
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
Great game. Short, Easy
Vale mucho la pena jugarlo en especial si eres amante de los Metroidvania. Es una experiencia que te aseguro no te arrepentirás de tenerla.
[b]EDIT[/b]: I almost changed this to a negative review after reaching Ashram, the Stage 5 end-boss, i.e. the 10th boss in total. The "git gud chorus" can sod off. This is something else: the chaining of two totally different bosses, no mid-save, you reach the 2nd damaged after many tries, and he slaughters you before you get any chance to train him and his completely distinct attacks. I've needed [b]countless dozens[/b] of tries to get through Pirotess, the Stage 3 end-boss, and then got Beld the Stage 4 end-boss on my 2nd try. I don't mind Pirotess that much; it's a constant onslaught of mid-hitting attacks that gives you [i]tiny[/i] reaction time, and that never takes a moment's breather. (the next endstage boss Beld, in contrast, has heavy-hitting attacks that give you [i]slightly more[/i] reaction time, which I had no issue with). So yeah you [i]can[/i] "git gud" on Pirotess, because you constantly train her till you pass her. But then you reach Ashram -- stage 5 of 6 -- and they pull this truly obnoxious stunt of giving you a 2nd back-to-back boss whom you [b]cannot train[/b] (like Pirotess) because you don't [b]get[/b] to train him until you pass the 1st boss, whom even after a dozen tries you pass one time out of three. You don't [b]get[/b] to "git gud". I thoroughly dislike this. I'm giving up on finishing this game at 5/6 through it, and that left a bad taste. I decided to not give it a thumbs-down because I realized [i]it simply and truly is that kind of game[/i].Even if it doesn't look so at the start. After basically giving up on Ashram, I went to check the guides and realized that to finish stage 6/6, you essentially [i]have to go through a back-to-back gauntlet of the entire set of the previous dozen bosses[/i] (which includes the two substantially different Ashrams) It's... that kind of game. Everything else I said about the richness of pixel-art animations, it still stands. In sum, I don't regret having gone for it, on account of everything that preceded Ashram. Just be aware that if you buy it, doesn't mean you'll be finishing it. --- If you like both Metroidvanias and pixel art, then this game is a must. The gameplay is very fluid, duly backed by fluid gorgeous pixel-art animations. The art was made by people who obviously love the craft. It is a Symphony-of-the-Night kind of gameplay - very dynamic and based on backstep rather than block/parry. It starts off somewhat easier, but about a third of the way in it reaches a solid difficulty curve. Down the line, you should basically expect Hollow Knight difficulty, not Ori difficulty. (I am ~2/3 of the way in at the time of writing this) Enemies in a room respawn on every entering/exiting the room (as opposed to every time you "bench") - which is a bit annoying in the present day, but that had indeed been the tradition. On the upside, there is not [i]so[/i] much "filler" in between the bosses, just about the right amount to properly train you for a bossfight. And there's quite a few bossfights... The game bases itself on "Record of Lodoss War", apparently a foundational late-80s anime. Its main character was a young knight called Parn, and Deedlit was a fan-favourite character in his party. In this game, Deedlit is the titular elf and main character, suddenly transported to the strange world of the "Wonder Labyrinth", and trying to find Parn. In the labyrinth, she runs into many of the characters of the original anime, and some commenters say that the game may hold too many spoilers for the original anime's story. I haven't watched it, so I can't say, but it's likely that all those encounters will be more meaningful to someone who did watch. In any case, it stands its own ground as a wonderfully animated metroidvania, with fluid combat, ties to original animes aside. Also kudos to the programmers who packed this abundance of graphics and animation into a ~280 MB download. There's so many games that look like it's 2003 and which [i]still[/i] manage to take up a 10 GB download, and then run jankily, that I had to commend them as well.
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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, 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
Fluid Combat fun exploration lead to a great time. Very good Metroidvania.
도전과제 완클하고 쓰는 리뷰입니다... 다른 리뷰와 마찬가지로 전체적으로 무난한 메트로바니아게임입니다. 다만 각종 스킬이나 무기등등 이제 좀 모여서 본격적으로 플레이할 시점에 게임이 엔딩입니다.. 이 장르의 다른 게임과 비교해볼때 많이 짧습니다. 그래도 기본적인 재미는 보장하니 추천합니다. 좀 불만인점은 앞으로 대쉬가 없어서(화속성 슬라이딩이 이걸 대신함) 회피나 이동이 불편하고, 일반공격이 마법으로 캔슬이 안되어서 조작이 약간 딱딱한 느낌입니다. 그리고 제작진이 닌텐도패드를 의식하고 만든건지 모르겠는데 초기 버튼 배치가 변태적이어서 엑박패드나 플스패드 쓰시는 분들은 설정에서 키수정하세요 (초기 설정이 엑박패드 기준 A가 공격 X가 점프임 거기다 메뉴닫는거를 B로 해놓왔는데 문제는 마법버튼도 B라서 메뉴닫으면 마법씀...) ps.제작진이 유저가 돈이나 겸치 파밍하는걸 싫어하는지 한곳에 죽치고 있으면서 사냥하고 있으면 디드리트가 이러면 안되는데라고 중얼중얼거림(관련 도전과제있음)
This is a castlevania SOTN clone. And it's amazing. I can't understand how people doesn't talks about this game more.
这个制作组的游戏都差不多,美术特别强,关卡设计和核心玩法随便搞搞,达到及格水平就算完成任务。 此作难度极低,整体玩下来轻松惬意,很舒服,但也给人留不下什么印象,偏流水账。 6.5/10
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.
Que jogo maravilhoso, lembra muito o Castlevania Simphony of the night, O Castelo, o mapa, a gameplay, muito bom mesmo. 10 de 10 facil.
Quick and engaging Metroidvania title. Really does a solid job of being similar to Symphony of the Night and is a pretty quick play at around 10 hours to 100% nearly everything. There is a modicum of replay value and the boss rush mode is pretty fun to hone skills and get better with. All in all nice simple title.
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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