have barely played it, but the combat mechanics are naturally suited to PvP. Would highly recommend!
构筑的爽感策略感运营感中的正反馈都不够强,爽局几乎没有,构筑难卡牌之间的联动少遗物之间联动不起来,每局看词条拿牌就完事了,加上全角色公用牌库公用遗物池,无脑拿就完了。 如果是冲着洛克人,硬核来玩完全没问题,游戏的战斗节奏,bgm,像素画风都非常棒,开了创意工坊,还有本地联机对战本地联机合作,剧情也能起一个点缀的作用 但如果冲着肉鸽卡牌来可能会失望,因为随机性大/构筑难/遗物的数值太弱机制又不强/方差小/战斗操作弥补等因素,每局游戏同质化很严重。地图设计也是没有一样,难关/危险物/小BOSS/普通的战斗,这种战斗几乎没有区别(危险物还会卡构筑,有些体系完全不能走危险物),非战斗路线中没有其他肉鸽的随机事件,而是固定的商店/篝火/宝箱,商店中的遗物医疗包和部分卡牌能回血导致篝火十分鸡肋,宝箱又只给一个遗物收益层面被小boss和商店的收益拉爆。种种因素叠加在一起导致每局的路线选择不是我想要选什么,而是我为了不去篝火或者普通战斗危险物这种关卡只能选一条收益最高的路线。 算上操作反应,背卡背boss在各层的招数等等学习成本快赶上尖塔了,但正反馈爽感完全不如尖塔,正反馈全在优秀的战斗系统设计上了
Media

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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 823 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра для СДВГшниов, где тебе приходится следитьза 2 полями сразу попутно делая еще 5 действий. Кто-то может и получит удоольтвие от этой игры, но явно не я.
Nota 7/10 Antes de começar a review eu gostaria de dizer o quanto a trilha sonoro é magnifica. Eu joguei isso no beta antes de ser lançado e quando foi lançado e parei por um tempo, ao retornar eu conseguia lembrar da musica inicial do jogo perfeitamente e sentir algo Agora sobre o jogo, seu estilo e gameplay são ótimos, onde a cada vez que você tenta você consegue desbloquear algo novo e poder explorar outros tipos de builds, porém isso diminui com o passar do tempo e começa a ficar repetitivo. Sobre os personagens eu diria que são interessantes mas a falta significativa de história neste jogo não me deixa me aprofundar ou sequer gostar deles. Sendo esse um dos seus maiores problemas, você não sabe muito do que se trata o jogo, seja do seu mundo, seus objetivos e até mesmo quem você é.
需要局外成长
One Step From Eden (OSEF) is a pretty interesting game. It's very clearly based on the megaman battle network series, yet it's so different from it's inspiration that saying that almost feels like underselling it. So, what is it? It's a rougelike about characters attempting to get to a place called "Eden", hence the name. There's vague lore you can put together from character dialogue and descriptions, but outside of that the story isn't really the main focus. Plus, there's 3 wildly different endings so the game's tone can be... strange. The gameplay follows a pretty simple loop; you move through areas, getting into battles while drafting new spells for your "deck". This is a deckbuilder, though calling it that feels weird at times since it's anything but a slow-paced strategy game. But there is deckbuilding elements, so I can't argue with that. Pathing is pretty simple (there's only 3 paths you can take, and it's generally just deciding between different types of battles, and then occasionally between resting, a shop, or a chest.) What makes this game work is ultimately the battle system. It's megaman battle network on every single drug known to man. Combat is fast. Really fast. Spells do a lot of damage and fast, but need to be aimed well (most of the time) to do anything. Enemies have simple attack patterns, but they again attack fast and many of them can tear down your health at incredibly fast speeds on higher difficulties. The spells you use to fight are designed such that they work best together. Each one has a "Brand" with a cute name (Slashfik, Anima, Hexawan, etc) that puts it in a general category. Most spells tend to synergize with other members of their brands at first. Because yeah, having more poison cards from the poison category tends to work well. But what you start to realize is that many of the spells more generic effects also synergize well with other brands. Turns out, Rooting enemies in place works really well with spells that set the ground on fire, even if the aren't in the same category. The game's passive artifacts further encourage this, as most of them add synergies between categories. Now your fire suddenly applies poison to targets, and your poison can now apply frost stacks, which themselves can now slow and root a target. It's a very interesting contrast; the deck-building is very slow and methodical. It's more like labbing out possible combos in a fighting game. You're even given free reign to throw around your