
Samurai Bringer is a roguelite action game with levels which change with every playthrough, where you cut down hordes of Samurai and Demons to collect combat techniques and polish your fighting style in order to defeat Yamata-no-Orochi, the eight-headed dragon of Japanese mythology.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Sep 9 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0.14/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
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−50% | 1.1Kreviews | 87% | — | $220.8K |
| $9.99 | 268ratings | 91% | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
「メタルブリンガー」が面白かったのでこちらも購入、プレイ 技を自分好みにカスタマイズするのが楽しかったです。 コンボよりも一発のコスト高めの技を作って連打するのが強かったと感じました。
god muy god eso si me gustaria mas modos de juego o mas cantidad de enemigos tambien taria bueno que cambiaran el sistema de conteo que en ves de ser veces apretado el boton fuera por kills
好玩 可以依不同武器組合多種技能
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Samurai Bringer is a compact yet surprisingly deep action experience that fuses fast-paced swordplay with roguelite progression and a strong foundation in Japanese mythological themes. Developed by ALPHAWING Inc. and published by PLAYISM, the game wastes little time establishing its premise: the storm god Susanoo has been stripped of his divine powers and cast into the mortal realm, forced to fight endlessly in order to reclaim his strength and ultimately confront the legendary Yamata-no-Orochi. While the narrative is minimalist, it functions as a mythic framework that gives purpose to the game’s cyclical structure and relentless combat. The core loop of Samurai Bringer is built around procedurally generated stages that remix enemies, layouts, and rewards on every run. Each playthrough feels brisk and focused, pushing players forward through increasingly dangerous encounters as the in-game day count advances and enemies grow stronger. Rather than relying on scripted sequences, the game derives its variety from constant mechanical recombination, encouraging players to adapt their approach with each attempt. This structure keeps the pacing tight and ensures that progress is defined less by memorization and more by tactical decision-making and mastery of the systems at hand. Combat is where the game truly shines, delivering responsive and satisfying action that balances accessibility with depth. Attacks are quick and readable, emphasizing movement, positioning, and timing over complex input strings. What elevates the combat beyond standard hack-and-slash design is the scroll-based skill system, which allows players to collect and equip different techniques dropped by defeated enemies. These scrolls can modify attacks, add elemental effects, introduce new movement options, or reshape combo potential, effectively letting players build a custom fighting style during each run. The freedom to experiment encourages creativity, making every successful build feel personal rather than prescribed. Enemy design reinforces this sense of progression and challenge. Players face a wide range of opponents inspired by Japanese folklore and history, from standard foot soldiers to powerful named warriors with distinct attack patterns. Boss encounters in particular demand careful observation and adaptability, often testing whether the player has truly learned how to use their current build effectively. Difficulty ramps up steadily, and while failure is frequent, it rarely feels arbitrary. Instead, defeats tend to highlight weaknesses in strategy or execution, reinforcing the game’s emphasis on learning through repetition. Progression extends beyond individual runs, allowing players to retain certain upgrades and equipment that make subsequent attempts more manageable. This persistent growth softens the game’s difficulty curve without removing its edge, ensuring that perseverance is rewarded. Over time, players gain a stronger sense of momentum, not just through better stats, but through an improved understanding of enemy behavior, skill synergies, and risk management. The result is a loop that feels fair yet demanding, catering especially well to fans of roguelites who enjoy incremental mastery rather than immediate gratification. Visually, Samurai Bringer adopts a bright, stylized pixel-art aesthetic that blends retro sensibilities with modern clarity. Character sprites are expressive, animations are fluid, and combat remains easy to read even when the screen fills with enemies and effects. The art direction favors vibrancy and contrast over realism, which suits the game’s mythic tone and ensures that visual noise never obscures gameplay. Sound design complements this approach with impactful audio cues for attacks and abilities, while the soundtrack maintains an energetic pace that underscores the urgency of each encounter without becoming overwhelming. Ultimately, Samurai Bringer is a focused and confident indie title that knows exactly what it wants to be. It does not attempt to deliver a sprawling narrative or endless mechanical layers, but instead refines a specific blend of action and roguelite design into a polished, replayable experience. Its strength lies in the way it empowers players to shape their own combat identity within a challenging but fair framework. For those who enjoy fast, skill-driven action paired with meaningful progression and a touch of mythological flair, it offers a satisfying journey that remains engaging long after the first successful run. Rating: 8/10
Players by region
Where this game's players are, estimated from review languages.
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