
A 2D Metroidvania-style game developed under the supervision of Ryo Mizuno, depicting the story of Deedlit and the events leading up to Record of Lodoss War: Diadem of the Covenant. Use a variety of weapons and spirit powers to unravel the mystery of the labyrinth.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.86/day in the week to Sep 9 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−55% | 7.4Kreviews | 93% | — | $1.2M |
| $24.99 | 1.1Kratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 840 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
La mecánica de intercambiar fuego y viento es divertida, varios bosses hacen que tengas que intercambiar para no dañarte, pero no está del todo explotada en el mundo. Todo lo demás es bastante normal, divertido para pasar el rato, pero no es tan bueno.
I haven't played a ton of Metroidvanias. I have, however, played a lot of Metroids and Castlevanias, so I'll mostly be comparing this to those, mainly to Aria/Dawn of Sorrow, as it seems to be the one that maps the closest to it. TBH, the game is already worth the buy on sale for aesthetics alone, but I wanna go deeper than this and focus on "design philosophy". On "map design" it is kinda weak, around "Dawn of Sorrow" level, in which individual maps aren't particularly interesting or memorable (And I'm pretty sure some are copy-pasted with some slight difference) nor is there any form of environmental storytelling in them. Is something like SotN, all maps are part of something larger (The castle), so you can see them as parts of a whole, while here regions don't seem to have any relationship with one another. Granted, that could be justified with the whole "Wonder Labyrinth" thing, as technically the final maps of both Aria of Sorrow and Dawn of Sorrow do the same thing. Boss battles are hard to balance: The first two bosses are piss easy, though for a different reason as to why the first two bosses of Igavania games tend to be easy. Those tend to be so for being mechanically simple, while here every boss is mechanically complex (In the sense of having A LOT of different attacks), but those first two are balanced by "being too lenient", meaning that you can "screw up a lot" and still beat them in your first or second try... and being able to beat a boss without knowing how to deal with half of their mechanics doesn't sit well with me. Later on the bosses remain as mechanically complex, but are now so hard that the strategy becomes "rush them down before they rush you down", meaning that you beat a lot of them before they're able to repeat their cycle of different attacks (Because they have A LOT of attacks), hyper-aggressive bosses like Flaus or Pirotess being prime examples of that, so you're less practicing mechanics so you can nail them thrice before the boss dies (Like you would in something like Aria/Dawn), and more so that you don't die right up in your next try. Perhaps it's due to that some negative reviews complain that the game is too easy while others complain that it is too hard? I chose to never use items and to not abuse spells until way later on, but that some issues on their own: Your bow is pretty good... too good sometimes, to which I even asked myself if all bosses were even balanced to it (Again, for hyper-aggressive ones, being in melee range is a death sentence). The way the button layout works (Though I ended up slightly changing mine to Jump on A, attack on X, bow on B and spell on Y) made me rarely use the backdash mechanic because my brain couldn't associate that, while one of the "dodge" buttons was down+Jump, the other was LB. Another small issue with the controls being that YOU HAVE TO press down first before downjumping or sliding, rather then pressing them at roughly the same time. The story requires you to be acquainted with the Lodoss franchise to be understood. Technically you can get the main structure, that being Deedlit reminiscing about her adventures, but you might not feel much if you don't know those characters. That map is packed tight in a way that makes it easier for you to know where hidden rooms are without having to use a guide (Exception being those at the edges). The elements system is very well designed (Djinn & Efreet was one of the most fun bosses I've seen), though the issue that for all elements outside of Fire and Wind, the only way to interact with it would be with using spells (Some which might be overkill for normal mobs) or specific bow monster drops. Speaking of which, it