
In this colorful action roguelite, participate in the festivities organized for the pleasure of the warrior god. Equip your best weapons, prove your valor against powerful monsters, and permanently engrave your name in history!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Jul 30 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
In this dynamic and colorful action roguelite, delve into a fascinating universe where each decision matters and where strategy is rewarded. You've been invited to take part in grandiose festivities organized for the pleasure of Iop the warrior god. These aren't your typical celebrations – they were designed to put the most valiant fighters in the dimension to the test.
Get ready for a major challenge by arming yourself with your best weapons and selecting your equipment with care. Each weapon has its own characteristics and advantages, and choosing your arsenal wisely will be vital for your survival and success.
Each victory brings you closer to even more fearsome challenges, and each defeat is a lesson that will make you stronger. Use the resources you obtain during your fights to bolster your weapons, improve your equipment at the blacksmith's, and make offerings to the divine statue to garner additional favors.
Seek out glory by showing your bravery and skill in this festival of fighting. Each skirmish is an opportunity to prove that you are worthy of the god Iop's attention and blessing. Immerse yourself in this vibrant world teeming with danger and emerge victorious, celebrated as one of the greatest warriors in this unique dimension.
Play as Savara, the warrior god Iop's newest champion, face off against epic creatures, and forge your own legend!
Become an expert fighter, find your opponents' weaknesses, and strike your enemies at the perfect time to claim victory.
Collect the materials dropped by defeated monsters and build up the perfect arsenal to jump back into the fray.
Thrusting or slashing, one-handed or two-handed, choose from four styles and six variations with hundreds of possible combinations – exploit the full potential of your weapons.
Pledge your allegiance, unlock over 90 divine blessing powers, customize your talents and skills, and upgrade your equipment in a gameplay experience packed with replayability! In Savara, falling is allowed but rising again is an order!
Join Savara and set out on an epic crusade in which every battle brings you closer to ultimate glory!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 562reviews | 88% | — | $325K |
| $19.99 | 56ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An average Hades-like, slightly better than, say, Sworn. Don't expect anything new for the genre or any deep mechanics. The main problem is that all the supposed positive aspects are implemented with a significant number of flaws. The game's only major advantage is that the first few hours are spent quite well during combat. You expect the game to open up, but unfortunately, there's nothing to open up. What we have: 1) The combat is ok, but the most effective way to play is just spam. 2) The enemies and bosses are okay, but there are very few of them. 3) A large variety of weapons, which is pointless. At high ascension (/heat), the game requires speed, so the choice is dramatically reduced 4) There is little grinding, but it is overcomplicated (not excessive). 5) There are 3 types of meta-leveling, but in reality, the choice in relics and talents is almost linear. 6) There are some builds, but they are very basic (no branching paths). There is really bad build and route control. Rooms with key perks are always dual with the merchant within a run. Therefore, the in-game merchant is completely pointless. It's nonsense. Other downsides: -Overall slowness -Hitboxes -Game is easy -No plot -Visual style You'll see all the content within 6 hours. Playing it for longer than 10 doesn't make much sense. So, you have to evaluate the price-to-content ratio yourself. If you're comfortable with games like Sworn (but without co-op), give it a try, but I don't see any other target audience
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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*, French*, Spanish - Spain, Portuguese - Brazil*languages with full audio support
| $19.99 |
| 19ratings |
| 82% |
| — |
| 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 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bought this game because one of the review said it was Hades + Monster Hunter. And it really is :) There are perfect timings for attacks and perfect dodges for dodge rolls. And there is even the fall and get up mechanic where you don't take damage for a bit while lying there. Quicker game than Hades with a lot of combinations too. Do recommend.
