
Rayna Survivors is an action roguelite game where you need to slay hordes of foes and face bosses to learn powerful skills to upgrade your character.
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
Engagement
Reviews
I downloaded the game out of curiosity and played it for a long time. The characters, map and other objects were all very nice. Well done to everyone who contributed to the game. If you like this type of games, I definitely recommend it.
This has quite a bit of potential if it weren't for one glaring problem: the way your abilities are used is rather confusing and problematic. You have an auto attack that is fine (I only played the Ranger) but once you start unlocking abilities, they are based on cooldowns that are directly tied to each other. Meaning that, once you have more than one ability, if your second ability is on cooldown once your first attack is used, you're stuck waiting until said cooldowns coincide with each other. When it works and things chain together, it's pretty satisfying, but having to wait sometimes 30 seconds or longer for said cooldowns to line-up, just makes things boring, clunky and troublesome. Also, there are these root things that have HP bars in the first level and despite being able to attack them, you do zero damage to them. The only way to actually kill them is to unlock the first thing in the progression tree so that you can destroy them. Such an odd implementation. If that was made clearer from the get-go, it wouldn't be as bad, but as it is, you have zero idea as to why you can't kill them. Also, I will echo what others have said about this being rather grindy. Almost all progression is tied to the same resource and you simply do not obtain it fast enough. I think if these things are changed and/or fixed, I might consider coming back to this, but as it stands, it's going on the backburner.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 22 reviews with recorded playtime.
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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