
PERISH is a stylish 1-4 player FPS with a cross to bear. Slay hordes of creatures on the black sands of Purgatory and sell their gold-stained corpses to craven priests. Kill magnificent bosses and use the proceeds to gain entrance to Elysium, a place of cosmic revelations.
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PERISH is a stylish 1-4 player FPS with a cross to bear. Slay hordes of creatures on the scorched sands of Purgatory and sell their gold-stained corpses to craven priests. Kill magnificent bosses and use the proceeds to gain entrance to Elysium, a place of cosmic revelations.
You are Amyetri, a corporeal spirit condemned to live a shadow life in the halfway realm of Purgatory. Bring an end to your suffering by initiating the Rites of Orpheus and defeating the chthonic deities that dominate your fractious path to Elysium.
Begin your journey with nothing but a broken sword. Only danake, the blood-soaked currency of the underworld, will afford you equipment better suited to tackling the Dismal Lords that stand between you and Elysium.
The revenant creatures of Purgatory are consumed by the same hunger for gold danake that motivates your own quest. Falling to your enemies will cause you to lose your acquired wealth. Deposit your danake in the Pantheon before you die, or continue your run to Elysium and risk losing it all.
The underworld is a lonely place. Muster up to three friends and carve a gold-soaked path to Elysium together. Deploy co-op specific gear and gadgetry to support, defend and revive each other on the perilous path towards eternal oblivion.
Survive the harsh environs of the scorched cliffs of Theseus, the dilapidated temples of Orpheus, and the volcanic foundries of Hephaestus. Navigate crumbling labyrinths, molten lakes of pure gold, and shattered mountains caught in the swallow of Charybdian whirlpools.
The priestesses hold a formidable stockpile of weapons. Use your danake to gear up on powerful crowns and rings that grant the wearer significant advantages on the battlefield. Choose from a plethora of both ranged and melee weapons, then imbue your chosen armament with a host of exciting augmentations.
1-4 player online co-op campaign sprawling across dilapidated temples, volcanic foundries, and ancient shipwrecks
A series of magnificent boss fights against rare and unexplored colossal deities from ancient Greek mythology.
More than 10 handcrafted and ornate javelins, swords, bows, and guns, each with its own unique and upgradeable offensive capabilities
Gratuitous, brutal, blood-soaked ranged and melee combat against enemies with distinctive battle behaviors
Morbid gladiators: enemies in PERISH are unforgiving, and as you travel further through Purgatory, you will meet a slew of enemies inspired by Ancient Greek, Roman, and Christian mythologies
Post-launch support: free updates to the PERISH universe, with strange new enemies and even crazier weapons to play with

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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 game deserves so much more attention. Satisfying weapons, co-op, unique artstyle.
Гениально. Кодзима хлопает. Хорошие игры редко вытягивают из игрока его время, не давая ничего взамен. Они как правило, пытаются чем то развлекать. Как понятно, к хорошим играм эта дичь не относится. Я иногда думаю, играя в подобные игры. Давали ли разработчики, поиграть в сей шедевр ещё кому-то? Какой фидбэк получали? Неужели никто не возразил местному кодзиме, что концепция его игры - калл? Вот просто - калл. Концепция этой игры - калл. А ведь починить игру - легко, но никто не решился её чинить, лучше так оставить. Конечно, нужно искать напарника, чтобы пройти этот калл было легче. Концепция - рогалик/шутер. Вот есть терпимые игры в гибриде этих жанров, например Void Bustards. Но увы, эта игра в это число не входит. Witchfire курильщика, для бедных или "у нас дома". Каждый раз как из-за кривого геймдизайна игрок отправляется на старт, в голове проносится мысль. Зачем? Зачем отбирать у игрока привычное оружие? И давать медленный дилдак? И заставлять этим оружием драться с сильным противником, который скорее всего игрока прибьёт и он отлетит на старт? Если игрока с дилдаком не может никто прикрыть, зачем вообще такое оружие в игру добавлять? Зачем заставлять игрока 10 раз проходить одно и тоже? Если можно было ставить в этих местах сохраненки. Почему вообще пытаюстся удержать игрока, если контента нет? Зачем? Зачем нужны роуг лайт элементы? Да ещё на кооп? Вот зачем? Что это дало игре? Где это решение сделало игру лучше? Мусор.