Excellent roguelite, combats très nerveux et le système d'endurance, à priori limitant, rend en réalité le gameplay très dynamique et permet de faire de beaux combos. Les pouvoirs trouvés en run sont relativement originaux et permettent d'aborder chaque partie différemment, sans parler de la bonne diversité d'armes. La comparaison avec Hadès est inévitable, et pourtant c'est grâce à ses subtilités et sa cohérence que le titre se démarque réellement du lot. Un très bon spinoff de l'univers d'Ankama, le genre d'oeuvre produite à une échelle raisonnable, et donc maîtrisée, qui rend le tout très solide et agréable. Pas de microtransactions, pas de live-service infini, bref un jeu complet. Personnellement, c'est à ça que j'aimerai que les studios aspirent, plutôt que d'investir des sommes faramineuses dans des projets proposant une plâtrée d'activités toute plus superficielles les unes que les autres. Ces "petits" projets (je ne veux pas que ce soit réducteur, c'est plus en comparaison à des mastodontes de l'industrie) sont tellement plus respectueux envers les joueurs, et manette en mains ça se ressent immédiatement.
I am currently at a Prestige 5 victory. It's a very very good game that just clicks and grows on you the more you play. I'm an old gamer (47 y/o at the time of the review), so my reflexes aren't as good as they were in my 20s, but still I could beat the game through a steady improvement. I think I'm in for 15/20 hours of pure bliss!
Criminally underrated, compact, cheap, combat-first roguelite. However you wanna slice it, Savara is fantastic - especially if you enjoy a wealth of varied and impactful builds, ROCK-SOLID combat, a brisk pace, and a game that doesn't overstay its welcome. There are a few design issues that can cause tedium here and there, but so long as you're willing to go just a LITTLE out of your way, the overall experience more than makes up for it. The common shorthand comparison is that Savara is a mix between Hades and Monster Hunter. It's a little cliché, but it's more apt than not. The gameplay loop is nearer to Hades (level layouts, boons, meta progression), while the weapon types, combat tempo, and buildcrafting are moreso Monster Hunter. I think the reason people argue with the comparison largely stems from Hades being associated more with its strong narrative and character focus (which are BARELY present in Savara, and only during prestige runs) than with its gameplay loop. Instead of a narrative and endless content, Savara is a (genre comparatively) short experience that takes the basic structure of a roguelite and fills it to the brim with simple-yet-refined combat. In line with its size, Savara has few bosses, fewer zones, simple weapons, and a small pool of enemies to work with - but thanks to the clever use of assets, the fun combat, and the eventual speed at which you blitz through levels, it manages to keep these limited assets feeling valuable and engaging, rather than sparse and repetitive for most (if not all) of it's runtime. It DOES have a few minor issues worth mentioning that can keep you from fully enjoying the game though. Savara (like most games) starts slower, as the systems you have at your disposal unlock and upgrade over time. The most notable of these systems are your weapons - of which you can equip two of at any given time. When a weapon is upgraded to +5 (and again at +10), it gains a passive that affects your character for as long as it's equipped (even if it's not the active weapon you're holding in combat). This is a HUGE increase in your power, AND in the complexity / flexibility of your builds, as the interplay between your two weapon passives and the rest of your equipment largely defines your playstyle. However, if you play Savara without making a point to unlock these weapon passives, you can hit the midgame weaker than you should be, which in turn can make the game feel slow, repetitive, and disproportionately punishing. The problem here is two-fold. One, the weapon upgrade UI that's meant to communicate the value of weapon passives is both obtuse to view and cumbersome to navigate. It's NOT awful, but it IS an obstacle. As a result, it's easy to either not see or not fully understand the system. Second, the beginning weapons feel FAR more costly to upgrade than latter weapons (a result of player skill, character power, later multipliers on resources gained, and raw numbers). This means - during the transition from early to midgame - you could be one quick upgrade from getting both the power and mechanical variety you need to keep Savara from feeling stale and just not know it (leaving you stuck in tedium until you fall off). Or, you could be well aware of weapon passives, but be so behind on the required resources that you have to grind out runs for the upgrade (tedious transition to midgame). Best case scenario, you upgrade your weapon to +5 without much hassle and