
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
This is what i feel like crack cocaine would be in game form; when you're embarassed to admit you kinda like it
This is the only game I never want to 100% because learning and figuring out how to beat it is so much fun.
Poe랑 그림 던 하는거같은데 전투가 자동임
Amazing. I wish there were more diversity in the items, though. Most items are if you deal X type damage, deal 25% of that damage as Y type of damage. I love most of the gods and classes and races, i just wish there were more items or just more diversity.
Unintuitive, clunky, old-school, punishing, difficult, and allows you to fail. That's the good part. There is a mildly engaging and addictive gameplay loop but I will see if it becomes enticing as I learn more of the depth of this game. Unfortunately there's just too much information to dive into to determine whether a build is successful or not, so you're basically forced to try and fail until something works. I can see potential here, but I don't know if the gameplay counts as fun. The old school theme is at least appealing. Thumb sideways. Want to like it, but not fully there yet. Update: After a handful more hours played and a couple wins, I am still mid on this one. Danger and pivotal moments are not communicated well and the game suffers as a result. There is not much to indicate whether you'll be fine going through a stage or if you'll get instantly 1-shot, and when that happens, the death feels unceremonious and uneventful. Conversely, winning also feels similarly unceremonious and uneventful, to the extent where the entirety of the game progression feels pretty flat. The build variety is thought-provoking at first but most runs end up feeling pretty samey (a pitfall of many indie roguelikes). I still like the aesthetic and retro nostalgia, and I'd like to enjoy this game more than I do, but I would struggle to recommend this to anyone. It wouldn't be fair to say that it's a bad game, and there's a lot to like here, but ultimately playing it doesn't inspire much joy.
It is pretty cool :)
If you have autism you will like it 10/10
waow
Very cool, lots to explore, not as difficult or complicated as it looks.
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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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