Well, it's not a bad game by far but I would call it a great game too. The problem is that it's positioned as a multiplayer game but most of the issues with it (actually all of them) are in its multiplayer mode. If you play it single you probably enjoy it much more. Firstly, they game build us 7430, i.e. devs rewrote, fixed something and built it 7430 times. Well, I've hit bugs in the game in the first hour of my play time. There are not that many bugs and the game runs stable, but the ones that I hit are MAJOR and IDK how they couldn't find and fix them by now. They all happened to me only in multiplayer. Like some cards are not working (notable the one that transfers your money to the hub for safekeeping - you just lose all your money instead), when you buy something at the hub's shop you might get it for free, or the game can hang when loading all players to the first zone from the hub. Now thinking about it, lots of bugs are related to money in the game as it looks like :). It never happened to me when playing single. Now to the gameplay itself. It's actually quite good once you get used to it. In multiplyer it's punishing as if you die you lose 2/3 of what you earned so far in the whole run (money in the "bank" at the hub are safe) and there is no way for another player to revive you. You have to watch how your partner is playing until the end of the area (and keep earning cash) and you get resurrected only in the checkpoint between areas. And you lose all connected cards and resurrected with 1 health bar. I see most people complaining about it and I was too. But then I sort of got used to it and it works for us. This is the death penalty, and it actually motivates you to move forward because you don't have much money to "bank" in the hub, so there is no reason interrupt the journey to go back to hub as you don't have much money to "bank". And absence of revival adds additional tension to the game loop as it's actually painful :). Well, as I said, once we got used to the rules of this game, I did not have any problems with it and was enjoying our intense run-throughs. Lastly, the weapons, enemies, and fight mechanics are actually quite good and very satisfying. I love the veriaty of weapons available to you as you progress though the game. Each of the weapons is unique and requires its own still set and loadout of rings, crowns, and consumables. And I loved practically each of them. Ok, there were few that I liked the most of course :). So, what we have at the end - the game mechanics are great, game loop takes some time to get used to, bugs are still there and devs seem to abandon the game and dont' plan to fix them. I'd give it 6 out of 10. If they fix the bugs, it will be 8 out of 10. And by the way, while the game is supposed to be cross play between Steam, Epic and GOG, GOG version is very outdated and is not compatible with Steam and Epic in multiplayer. And the devs do not care to update GOG version for more than a year, which tells you a lot about support for this game. Decide for yourself, I'm still playing it :).