spells between fights to see what the ideal method of working through your deck is. Notably, you can only really have 1 copy of a given spell in a deck at a time, and there's no real way to guarantee you draw any given card first. Which means when you get into a fast-paced fight, you have to suddenly translate that abstract strategy into something workable on the fly. Sure, some decks can get away with spamming their spells, but a lot of decks will need to be thinking several enemy moves ahead, by striking where they're *going* to be in a second rather than where they are currently. It's just a very unique style of game, and when you get the flow of combat down, you feel like an honest to god anime protagonist, throwing out spells and techniques that utterly devastate your opponents in seconds. That is not a feeling that a lot of games can give you outside of maybe like, fighting games. With that said, the game isn't perfect. A lot of it's more obscure mechanics are just not really spelled out to the player, and feel like things that were added in during an EA period which were never properly explained to someone who didn't play it then. Removals can actually be used not just on cards, but also artifacts and even the debuffing "Pacts" you can take at shops for extra rewards. There's three endings based on how many bosses you choose to murder, and it really isn't clear that you can just... leave after a boss is defeated to spare them. Most egregiously, you can actually manually select up to two brands (or the same brand twice) to show up more often in rewards to fish for certain cards. This is incredibly helpful, and I had no idea the mechanic existed until after I had beat the game on it's highest difficulty, Hell Mode 14. Speaking of those Hell Modes, the game has an ascension system with 14 "Hell Passes", modifiers you can enable which make the game progressively harder. These are... hit and miss for me, personally. Stuff like removing the 4 tile aim indictor (many spells hit exactly 4 tiles away) feels less like making the game actually harder and more like making it more incomprehensible. Hell Mode 14 outright starts you at 1 Max HP, turning the game into a "don't get hit at all" simulator which is interesting, but is just such a leap in difficulty and feels counter to the design of so many enemies that it feels like an afterthought. There's also just the issue that the game is really, really, REALLY fast. I have less trouble keeping up with late-game Ultrakill gameplay than I do the higher hell modes of OSFE. It gets to the point by the end of runs that it feels easier to just have a deck which kills things so fast that they never get a chance to do their interesting attack patterns, rather than actually dealing with and learning those attack patterns. Especially with how crazy the bosses scale by the end of the game if you have them start out at their "max" potential. But hey, that's just how the game is played. I can always drop the difficulty down if I want to. And I do; Hell Mode 14 was a fun one-time challenge, but it's not for me. That's alright. At the end of the day, this is a wonderful game which feels very good to play and looks amazing (the pixel art is incredibly smooth and really adds to the sense of power and slickness of each character). Give it a shot, just be prepared for something very fast paced and you'll have a great time.
flarking amazing game
[h1] 酣畅淋漓的爽游! [/h1] 已经很久没玩这个游戏了,之前打到了最后一个难度,尝试了一会还是释怀了,一血出门对我来说还是太抽象了,这意味这游戏的前大半时间不能被击中,后半段容错也很低,但是高难度下随着关卡的推进和幸运的增加,小怪和boss的攻击欲望会越来越趋近癫狂,这需要及其快的反应速度和对怪物的熟悉。 我最喜欢玩的西索金币左轮还需要时间装弹发射并且计算伤害处决,boss和小怪的闪转腾挪也让我难以命中。 [h2] 手残玩家谨慎购入! [/h2] 可能你在前面还有一点在跳舞机上下左右的感觉,但后面难度激增,boss弹幕对你场地的疯狂轰炸会让你手忙脚乱的出牌,有些卡牌还是指向技能,这需要你调整你与boss之间的站位。 我只在这里总结一下难点: 1.你需要注意你的走位!躲避敌人的弹幕,并且注意敌人的种类进行应对! 2.你需要看你的两个卡槽是什么卡!并在合适的时机释放! [spoiler] 谨慎释放对自己有负面效果的卡牌,它可能会让你面对某些boss时绝望地等死! [/spoiler] 3.你需要看自己的费用,费用满足才可以出卡! [spoiler] 这要求对你的卡组构筑有要求,不要拿一些牌效很低的卡牌,卡组小有些时候反而伤害更高 [/spoiler] 4.以上所有难点需要同时注意,也就是说,你又得躲对面弹幕,还得看自己到了哪一张卡,还得看费用。哈哈哈!就是如此过瘾! 上面说了许多难点,如果你有信心见识并且克服它们,欢迎你进入伊甸之路的世界,并在狂轰滥炸之下翩翩起舞吧!
sí
F*CKIN AMAZING. In my opinion.
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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