
Rubinite is an extremely challenging boss rush action game. in a dark fairy tale world, use Ruby's crimson eyes to expose the weak points of the Bloodstained monsters, then strike and shatter them. Carve a road home through the ruined Scarlet Kingdom and face the Witch who took it all.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
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 2,404 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
Rubinite is an extremely challenging boss rush action game set in a dark fairy tale world.
The key to combat is one distinctive core mechanic: Focus. Use Focus to read an enemy,
expose its weak point, and land a lethal strike.
You play as Ruby, a princess on a journey of revenge to reclaim her home: The Scarlet Kingdom.

Ruby’s blade alone will barely wound them. Find their weak points,
drive the lethal strike home, and make it out alive.

To take back the Scarlet Kingdom, Ruby must face the Bloodstained in every form they take,
whether it be an ancient secret cult, undying parasites, or the source of a deadly plague.
Grip your blade and challenge foes that grow deadlier with every step.
Step into beautifully crafted pixelated scenes, where the poignancy and grandeur of the Scarlet Kingdom come alive in every hazardous battle.

Every Bloodstained you kill surrenders its power.
Absorb it to grow stronger for the fight ahead, craft a wide range of Talismans,
and build a combat style that's entirely your own.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1538 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
めちゃくちゃ気持ちいいスタイリッシュジャスト回避(カウンター)2Dゲーム。 タグをちゃんと見ていれば大丈夫であると思うが、純粋な2DのRPGが好きな人にはおすすめできない。 【いい点】 ・ボスラッシュ形式であるためレベル上げや道中の雑魚敵みたいな概念がない。(厳密にはレベルはないけど成長要素はあり、何度もボスに挑んで戦うたびにスキルを獲得するための通貨のようなものが増えていき主人公が強くなる) ・ストーリーもしっかり考えられており、ボスを倒すたびに進んでいくため倒す以外にも楽しみがある。 ・音楽がいい。 ・2Dではあるがしっかり作りこまれており手抜き感は一切ない。 【注意点】※若干のネタバレ含むため注意 ・明るい感じのストーリーではない。 ・[spoiler] 二週目以降をしっかりすすめないとストーリーすべてが終わらない。しかも難易度が飛躍的に上がるためライトプレイヤーにはストーリーすべてを回収することが難しい可能性がある。[/spoiler] 【個人的な感想】 ・非常に良い作品だった。強いて不満点をあげるならば全クリ後のセーブデータをちゃんと残せるようにしてほしかったこと(ラスボス直前のセーブデータが保存される)と、ストーリーの後日談(掘り下げ)がもう少しほしかったことかな。
Amaizing game. Nice Story. Good battle system. Great style. Hard AF.
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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, Japanese, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil, Russian, Ukrainian
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Великолепно
To be honest, I didn't think I would enjoy the game as much as I did since I'm not a fan of souls-like games. However, the game looked like a nice action RPG, so I decided to give it a try. I ended up enjoying the story and the artwork as well. It's not a long game, but it doesn't need to be in order to be worth the price. What matters most is how much I enjoyed playing it during the time I spent on it, rather than the game's length itself. The boss fight is nice, hard but not too difficult, even in the second half of the game. They could improve some aspects, but for a small game from a small studio, I can't ask for more.
изначально,когда только я покупал игру,я думал что как-то дороговато для такого,но поиграв я понял что очень ошибался.игра выжала из меня всё,но это был очень уникальный опыт.мне дико понравилась задумка игры,её сюжет и реализация.я безусловно остался доволен P.S. дальше спойлер [spoiler] очень жаль что Мира умерла:( [/spoiler]
