
Path of Achra is a dark fantasy roguelike of the ancient earth, with a focus on streamlined controls and rapid hero customization. A "broken build sandbox." Fight through the deadly lands of Achra to reach the horrors of the Obelisk, and discover what lies beyond...
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
I keep coming to this, one of my favorite games ever. Build-maker's dream, short runs, "just one more run" incarnate.
Got killed 4 times by a Firebird after walking 2 steps. Firebird killed all 2 of my 4 Nomad Familiars and my Tugar Summon on my first step and the other 2 of my Nomad Familiars and me 4 times on the next step. My God Ashem kept reviving me with Divine Intervention only for me to die instantly. 10/10
hidden gem
>Try new build idea >Die 4 regions in >Swear profusely at RNGesus >Try same build again >Learned nothing
Buy this game at full price and wishlist Lands of Achra, this is some good roguelike brainitch
If you have any interest in roguelikes and elegant, streamlined game design, play this! If D&D Gold Box era graphics aren't your jam, don't let this turn you off without at least trying the demo. In terms of setting and vibes, it's Conan the Barbarian meets the Epic of Gilgamesh—and you're Gilgamesh. Each turn, your choice of action is simple: step, attack, stand still, or recite 1 of the 3 prayers your god grants you. Where the game's depth happens is that everything you get is a passive ability of some kind that triggers on those actions, on dealing a certain type of damage, on dodging, blocking, healing, etc. At the start of each run, you pick a culture, a class and a religion, which each give you starting passive abilities, your starting stats and equipment, and—your religion—your set of prayers. Most piece of equipment grants a passive too. You earn skill points as you level up to buy or upgrade more passives, to achieve insane synergies. The skill selection is overwhelming at first, but you get more confortable after a couple of runs. Still, there are a lot of synergy possibilities, and it's fun to randomize your culture/class/religion selection to see what creative build you have to come up with that works with these. The game as a helpful autoplay button; the real decisions lie more in crafting your build as you go, and see if you become a successful enough engine of destruction. There's only a single music track to the game, yet it's meditative and draws you in. The other improvement I'd like to see is to have a status screen that list each action or trigger, and sums up what effect kick in for each, as it's a bit hard to keep track of. Like ToME, it's a game I can play when I'm low energy at the end of the day and still feel engaged, but way more streamlined than ToME. If you like roguelikes, or something that feels like an ARPG but turn-based, don't pass on this one. Oh, and it works great on the latest version of Proton.
Game rocks. It could run on microsoft excel and is way more complicated than you would think.
Hell yeah dude
BANGER
This is what i feel like crack cocaine would be in game form; when you're embarassed to admit you kinda like it
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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