transition to midgame easily - but the resource investment required can make you feel somewhat trapped, unhappy or unwilling to trade the sunken costs and raw power for the novelty and fun of another weapon. BELIEVE me when I say this is a problem that resolves itself later on (and isn't as damning as I might make it out to be), but to mitigate the potentially damning issue in the early game, I'd recommend: - Experiment with multiple weapons in the beginning until you find a couple you like - Set aside materials to upgrade at least one of them to +5 before spreading your upgrades too thinly - If things start to feel repetitive, fight the urge to keep your strongest weapon, and swap to a different weapon type entirely - even if you have to lose passives and power in the process. The boons you get per room are also not as interesting as you'd see in other roguelikes, but they're still interesting enough to be fun and warrant experimentation. Each category of boon mainly caters to a few select playstyles or weapon types, so it's usually obvious what category you're hunting down when you start a run, based on what you have equipped. That doesn't mean your choices are practically made for you, but it usually shakes out that there's a boon category you'll always go for, a few you'll be happy to see, and one you'll avoid at all costs. Thankfully, the game is aware of this, and provides a form of player control via "rerolls" (changing the boons offered to you in a specific category) and "alterations" (changing the category of boon offered to you entirely) so you don't feel screwed over by luck. At times though, it can seem like you're given too much control over the boons you pick, which can make runs start to feel the same - monotonous IF you allow them to be. It's a shame too, because oftentimes two "mediocre" or presumably "inapplicable" boon categories (when picked enough) will eventually combine into both interesting and powerful combination boons that retroactively and refreshingly power up your entire kit. Sometimes, I'll want a fresh experience and intentionally pick a boon category I usually avoid, and often end up surprised by its power in the end. But it's hard to remember to pursue those novelty powers when you can just as easily use the flood of tools you're given to find exactly the boons you're looking for. By far the most interesting (and powerful) boons you can get are called "Contracts". Seen only thrice per run, and accessible only if you forego a visit to the shop (which often results in 3-5 boons per visit), Contracts give you massive bumps in power (at the cost of an equally massive drawback) and drastically change the way you play. It's a classic risk v reward, and there's nothing wrong with that - but Savara is (for the most part) easy enough to not require the risk at all. So practically, the choice is between risky and unnecessary novelty, or easy consistency, and over time, that easy consistency can become a little... boring. Tedious. The solution is simple, and obvious, but not always instinctive in the heat of the moment. Don't let my obsessive nitpicking fool you - Savara is awesome. It looks good, sounds good, plays well, etc. Once a game is good enough, it's more interesting (and I think useful) to point out faults than to sing obvious praises. The worst I can say is that sometimes (like in the examples above), Savara will inadvertently create little ruts and grooves and well-trod paths you can get stuck in. Savara is good despite these brief tedious traps - but so long as you're willing to put in the smallest amount of legwork when these small flaws arise, you'll have a great time from start to finish.
This game is trying to be Hades, but is not nearly fast paced or frenetic enough to hit that lofty bar. Sadly I knew right away it was not for me.
Fun roguelike featuring weighty combat that you might expect from games like Monster Hunter. Surprising amount of equipment variety since there 7 weapons each with a different moveset, and tons of trinkets with unique effects. Only complaint is that it was a bit short, but since it's a roguelike the playtime could differ a lot per player.
J'ai adoré Savara! Le jeu pourrait être considéré comme un hadès like, avec un gameplay se concentrant plus sur les timings, venant lorgner dans le souls like (avec une gestion de l'endurance et des animations plus lentes). Pour la D.A, on est en plein dans le style d'ankama. Je suis content qu'il y ait une VF d'ailleurs! Bref le jeu est très bien, je lui souhaite d'être un peu plus connu.
This game is hugely underrated. Ankama as a whole is such an amazing company with unparalleled fantasy universes. Combat: 7/10 Art style: 10/10 Character design: 10/10 RogueLike elements: 9/10
un juego simple de un guerrero por la gloria de pelear
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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