[h1]개요[/h1] 그리스 신화를 바탕으로 만든 1인칭 로그라이크 슈팅 게임. 협동 플레이도 가능하다곤 하지만 싱글로만 플레이하였고, 모든 도전과제를 달성하였기에 솔로 플레이를 기반으로 후기를 남긴다. 참고로 1인으로 한다면 가장 쉬운 난이도인 '관대함'으로 시작할 것을 강력히 추천함. 그래도 어렵기 때문. 고전적인 FPS를 표방하기 때문에 달리기 대신 짧은 비거리의 돌진만 있는 것은 주의할 것. 그래서 진행이 꽤 느린 편. 이동속도가 빠른 적은 따라잡히기 때문에 결국 맞서 싸워야 한다. 다행히도 정조준은 가능··· 한데, 쓸 일이 별로 없다. [h2]긍정적인 평[/h2] - 흥미로운 아트 스타일과 배경 : 기괴하면서도 비현실적인 아트워크는 분명 흥미롭다. 취향에 맞다면 총기들의 설명이나 세계관 설명을 위한 '코덱스' 항목을 찾을 동기가 난다. - 괜찮은 타격감 : 적을 죽일 시 크로스헤어에 따로 표식을 뛰어줌과 동시에 '텅' 하는 시원한 사운드로서 어느정도의 타격감이 보장된다. 모션도 나쁘진 않음. [h2]복합적인 평[/h2] - 수집 요소 '매우' 많음 : 온 맵을 구석구석 뒤진다고 쳐도 가이드란의 공략 없이는 100% 달성이 매우 힘들 정도로 온갖 곳에 파편화가 되어있다. 적어도 무기는 커다란 돌상자로서 맵을 좀 돌아다니다보면 보기 좋게 표시해주지만, 코덱스란의 세계관 항목은 누구 놀리나 싶을 정도로 찾기가 힘듬. 이런 수집을 좋아한다면 장점이 될 수 있겠으나, 아니라면 몹시도 피곤할 것. - 결국 최종적으론 근접무기로 회귀해야함 : 진엔딩을 보는 조건이 복구된 기본 무기를 사용하여 '아무것도' 사용하지 않는 것도 힘들지만, 문제는 복구된 기본 무기인 '포노스'가 다른 무기들에 비해 말도 안 되게 강력한 점에 있다. 어지간한 잡몹 하나는 평타 한 방에 다 쓰러지고, 강공으로서 잡몹을 잡으면 플레이어 기준으로 초근접 한정이지만 폭발도 일으킨다. 더 심각한 건 중보스도 강공에 한 방이라는 거다. 게 형태의 보스도 약점을 찌를 필요 없이 아무데나 강공을 푹 찌르면 그냥 죽는다. 이것 때문에 성능만 볼거라면 그냥 포노스 조각부터 모으고 다 들고 다니는 쪽으로 획일화된다. [h2]부정적인 평[/h2] - 패배 시 / 도중 중단 시의 리스크가 큼 : 꽤 자비없는 시스템을 자랑하는데, 플레이하다 죽으면 힘들게 번 돈의 30% 내외로밖에 못 가져간다. 만원 넘게 벌었는데 죽었더니 3천원에서 오락가락하는 꼴 보면 진짜 답답하다. 도중에 멈출 때는 돈을 온전히 보전해주는데, 대신 이어하기가 안 된다. 조건은 모르겠지만 체크포인트가 활성화되지 않는 한 처음부터 해야함. 그렇다고 분량이 짧냐? 하면 아니다. 맵을 15개 넘어야 엔딩을 볼 수 있다. 체력도 자동 회복이 아니고 매우 제한적인 방식으로만 아주 조금씩 회복이 가능하기 때문에 난이도는 더 높아진다. 그나마 다행히도 특정 스테이지의 보스들을 잡고 나면 초반 몇 스테이지는 스킵해주는 장비를 판다. - 오락가락하는 근접 판정과 성능 : 이 게임의 근접 판정은 후하지 않다. 그러면서도 사거리 계산이 힘들고, 적을 조준하면 빨간색으로 크로스헤어가 바뀌기 때문에 피격 판정이 매우 헷갈린다. 그에 상응하는 리턴이 있는 경우 (예 : 사신의 낫)의 근접이라면 쓸만은 하겠지만, 아니라면 포노스 외에는 쓰지 않게 될 것이다. 리스크만 큰데 리턴이 그닥이기 때문에. - 전체적인 게임 마무리가 엉성함 : 좀만 높은 곳에 올라가면 아무것도 못 하는 근접형 적도 있고, 로딩 중에 뭔가 잘못되면 그래픽이 찰흙이 되어서 스테이지를 진행하게 된다. 번역은 특정 한 두개의 문장을 제외하면 번역이 되어있으나, 자막이 뜨는 방식이 조잡해서 전체적인 맥락을 파악하는 게 쉽지 않다. 심지어 엔딩 부근의 자막은 싱크도 안 맞는다. 싱글 플레이는 가혹할 정도로 어려운데, 평들을 보면 멀티 플레이는 또 너무 쉽다고 한다. 난이도 조절에 실패한 느낌을 지울 수 없다. - 지루한 엑소더스 파트 : 아마 무료 DLC에 해당되는 부분일텐데, 마지막 4번째를 제외하고는 새로운 것이 거의 없다. 기존 적에 텍스쳐만 갈아끼운 적, 혹은 패턴만 한 개 더 추가하고 색만 바꾼 적. 이것까진 그렇다 쳐도 엑소더스 4개 파트 내내의 진행이 모두 그냥 아레나 형식이다. 아레나 -> 아레나 -> 아레나 -> 보스전 같은 패턴이 계속 지속되다보니 지루함을 금할 수 없다. 심지어 보스들마저 새로운 디자인이나 패턴인가 하면 마지막을 제외하면 그렇지도 않다. 보스 넷 전부가 기존에 있던 보스 / NPC의 텍스처만 바꾼 무성의함에 도저히 두 번 할 마음이 들지 않는다. [h2]총평[/h2] 이 게임의 컨셉이나 느낌이 마음에 든다면, 적어도 -75%이상 할인 할 때 구매하는 걸 추천한다. 원가가 2만원대고, 분량도 길지만 가혹하리만치 힘든 초중반과 진엔딩 + 공략 안보면 뺑뺑이 계속 돌 가능성 + 템 갖추고 도전하는 고난이도 캠페인인 엑소더스가 우려먹기만 하는 것 때문에 평이 좋지 않은 것 같다. 할인 때 재밌게 했기 때문에 추천을 주지만, 복합적인 평이 있었다면 그것을 골랐을 것. 6 / 10.
It's flawed, but really fun. Looks awesome and the weapons are great.