solved the issue of Igavanias of having unreasonable hard drops and too many of them. I know that the original idea was for it to be "So every playthrough you'll have different weapons and be different!", but in practice in most of your playthroughs you'll drop nothing (Unless you go out of you way to farm it). Not here, though: You can get anything with a small farm session, and getting some of them to drop "organically" isn't very rare either. I did wish the bestiary showed in which maps each mob was located, though. Technically it has the same issue as SotN/Aria/Dawn in which most weapons are just a different skin with different stats, and while there are different categories of weapons (Throwables come and go and have a lot of range, but only hit a single enemy, spears/halberds have long range, daggers are fast but have very few range, swords are "the good ol' reliable" and greatswords hit the most area), most people will feel that only two exists, as technically the moveset for everything that isn't a greatsword is the same. I do see value in it's "wackyness": Just like you have wacky stuff in Castlevania games, here you have stuff like the tip for a hidden location being hidden in a diegetic QR Code as well as the game having special lines if it detects your savescumming or AFK farming. Speaking of which, I ASSUME being overleveled isn't an issue, as I did beat the game around lvl 50, and comparing videos of people at lvl 50 and people at lvl 99 on boss rush gave maybe a 30-40 second difference. Perhaps my bar is too low because I'm comparing it to something like RetroAchievements, but I liked the achievements here, all of them felt very doable (Even buying all the weapons in the shop costs only like 60k). The game runs fine at 60FPS and feels very optimized, though I must also say it crashed a few times for me (Usually when spamming buttons after respawning or teleporting) and it even softlocked once after dying for the final boss, with Deedlit being "stuck" in her "respawning" animation (I just solved it by reloading my save). The game is very good in some QoL like swapping spells and weapons pausing the game, [strike]though lacks in others like a good way to see if you're fire/wind in the heat of battle without having to move your eyes to the top of the screen[/strike] (Apparently your cape changes colors and I just never noticed while playing). Overall, solid game, a Metroidvania through and through: All the same qualities they all have and all the same issues they all have.
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Traditional Chinese, Korean
| $11.24−55% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Short in length but an amazing metroidvania — I just love everything that Team Ladybug does.
Pretty good, obviously inspired by SotN, delivers roughly 8 hours of good gameplay. It is a bit hard, but manageable.
[h3] 评测者已获得全成就 [/h3] [h2] 只推荐《罗德岛战记》粉丝购买并游玩。 [/h2] 据说有五十岚孝司参与制作的类恶魔城游戏,剧情依托于《罗德岛战记》系列,我对此没有任何了解,不作评价。动作系统、双精灵属性设定都很精致,但体量太小,难度简单,在游玩过程中缺乏成长感。缺乏成长感是一个很严重的问题,尤其是对于恶魔城方向的游戏来说,因为它们的底色仍然是RPG。 对我个人而言,不值得这个价格,好评给游戏本身。也许有一天我会去看动漫,然后理解这个故事。
Pros: Balanced Combat Great Music Nostalgic Style The story is amazingly well-crafted, and makes sense as an addition to the original canon. Cons: Too short overall Could use more secrets to find Could use a "Phase 2" deeper in the Labyrinth, like after beating the pre-final boss challenges of the game, it feels like there should have been a second labyrinth, with more difficult monsters, and a second set of keys to collect in order to get into Nihil's chamber.
A wonderful game with fantastic artwork and nice soundtrack. The gameplay is great also with an interesting mechanic of switching elements. It was fun and the story was nice, the game isnt to long so experiencing everything the game has to offer is not difficult. Hope you enjoy the game like I did.
前三章作为类恶魔城游戏做的很不错,路线设计,解锁能力的引用等等都很好。后三章做的明显过于粗暴,除了继续增加跳跃高度以外,并么有额外的探图能力解锁,后期解锁的魔法也几乎全无用处,还是初期的精灵魔法和分身魔法最有效。此外,后三章的地图几乎没有什么设计,基本就是以非常直接的一路到底路线,侧重点完全变成了打BOSS。 不过作为罗德岛战记和誓约之宝冠的中间过渡剧情,同时也是能够了解离开后的亚修拉姆的结局的游戏,这就导致了这是罗德岛战记正统剧情,因此,不得不玩。这也是罗德岛战记游戏中几乎唯一能手控主角系玩家的游戏。 综上,推荐之。
豪玩,就是堆怪有点严重,更换房间怪物会重新刷新。 角色可以呼吸回血,性能还挺强的
ゲーム自体は「悪〇城ドラキュラ」ですね。 大体7時間でクリアできました。難易度はちょうど良いって感じですかね。 操作に関してはまぁ本家と大体一緒ですね。 自分は「〇魔城ドラキュラX 月下〇夜想曲」の方を十何年前にプレイしたんですけど、 あのゲーム程長くないですね。 さっくりプレイ出来る感じですが、若干短い気がしました。楽しかった故に。 クリア後コンテンツにはもう少し力を入れてほしかったですが、 個人的には当たりですね。購入して良かったです。
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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