
Fear everything and nothing for death brings you closer to victory in this challenging open world action-roguelite. As the Vessel of an ancient power you must use steel and skill to complete your mission in a dangerous fantasy world inspired by Scandinavian folklore.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
had to reinstall 2 times, but the game is addictive perks to unlock via experience.
I don't recommend this because it's a buggy game in the sense that some of the upgrades you can get simply don't work. The numbers shown lie. And some things remain unexplained. I had a weapon. It showed 105 as damage caused. Another weapon was offered as a choice, 120 damage. It was expensive, but i thought the upgrade was worth it, so i took it and yet it did nothing. the damage shown was still 105. An upgrade said it would increase current weapon damage by 10%, 15%, 30%. At 105 damage shown for the weapon, the upgrades were 3, 4 and 9. Why? I don't get the math. Base damage maybe? that's not what the description says and the base damage of the weapon was like 55 when i got it. So what kind of math are they doing here? Another upgrade gave me 40% health. That math checked out. 400 base hp + 160 hp = 560 hp. It did the math right. But it also subtracted from my attack. From 100+ to 90ish. Why? No idea. No explanation, no guidance, no rules. Anyway, i reach the final boss somehow, eventually, with pitiful damage. Somehow manage 7-8 perfect guards in a row, but then i look at my hp and see it fall down anyway. And i realize, the perfect guard didn't give out invulnerable buff every time. So of course, i die because skill issue, but really all I can say is... why? Other inconveniences like dodge not dodging, staggering being ignored, weapon passing through multiple enemies and only damaging the current target, same for perfect guard retaliation damage and so on and some such don't really matter at this point. The game really is unfinished and incomprehensible at times.
Es un juego divertido. Me gusta la idea q propone el juego pero a mi parecer le falta aun mas contenido
For $5 it's alright but that's it. The game presents you with a large open world to explore however it will punish you for doing that by giving you curses that will remove your build by locking out the slots you had just spent mana on fitting cards into, increase cost of said cards you need to build your character and the curses cycle every single time you loot for more cards for your build so it turns into a vicious cycle of softlocking yourself. So play a cookie cutter playstyle or ruin your run each time. This game is more about the illusion of choice. So the gameplay loop becomes... 1. You need cards to become stronger. They cost mana. 2. Opening chests can give a card to gain mana but chests also can increase Hatred. 3. Hatred gives a curse that cycles each time you loot for cards e.g. increases mana costs, steal your mana, steal your coin or lock slots for cards which if a card is slotted when this happens then you lose the card with it. Hatred can also cycle to lower your damage and armour values. 5. Less mana means fewer cards can be slotted. Less coin means you can't buy cards or heal. You can run against a limited number of "wardens" 1 time each to clear hatred and gain a limited number of blessings to safeguard against looting which will consume 1 blessing each time but each warden ramps up in difficulty. You get 2 keys start of each run you can use to get a little bit of mana but that won't matter if you can't clear your hatred levels. So the only way to progress is to master parry and/or dodge. Can't do that? Then your run will end relatively fast.
Absoluto lixo. Qualidade gráfica fezes com toques de gorfo. E pesado para um k*!
This game is beautiful, but holy crap it sucks. It SEEMS like it could super fun, but the number one problem and the cause of the game to be a complete slog and buzzkill is the mana. You hardly get any mana to equip the cards you find and after you clear like 3 camps you'll be tapped out on cards so you can't equip any cards because you don't have any mana, and now you can't collect any more cards because your hand is full because your mana is still at ZERO! I was clearing camps literally no problem, but what's the point if I can't progress my character. Over the course of an hour I probably killed 60+ enemies, cleared a few troll mini bosses, cleared out 30 camps, did a few quests and Finally. Had. Enough. I upgraded my armor once, equipped 2 relics and found 1 new weapon and this seems to be a looper game. The idea of doing an entirely new run of this garbage sent a chill down my spine, 'please, God no'. The game mechanics felt a little chaotic at first, but I seemed to get a decent grasp on it within the hour I played. I didn't hate the main character, but seriously as soon as I saw MC I was like "oh boy, this might not end well.", but honestly there's a really decent game here. It's just flawed to hell by one primary mechanic, the mana. If I missed something, then the game doesn't explain itself well enough and that would just be another flaw. Sad, this game had been on my wishlist for about 6 months and I was really excited to finally play this game today. If I could get 1-2 mana every time I cleared a camp then I'd feel a lot better about the game. You get 4 mana when you clear a Tears of Hatred, but after my first one I couldn't find another. Quests rewarding mana at the beginning would've been nice too. Again, considering the progression practically felt nonexistent I'm out and refunded it.
