
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 2,402 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.
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
说实话没入库没玩之前我是真看着挺喜欢,尤其是 OST。但玩过之后我才知道是空有其表… 这个游戏时长,我是有资格评价的吧? 作为肉鸽迷,这游戏不配 Rogue 标签。设计了那么多的卡牌神器,卡牌神器等之间的适配有是有,还细心做了分类啥的,但却毁在烂透了的随机性上。开发者不会真觉得 Rogue 就是瞎几把随机就好了吧?你还知道自己是有卡牌成分的游戏吗?[b] 完全随机性下的卡牌构筑体验约等于无[/b],即使煞有介事地给了两个抽卡分类意愿,但这个的意义在我实际体验上就只不过是给三选一界面的卡牌分类换了个高亮的颜色(当然没得看源代码,于是这一模块有没有算法或者算法是怎样的那就是你说怎样就怎样咯),没了。三选一全是废卡的几率高得离谱,导致几十把玩下来就没 build 过出来一套完整的卡组。以撒道具数量比你多多少,人也随机,但人家好歹是有各种组合方式能让玩家通过精心策划的路线 build 一套能玩得下去的组合。到你这就硬随机完事,顺便弄个抽卡意愿骗骗你。 BOSS 设计恶意满满,5-15 倍的基础强度加上我只能称之为“疯狂般多动症”的走位加上各种无处可躲的技能,完全无法从闪躲中获得任何激励的同时,高强度动作下,各种依赖指向性的技能命中率低得可怜。于是在极大的血量差距下,想要通关必须依赖少有的超高输出卡牌完成整个卡组构筑,然而前面已经讲过,build 已被无法绕过/缓解的完全随机性毁掉。50 级卡牌神器角色(剩店长)全解了,一次大门都没打到过。你可以讽刺我菜就多练,但我已经弃掉了,因为刚好从其他玩家的评价和视频里,看到这游戏结局居然是: [quote=author] 那些之前对我毫不留情处决的boss们被我满血处决,真解恨啊?然后关底要打21000血的门,花了一些时间把门打爆了,接着直接被16800血3状态99的天使通过游戏设定秒回家,距离伊甸只有一步之遥。我仿佛都能感受到制作者是什么心态做出这么个东西。 [/quote] 肉鸽很好!动作弹幕很好!卡牌构筑很好!但是生硬缝合出来这个样子,不好! 4/10 (2 分给 OST 的,2 分给像素角色动画的)
Mega man battle network style combat but faster. The deckbuilding adds a fun layer that really works well with the characters to make each run very unique. The artstyle is so fun and the character interactions are fun to watch. I'd highly recommend this to anyone looking for a fun time and doesn't mind a bit of difficulty.
Media

Related
Related
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.
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
A steep learning curve, but those who've mastered it will know about the flow-state of combat and how good it feels.
Too fast paced for my liking. Can hardly react to the amount of stuff thrown at you from the enemies and bosses.
A roguelite game with the gameplay of Mega Man Battle Network (action grid combat) but at hardcore difficulty, only the battles, & without a proper story (but it has indirect worldbuilding). There are 9 characters to play (with some alt versions) and they differ in their default (non-card) ability and in what cards they start with in the deck. Like Slay the Spire, you travel through several maps with a series of paths with locations (battle, miniboss, camp, shop, treasure) that end with a boss fight at the end of each map. You add/remove/upgrade your cards, gain new passives, & try to beat the bosses at the end. Other thoughts:[list] [*] If like me you aren't a bullet-hell fan (someone who enjoys dying and having to repeat encounters to learn patterns because of very high permanent damage and scarce health recovery) just go into settings & turn on Angel mode to the max setting. It'll increase up to 50% as you die though after the first few runs I wished I could have just skipped deaths and freely set it higher [*] Because of the difficulty it feels like there are a ton of useless cards for me (in that adding them makes your deck worse). It feels like I'd only want high damage single target spells because adding AoE & random target area spells are usually too mana expensive for the damage and are strictly worse against single high HP enemies (bosses, which are much harder than regular enemies and who I'd build my deck to beat). It feels like channel spells are really limited against bosses (who move so frequently and channeling just stops you from dodging) and the self-harm type of cards (self-fragile/damage self/destroy own tiles) are more for the people wanting an even harder challenge than normal since the upside of a slightly better card doesn't really make up for the larger punishment of permanent health loss if you're not good enough to consistently dodge everything. And since you can only have 1 copy of a card in a deck, it feels better to just have minimal cards (but key cards upgraded) so you can cycle through and play the key cards as much as possible [*] There should be some in-game info about what a red path means (unless I missed it somehow) https://onestepfromeden.fandom.com/wiki/Worlds#Modifiers [*] There are 3 basic endings https://onestepfromeden.fandom.com/wiki/FAQ#What_are_the_different_routes/endings? [/list]
It is a hard game for micro reaction bullet hell dodging reason, not so much strategy but there is strategy but it takes a backseat to moving and dodging. I think that is core so it is not for you if you do not like to play on short timers and get punished for being slow but once you learn patterns and move to memory it feels nice.
I definitely underestimated how much I would have played this game. Perfect for playing on a laptop from 2020s with a gamepad. Might even run on older laptops too. So if you dig roguelites and action then it's a game for you!
I'm no achievement hunter but this stand as one of the very few games I got every single achievement for. This game is still my go-to when I just wanna have a good time. It's MM Battle network slay the spire, you probably figured out as much, however it is a much better experience than the sum of its parts. [b]For deck builder fans (and haters?):[/b] There's so much to love about the way Eden lets you shift the odds, e.g. the focus system makes it easier to tell the game what kinda build you would like to go for and the luck system is the most literal implementation of a risk/reward mechanic. The fact that you can dodge every single attack means your deck isn't as vital and makes it way more doable to recover from unlucky early drops and stabilize in the latter half. It's not a free ticket as eventually your bad choices will come back to bite you if you are clueless but you can totally go for weird builds and not die the first half as you assemble its pieces. If the action feels too hard, just keep at it, it's super rewarding and not as hard as it might seem. You get a pretty big roster as every mid-boss is an unlockable character with some having pretty busted builds (Manafire Frost is insanely OP) but generally the starting build (Saffron) is the all around queen. [b]For battle network fans:[/b] Let's be honest there's like 6 games made in the last two decades out for you, this one is so well done they turned it into a fighting game later on.
So much nostalgia for Mega Man Battle Network.
It's as good as I remember battle network being, but without the initial drag of playing a decade old RPG intro
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 | |
| $75K | 255 | 65% | $12.99 | |
| $57.5K | 230 | 71% | $14.99 | |
| $40.3K | 200 | 82% | $9.99 | |
| $29.5K | 133 | 67% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.3M | 2K | 82% | $24.99 | |
| $1.3M | 5.1K | 85% | $16.99 | |
| $1.3M | 572 | 97% | $53.99 | |
| $1.3M | 14.2K | 87% | $3.99 | |
| $1.3M | 9.1K | 87% | $4.99 | |
| $1.3M | 2.3K | 84% | $19.99 |