Cara, acho que, até o momento, Rubinite é, sem sombra de dúvidas, a maior surpresa de 2026. Eu tinha jogado a demo antes do lançamento e achei a gameplay muito legal. Pelo fato de ser um boss rush, eu já tinha certeza de que ia gostar e achar o jogo bacana, mas não imaginava que eu ia GOSTAR PRA CARALHO, a ponto de platinar. Rubinite é um boss rush sem muita enrolação. Não tem exploração e também não conta com uma quantidade enorme de chefes, o que, pra mim, acaba sendo um dos seus maiores acertos. Cada boss é único e INCRÍVEL. Na moral mesmo, não tem um único chefe ruim nesse jogo. Tem o que eu mais gostei e o que eu menos gostei, mas até esse último está quilômetros de distância de ser ruim. Um é mais marcante que o outro, principalmente quando você se aproxima da reta final. A sequência dos três últimos chefes é simplesmente INSANA. E, para tudo o que ele se propõe a fazer como um boss rush de dark fantasy, ele entrega com maestria. A atmosfera é misteriosa e tensa, a direção de arte é lindíssima, os designs dos chefes conseguem ser grotescos e belíssimos ao mesmo tempo, e a trilha sonora é excelente, reforçando perfeitamente esse clima mais pesado. Sem contar a história, que é muito bem conduzida e vai construindo seu grande plot de forma natural ao longo da campanha. O combate é simplesmente o melhor do ano até agora, sem mais. É extremamente refinado, satisfatório e bonito de ver. Conseguir derrotar um chefe sem tomar um único dano traz uma sensação absurda de recompensa, porque tudo funciona muito bem: o parry, a esquiva, os golpes e, principalmente, O SOM. Cada esquiva perfeita e cada parry têm um efeito sonoro extremamente satisfatório, daqueles que dão vontade de continuar jogando só pela sensação que passam. Além disso, é uma experiência que respeita o tempo do jogador. Eu zerei e platinei Rubinite com cerca de 9 horas e 30 minutos, e em nenhum momento senti que o jogo enrolava ou estendia artificialmente sua duração. Cada luta tem um propósito e deixa sua própria marca. Pro primeiro jogo do estúdio, é realmente um trabalho impecável. Rubinite é indispensável pra quem curte jogos nesse estilo e, principalmente, pra quem procura algo novo, diferente e fora do mainstream.
Perfect game design from start to finish Even when you have finished the game for the first time, the 'hard mode' still made it fresh with new contents for players to enjoy The combat is easy to understand and very well designed alongside the talisman, they're very well balanced, making you not too op or feels weak and even fit very well through game progression i wont talk about the bosses, experience it for yourself :b + There are replayabilities through ranked mode or boss recall so you can pratice, farm for currency or compete with other people online by achieving higher ranking and faster clear time and yes you should 100% buy this game at full price, its so much worth it GO BUY THIS GAME RN AND EXPERIENCE IT FOR ONE I LOVE IT SO MUCH AAAAAAAAAAAAAAAAAA
[h1]簡介:「專注」瞄準的特殊戰鬥機制[/h1] 第一周目通關的遊戲時數約5~7小時,依各自卡關多久而定。 是款帶有特殊戰鬥機制與數種流派可切換的Boss Rush作品。 遊戲主要的戰鬥機制是使用「專注」瞄準敵人累積弱點標記,累積至少一層後,利用「突刺」造成加成傷害。此外,標記的累積速度會依敵我距離變動,靠得越近越快,且在「專注」時「精準閃避」更能馬上累積一層標記,鼓勵玩家做出高風險應對。 值得一提的是,第一周目劇情還未全部揭露,通關後會開啟僅有一命的二周目,必須再次挑戰這些Boss並以無傷通關,難易度大大上升。 [h1]新手友善的Boss Rush ?![/h1] 遊戲中的Boss基本都有所謂的第一、二階段,除了攻擊模式進階外,本作最特別的就是[u]在進入下一階段時會預先掉落「紅塵」[/u]──也就是遊戲中的錢,固定200元。 這設定不論在Boss Rush或是類魂、高難動作遊戲中都算滿少見的,因為這就變相告訴玩家[b]「錢 是可以農的!」[/b],甚至有心的話,可以在前幾隻Boss關就把技能樹都點滿。 我相信製作組也知道這點,或許是對新手的一絲善良,或是多少彌補玩家一直卡關的失落感吧!但也能從此側面驗證,製作組對這些Boss的難度設計非常有把握! [h1]額外應對招式,增加樂趣也解答疑惑[/h1] 在成功通關第二隻Boss後,我們可以學到兩項基礎能力──「飛針」與「破身斬」。這兩招像是參考《隻狼》的「手裏劍」和「識破」體驗,是針對敵人高空攻擊和抓技(紫光)的應對招式,未遊戲增添了更多樣的應對樂趣。 另外,也是在學會這兩招後我才理解到[b]「為何不把瞄準做成雙搖桿操作?」[/b]的答案。遊戲中,玩家會長時間按住搖桿RT使用「專注」瞄準,這期間若同時閃避、出招,[u]默默的就會變成RT+A/X/B的複合按鍵體驗[/u]。在這一情況下,若不綁定瞄準面向而移去給右搖桿,只會顯得更加複雜、容易混亂,在這簡易且頻繁的戰鬥系統中,算是最佳解了。 [h1]在Boss Rush中的「探索」[/h1] 作為Boss Rush作品,「探索」要素本就不是其重點,不過[u]《紅眼露比》把劇情展演和"微"探索完全劃分到了角色整備區──修道院一側[/u],很適時的調節了Boss戰的緊張情緒,不會讓玩家一直處在高壓氛圍,因疲乏而削減了持續遊玩動力。 然而說到「探索」,我其實更喜歡《Titan Souls》同樣是Boss Rush卻能在大地圖奔走,且有隱藏路線和巧遇Boss的驚喜感。當然,兩者皆有利弊,《Titan Souls》沒有明確的劇情脈絡支撐,地圖多半較空曠貧乏;而《露比》則著重在故事演出,捨棄了大地圖所能呈現的世界觀立體感。也沒有誰對誰錯,能明確知道定位,發揮自己的優勢,就會是部優秀的作品。 [h1]結語[/h1] 我也還停在一周目通關後這,之後更低容錯、不斷重複挑戰的遊戲性我個人目前有點吃不消。 不過就像我上個段落說的,製作組知道這樣高難度的挑戰還是有人能接受,明確自己的定位,就不會是錯誤的決定。 未來再慢慢挑戰以一般難度通關吧!
классный сюжет, ненавижу червя
Игра топ, приятный визуал (хотя я изначально любитель пиксельных игр). Боёвка достаточно динамичная и система амулетов приятная (хотя понимаю что позаимствована из холоунайт). Чтож, надеюсь что последующие игры будут не хуже этой и будет сделана с душой 😁
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