The game WILL kick your hind end, unless your get the perfect block or dodge but if you build your character right, with good weapons, armor and relics. If you can get that down, you can MELT enemies with ease.
Ravenbound, developed by Systemic Reaction and published by Avalanche Studios Group, is an ambitious attempt to fuse open-world exploration with roguelike structure, set within a dark Nordic fantasy realm inspired by Scandinavian folklore. Rather than following a traditional hero’s journey, the game casts the player as a divine Vessel chosen by a mysterious Raven to confront a looming corruption spreading across the land of Ávalt. Each run begins with a newly generated warrior, complete with unique traits and combat affinities, reinforcing the game’s cyclical design philosophy where death is not failure but progression. One of the most distinctive features of Ravenbound is its seamless transformation mechanic. At will, players can shift from their humanoid Vessel form into a spectral raven, soaring across forests, mountains, and frozen plains. This aerial mobility drastically alters the pacing compared to most roguelikes. Instead of slowly navigating interconnected corridors, players glide across vast biomes, scouting enemy camps, dungeons, and world events from above before diving back down into combat. The freedom of flight lends the world a sense of scale and fluidity, making exploration feel dynamic and empowering while also reducing downtime between encounters. It is a design choice that immediately sets the game apart within the genre. Combat, however, is where Ravenbound reveals both its strengths and its limitations. Battles are fast, stamina-based, and punishing, requiring careful management of dodges, parries, and attack timing. Enemies can overwhelm careless players quickly, and bosses in particular demand pattern recognition and patience. The melee-focused system emphasizes precision over button-mashing, encouraging players to commit to deliberate strikes and defensive positioning. That said, the combat can sometimes feel stiff, especially when multiple enemies crowd tight spaces or when animations lack the fluid responsiveness expected from modern action titles. While the core mechanics are functional and occasionally thrilling, they do not always reach the level of polish suggested by the game’s ambitious scope. Layered over the action is a card-based progression system that injects strategic customization into each run. As players complete events and defeat enemies, they collect cards representing abilities, passive bonuses, and stat modifications. These cards influence everything from elemental affinities to survivability and offensive capabilities. Because each Vessel begins with different inherent traits, the card system allows for meaningful experimentation and synergy-building. Over time, players unlock additional cards that expand the meta-progression pool, gradually empowering future runs. This hybridization of roguelike randomness and persistent growth provides a steady sense of advancement, even when individual attempts end in defeat. The world of Ávalt is both atmospheric and haunting. Drawing heavily from Scandinavian myth and folklore, the environments evoke a cold, mythic wilderness filled with ancient ruins, twisted creatures, and looming monoliths. The art direction favors muted palettes punctuated by bursts of supernatural light, creating a tone that feels somber and mysterious. Weather effects and day-night cycles enhance immersion, and the soundtrack underscores the sense of solitude and impending doom. While the open world is expansive, some players may find that its procedural repetition becomes noticeable over time, as biome layouts and encounter types eventually cycle through familiar patterns. Narratively, Ravenbound adopts a minimalist approach. Rather than delivering lengthy cutscenes or dense exposition, it reveals its lore through environmental storytelling, cryptic dialogue, and fragments of mythic context. The player’s role as a Vessel bound to a higher power reinforces themes of sacrifice, inevitability, and cyclical struggle. Death feeds knowledge back to the Raven, strengthening the next incarnation. This loop mirrors the structure of the gameplay itself, tying mechanics and theme together in a cohesive, if understated, narrative framework. Despite its innovative blend of open-world traversal and roguelike design, Ravenbound is not without rough edges. Performance fluctuations and balance issues were noted at launch, and the difficulty curve can feel uneven, especially for players unfamiliar with stamina-driven combat systems. The ambition of combining large-scale exploration with tightly tuned action occasionally results in compromises, where neither element feels fully optimized. However, the game’s core ideas — especially the raven transformation mechanic and the expansive sense of freedom — remain compelling. Ultimately, Ravenbound stands as an experimental entry in the roguelike action space, daring to stretch the genre beyond confined arenas into wide, windswept landscapes. Its blend of Nordic myth, card-driven progression, and aerial mobility creates an identity that is distinct and memorable, even when execution falters. For players drawn to challenging combat, atmospheric fantasy worlds, and iterative progression systems, it offers a unique journey that rewards persistence and curiosity. While not flawless, its ambition and originality ensure that it leaves a lasting impression within the evolving landscape of action roguelikes. Rating: 7/10
Полет птице это конечно трэш. Недо соулслайк недо бд
Buen juego, es lo que es.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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