
ScourgeBringer is a fast-paced free-moving roguelite platformer. Help Kyhra to explore the unknown and slash her way through ancient machines guarding the seal of her past, and maybe the redemption of humanity.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.14/day in the week to Aug 27 → 0.14/day in the week after.
About
Genres
Sums Steam only; PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 3.3Kreviews | 86% | — | $1M |
| $16.99 | 215ratings | 89% | — | not modelled | |
Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ScourgeBringer feels like Celeste after drinking 5 energy drinks and choosing violence. The movement is insanely snappy, the combat is fast, and once it clicks, it’s ridiculously satisfying. If you like fast, chaotic platformers with tight movement and a roguelike loop, this one is a blast. Also, the EULA literally has a pizza recipe. Yes, an actual pizza recipe. Found a hidden treasure in my backlog.
I really wanted to like and finish this game, but after playing for seven hours, I feel the negatives outweigh the positives to the point where it is more annoying than enjoyable. Like most roguelite games, this one has a dedicated currency (Blood) as well as your health, which is also treated as a resource. There is nothing wrong with that in and of itself, but the way it is implemented basically forces you to play the game as if it were a no-hit challenge. You have a multiplier that increases the amount of Blood you gain per kill. After killing a certain number of enemies in quick succession, the multiplier increases. If you get hit, it decreases. Again, there is nothing inherently wrong with this mechanic on paper. The problem lies in the combination of the map and enemy design. After the first stage, every room you enter spawns at least six enemies per wave. These enemies tend to blend into the environment, and every time you attack, your character creates visual effects that make it almost impossible to see the enemy you are currently fighting. Most enemies are stunlocked while you attack them, so this would not be a major problem if it were not for enemies that, for example, explode after they die. You simply cannot tell when they die because you cannot see them clearly. A similar problem arises when fighting bosses and minibosses. While attacking, it is extremely difficult to tell what the boss is about to do next. This game is extremely punishing because you lose both your multiplier and your health whenever you get hit. Health is difficult to regain, which again is not a problem in and of itself. The issue is that this creates a cascading effect: if you get hit because of some ♥♥♥♥♥♥♥♥ early on, your run is pretty much over. You can no longer spend health to buy upgrades, and since your multiplier is gone, you also earn less Blood, meaning you won't be able to afford upgrades or healing items with that either. Since getting hit will often be the result of the game's visual design choices, it becomes frustrating pretty quickly. It's a shame because the variety of enemies and bosses is great, and when you don't get screwed over by the issues mentioned above, the game can be a lot of fun. It's just that the longer you play, the harder it becomes to ignore those issues.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Korean, Traditional Chinese
| $16.99 |
| 31ratings |
| 80% |
| — |
| not modelled |
| $2.54−85% | — | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of the hardest games i've played in a while. If you enjoy challenging games, this is the one. Not many people talk about this title, but it's a very cool concept, a little similar to celeste's movement, and hollow knight's boss fights. 10/10
[h1] ★★★★ [/h1]
Dang, is this one of those Hidden Gems people love to talk about? I'm not good at this game by so many metrics, but from the moment I booted up ScourgeBringer and saw a freaking pizza recipe in the EULA, I knew I was in for a treat. It really is Celeste + Mega Man, in my opinion, the difficulty will take an aluminum bat to your shins, but not to the point you rage quit. I adore Kyhra and her absurdly puffy hair, I hereby adopt her as the little sister I never had. I got this game for 2$ and I feel like I cheated the devs a little bit. Absolutely check this one out if you're looking for something to shake the Celeste formula up, I highly recommend this.
I think ScourgeBringer is a good game with some issues Combat/movement is satisfying and most guns are awesome to use (big fan of the lasers). The realm mechanics that are introduced are super cool, realm 4 being my favourite. Great art and music as well, plus what I found of the story is super interesting. Runs are fun at first but become tedious after the third or fourth hour. The items you find during your run help but do not offer much replayability in the long run. Enemy design is very hit or miss for me, sometimes having mechanics that are a little annoying (like the drills in the 2nd realm or like all the enemies introduced in realm 3. I did not like realm 3.) and get nigh impossible to dodge or parry once there are 7+ enemies at a time on your screen. Now I understand that the roguelike game loop is incredibly important to the story, but I still want to share some thoughts about it below. (I am not a game designer and I struggle with explaining my ideas so it might not be super clear haha) As i wrote earlier, the loop isn't my favourite. The game is very difficult, so you end up visiting the first few realms a ton. Unfortunately, there is barely any item variety or cool item synergies to spice up each run (everything is unlocked from the start and there aren't many items in the first place). if instead you progressed through an interconnected world where you unlock new guns and abilities while you progress through the story, I think it would help a little with keeping the game feel fresh.
Holy ♥♥♥♥ it's HARD
оч крутая игра купил по цене пирожка на распродаже и ел пирожок 6 часов
One of the best "feeling" game I've played. Fluid as hell, very much reminds me of Hotline Miami as well, fairly easy to get into the zone.
👍
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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