
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 26 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
had to reinstall 2 times, but the game is addictive perks to unlock via experience.
Absoluto lixo. Qualidade gráfica fezes com toques de gorfo. E pesado para um k*!
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
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Genres
Stats
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
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Only 6 hours in, but thus far I am very well hooked, the combat is grounded and accurate, I almost never feel like I am getting hit in a way that wasnt might fault (other than when the camera decides to sometimes take a visit through the earth or into the stratosphere), the loop is fun and entertaining, I love the card draw system, and all status's and effects all integrate into each other really well with lots of possibility and variety in builds. The biggest issue I have with the game is not having a way to cut my deck at all, right now there are so many cards that while build possibilities are wide and all of them perform well, actually getting enough cards of the right type for the build is difficult simply due to the large amount of cards in the pool.
还更新不
Il gioco prometterebbe anche bene, se non fosse che ha l'aria di essere il primo barlume di un progetto abbandonato. La progressione non ha molto senso, il gioco dovrebbe essere incentrato su quello per andare sempre un po piu avanti e un po piu forti invece questo non avviene, i punti abilità sono costruiti malissimo, quasi a diventare dei malus. Segnalo anche che spesso, quando si mette assieme un gruzzolo di carte da giocare con coscienza e con un certo ordine nel momento giusto, qualche bug strano finisce per nullificare tutto perchè non vi da i bonus che vi dovrebbe dare, vi toglie solo quello che avete speso. DIS: For 5€ is a fun game tho
Jogo bom para aqueles que gostam de um roguelite, mundo aberto com elementos de RPG, gráficos bons, sistema de luta interessante, a dificuldade contra os chefes é um pouco mais difícil do que contra os inimigos comuns! Infelizmente não tem uma tradução, o que ficaria muito bom! Infelizmente também você depende muito da sorte para consegui cartas boas e fortes para montar bilds. Existem alguns bugs chatinhos, mas acho que com algumas atualizações seja corrigido. Pode ser que se torne um pouco repetitivo, principalmente quando você chega no chefe e morre toda vez, porque meu amigo os bicho tanka muito, e não são fáceis! Porém toda via no entanto, o valor do jogo é um pouco alto para o jogo em si, caso você goste do estilo do jogo pesquise nos canais do gênero pra ver se vale a pena ou não pra você, eu recomendo MUITO esperar uma boa promoção para poder adquirir, porque quase 90R$ não esta valendo a pena!
I don't get this game, is it even a game? By far the worst rogue-like design ive ever seen in a game like this, you get good cards but also cards that ruins all other cards or plans of any kind. It's also annoying to loot since you get this card screen everytime with a slow delay, dreadful. The talent tree gives you perks to dismantle cards for damage or mana (cost for looted gear) so it's clear even the dev knew about the dreadful card-system. Combat is horrible mostly because of the camera angles and this even when you focus target. On top of that they speeded it up x10 for no good reason other then to try and hide the lackluster combat. No cool animations for block, parry so forth and also very buggy when it comes to combo foes down. Audio ok, stops working randomly not sure why. It seems the devs just gave up on this game long before it was done. Is this game worth getting dirtcheap... no, is the game worth it if given for free i would still say no. This game got something but it's far far away from anything decent.
很聊的游戏
别买,辣鸡游戏,来圈钱的!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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