
Embark on a journey of exploration and violence in the Two Lands of Egypt with Pharaonic! This unforgiving Combat RPG features an streamlined and challenging combat system that will keep you on your toes while fighting for your life!
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, Spanish - Spain, French, Russian, Italian, German, Portuguese - Portugal, Portuguese - Brazil
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
I enjoyed this game, but objectively speaking, it's not an extraordinary one. Pharaonic faithfully follows the Souls-like recipe, but in 2D. The gameplay is therefore slow, the player must analyze enemy animations and attack accordingly. There's a "quick" attack, a powerful attack, a shield to parry or counter, and a dodge. Healing is done either with a flask or, towards the end, with an equipped item "spell". Progression takes place in levels with many branching paths, making it quite maze-like, contrary to what the 2D aesthetic might suggest. The environments are quite varied, as are the enemies. And even though the graphics are rather simple, I find them quite beautiful. The theme is original but the story is quite basic. There are also some NPC with few lines of flavor text, and sometimes some requests. So what's wrong with Pharaonic? Not much, but at the same time, the game doesn't do enough. Our character's stats are rudimentary, as are the few character progression options. Overall, the game doesn't evolve from beginning to end. But the adventure isn't very long, so boredom doesn't have much time to set in. Although each level are quite maze-like, the adventure ultimately unfolds in a fairly linear fashion, with each level being completed almost one after the other. Including truly hidden areas to discover, with a boss and an exclusive reward, would have been appreciated. And the boss fights could have been more unique, because, most of the time, the bosses behaved the same way as the regular enemies. It would also have been nice to have more precise descriptions, especially for the rings, even for those I understood, it wasn't possible to know if the ring effect was great or negligible. Also, be warned about the ending, the developers made the foolish decision to allow only one ending (out of three) per save file, and saving is automatic. Since the ending choice can be made just before the final boss, I recommend making copies of your save files on a hard drive to experience all the endings without having to restart the game from the beginning.
Dark Souls: Modo Fácil
在boss战门前塞两个必打的小怪是在想啥?每次复活都要打一遍
Una sorpresa este juego. Difícil y con un diseño de niveles a veces complicado a pesar del aspecto sencillo que tiene su apartado gráfico.
Desafiante souls-lite 2.5d ambientado en un egipto de fantasía. Me gusta mucho aunque llevo atascado años hacia la mitad del juego.
https://youtu.be/qTHK-P7cNTY Placing a souls like on a two dimensional plane is a less common take but the rest of the elements lack a flow and structure.
uff. One of those games where I sincerely doubt the developers played it themselves. The relatively untouched setting and 2,5-D-perspective is already the most positiv-ish one can say about Pharaonic. Visually/creatively bland, basically only two types of enemies copypasted endlessly (light and heavy - even most bosses are just an iteration of one), painfully slow combat (hit-hit-wait for enemy attack-dodge and repeat for the overly long healthbar), every movement feels like being underwater, nonsensical and inconsistent hitboxes and -detection (for the player as well as the enemies), grindy leveling and so forth. Was even to boring for killing the time while waiting in the hospital bed. Runs well enough on the Deck at least.
did not care for the control scheme
Dark Souls: Easy Mode
Gg.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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