I'm not a fan of its Epic launcher needs :/ But it is a fun game with good gun mechanics to enjoy for a while, but due to the roguelite nature, it became repetitive really fast, and the visuals are not really distinctive to feel the progress. But it is worth it on sale just to experience the gunplay. [quote]Follow us for more stupidly fun [url=https://store.steampowered.com/curator/45205361-Boom-Boom-Bros/] Massacres![/url] [/quote]
дизайнеру и композитору просто премию, лучшие
PERISH, developed by ITEM42 and published by HandyGames, presents itself as a grim and stylized first-person shooter that merges roguelite design with a heavy dose of Greek mythological influence. From the moment the game begins, it establishes a stark and unforgiving tone, placing players in a desolate purgatorial realm where the only path forward is through relentless combat and calculated risk-taking. Rather than offering a traditional narrative-driven experience, PERISH focuses on a cyclical journey of struggle and progression, reinforcing the idea that advancement must be earned through repeated trials. The central gameplay loop revolves around venturing into hostile territories, battling waves of enemies, and collecting a currency known as danake. This resource is crucial, as it allows players to acquire stronger weapons and upgrades that improve their chances in future runs. However, the game’s defining mechanic lies in how fragile that progress is. If a player falls in battle before securing their earnings, everything accumulated during that run is lost. This creates a constant tension between greed and caution, encouraging players to weigh their decisions carefully. The result is a gameplay rhythm that feels intense and deliberate, where every encounter carries meaningful consequences. Combat in PERISH is designed to be fast, aggressive, and demanding. Players are expected to stay mobile, manage their positioning, and make effective use of a varied arsenal that includes both melee and ranged options. Weapons can be enhanced to suit different playstyles, offering some flexibility in how encounters are approached. The enemies, drawn from distorted mythological inspirations, are numerous and often overwhelming, forcing players to stay alert and adapt quickly. While the shooting mechanics themselves are solid and responsive, the game leans more on encounter design and pressure rather than innovation in core gunplay to maintain engagement. One of the game’s strongest aspects is its cooperative multiplayer. Supporting up to four players, PERISH becomes significantly more dynamic when experienced with others. Team-based play introduces new strategic layers, such as coordinating attacks, managing shared threats, and reviving fallen allies in the middle of chaotic battles. The difficulty scaling encourages cooperation without completely sidelining solo players, but the overall design clearly benefits from group play. The shared tension of risking collected resources and the satisfaction of surviving a difficult encounter together make co-op sessions particularly rewarding. Visually, PERISH stands out through its distinctive interpretation of a mythological afterlife. The environments are bleak and oppressive, featuring crumbling ruins, scorched landscapes, and surreal architecture that reinforces the sense of being trapped in a realm between worlds. The art direction prioritizes atmosphere over technical complexity, using bold contrasts and stylized elements to create a memorable identity. While the graphics are not cutting-edge, they effectively support the game’s tone and contribute to its immersive quality. Despite its strengths, the game is not without flaws. The roguelite structure can lead to repetition, especially during longer play sessions or for those tackling the experience alone. Enemy variety and environmental changes, while present, may not always feel substantial enough to keep the experience consistently fresh. Additionally, the unforgiving progression system can become frustrating, as repeated failures may leave players feeling like they are not making meaningful progress. These elements can limit the game’s appeal, particularly for those who prefer a more forgiving or steadily rewarding system. Ultimately, PERISH is a focused and atmospheric shooter that thrives on tension, risk, and persistence. It does not attempt to cater to everyone, instead committing to a design philosophy that emphasizes challenge and deliberate progression. Its combination of mythological themes, cooperative gameplay, and high-stakes mechanics gives it a unique place within the genre, even if its execution is not always perfectly balanced. In the end, PERISH offers a compelling experience for players who enjoy demanding gameplay and cooperative challenges, though its repetitive elements and punishing systems may deter a broader audience. It is a game that rewards patience and teamwork, delivering moments of intensity and satisfaction for those willing to embrace its design. Rating: 7/10
Le jeu est revigorant, une expérience authentique dans le jeux vidéo que seuls les véritables connaisseurs peuvent apprécier. Ce que j'aime personnellement, c'est a quel point les monstres ressemblent à ce que je croise dans la rue. Vous comprendrez le plaisir qui est pour moi de saisir une épée ou un lance roquette afin de les remettre à leur juste place. Un univers bien rodé et construit. Un grand bravo.
I had a great time playing this game with friends and still check in on it occasionally to see if any updates have been released. Unfortunately, it appears that the developers have discontinued support, and no further updates are expected. That said, the game does offer a solid and at times quite challenging experience. For its current state, I would recommend purchasing it on sale or at a reduced price, as the full price of $20 feels difficult to justify without ongoing support. Overall, I can still recommend it based on the enjoyment I had while playing—at least while it lasted. Fittingly, much like its title suggests, the game seems to have quietly perished.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +4 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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