
Save Bunnyville from a doomed fate: a top-down action/RPG roguelite from the makers of Dungreed. Explore the depths of the tower, collect and upgrade artifacts, and defeat hordes of demons to keep your village safe.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #40, worst CN #82 · 2 markets collected
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): 31.29/day in the week to Jul 31 → 213/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
On the Day of Destiny, a terrible omen strikes Bunnyville. The bunny villagers will be slaughtered by a horde of demons… unless you can stop them.
Sephiria is a fate-defying action roguelite following a brave bunny on a quest to save their town from doom. Master and upgrade different weapons, unlock new Talents each run, strategically arrange your inventory, and fight through hordes of enemies to uncover the threat waiting at the journey's end.
Strategic inventory system: Collect and arrange Artifacts and empower them with the different Tablets. Manage your inventory to suit your abilities!
Custom combat: Master 6 distinct weapons, each with over 50 unique upgrades to unlock!
Ever-changing threats: Face more than 60 distinct and dangerous enemies, and over 10 unique bosses. Across a journey spanning 6 chapters, the challenges ahead grow ever greater.
Join forces: Team up with friends in online co-op for up to 4 players and explore the tower together. Trade items, revive fallen companions, and claim victory as a team!
Genres
Updates
Engagement
Reviews
Themes across 2671 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
짱
比饭牢充实得多,虽然总感觉那种单纯的快乐少了点,不过依然是很好的动作肉鸽。 肉鸽游戏的讲故事能力通常不强,当然也一般不是评价的主要依据,但这个游戏做的出人意料得不错。不只是随着剧情的进展开放更后面的关卡,而是让剧情深度影响游戏过程,直到最后开放完全体的稳定关卡结构。我玩的动作肉鸽真不少了,导致许多游戏被快速抓住最优成长解法之后,如果没有操作难度就会被平推,不久就索然无味,而这个游戏的进程就不会有这种问题,全程入戏。一个能讲故事的肉鸽游戏,我是觉得光凭这一点这个游戏就值得一试,不管后续重玩价值是否对胃口,保底体验都不会差。 一个跟饭牢类似的特征是点不满的局外天赋树,当然也是鼓励尝试不同的玩法,但是目前应该说给的天赋点太少了……希望后续能增加点挑战给更多天赋点。 至于局内构筑体验,倒是没那么突出,就是开局选择流派倾向,前几个遗物确定流派,后面看着组件一个一个来就是了。至于不同武器,其实带来多样性的也就是开局选武器类型,后面的武器强化基本上都是跟流派绑定的。再加上动态调整遗物分布,就导致一局游戏的局内决策其实很少,基本上开局选出门配置的时候就能很大程度上看到头了,这点上还不如饭牢。有人可能会说,那你可以不带流派倾向、不开动态遗物啊?问题是不同流派之间(尤其行星、风暴云、太阳剑这类)配合非常有限,那就变成纯捡垃圾靠技术刮痧了,从而体验也不会好。(是的我最喜欢的是以撒那种综合成长+去体系化海量联动,虽然也不能要求做到那个程度) 先好评支持,也期待正式版在内容上有所扩展。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, Simplified Chinese, Spanish - Spain, Russian, Portuguese - Brazil, French, German, Swedish, Thai, Polish +3 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
构筑新颖且丰富,但流程稍短,希望后续更新更多内容
Amazing game. It's snappy, has plenty of depth to keep you doing runs and experimenting and with friends is a complete RIOT. I'd absolutely recommend this if anyone wants to play this with a buddy.
Nunca se como empezar las reseñas je, desde un principio me llamo la atención este juego por su sistema inventario y formas de hacer sinergias al estilo "Sets de conjunto" pero tambien al jugar y rejugarlo tiene una historia que si bien no tiene tanta importancia como tal en estos juegos te hace querer avanzar y avanzar para escalar los pisos que tiene (similar al Issac ya que vas desbloqueando nuevos bosses y no podes hacer todo en la primer partida). Tiene desbloqueo de armas y personajes que buffean ciertos "Sets". Así que podes mainear un solo personaje y tipo y completar el juego de esa manera sin drama. Los logros te incentivan a usar una variedad de builds ya que tenes que conseguir ciertas estadísticas especificas. En conclusión el combate es fluido y variedad de builds, sistema tienda muy bien equilibrado, subidón de dificultad al completar la campaña para agregar contenido post-game y desbloqueos cosméticos por si queres personalizar tu pj fav. 8/10 porque hay mucho desnivel en ciertas builds nomas igual juegazo para lo que cuesta y ni siquiera esta completo todavia.
好玩 最終BOSS變得好像東方 但是沒東方那麼難 只是想通關建議玩小刀閃避流 可以用綠衝那個分支 堆起來75%閃避 再一些必定閃避神器 因該就不會說到真的打不贏了 眾武器格檔要訣: 使用格檔時搭配閃避 往 子彈or攻擊上撞就非常容易觸發 加油吧各位!!! 往50+難度前進!!! (現35剛過)
[h1] 액션 로그라이크의 정점 [/h1] 필자는 로그라이크라는 '장르' 자체는 사실 그닥 좋아하지는 않는다. 로그라이크에서 중요한 건 다회차 요소라고 생각되는데, 하나의 게임을 다양화 하여 여러번 플레이하도록 의욕을 심어주기는 굉장히 어렵기 때문이다. 그러나 이 게임은 다양한 아이템과 강화석판, 여러 무기와 무기 추가 강화를 통한 다양화, 인벤토리 정리, 여러 코스튬, 난이도 시스템 등 다회차 요소를 작정하고 만들었다고 느꼈으며 멀티플레이 또한 지원한다. 액션성+아트워크+패턴+스토리+음악+빌드 다양성 등 모든 부분에서 육각형을 꽉 채워버린 게임으로 생각된다. 비슷한 장르의 게임을 보거나 평가할 때의 기준점 자체가 높아졌고 본 게임과 항상 비교할 것이다. 혹시 살까 말까 고민한다면 당장 사라.
[h1]무지성으로 추천하기엔 하자가 좀 있는 로그라이트[/h1] 좋았던 점 1. 내가 계획한 빌드가 성공했을 때의 뽕맛이 상당함. 필드가 순식간에 정리되고 보스가 몇 초만에 비명횡사할 정도의 대미지를 맞추고 나면 엄청난 성취감이 느껴짐. 2. 생각보다 다양한 빌드와 결속 3. 일부 아티팩트의 제약조건과 석판 조건으로 인한 인벤토리 테트리스의 재미. 싱글로 하면 느긋하게 배치하면서 머리 쥐어짜낼 수 있어서 정말 재미있었음. 4. 귀엽고 아기자기한 도트 그래픽 나빴던 점 1. 아주 제멋대로인 적 공격 판정 가이드라인. 가이드라인이 겹쳐지는 즉시 공격을 하는 적도 있고, 몇 초 후에 터지는 다이너마이트를 던지는 적도 있고, 후속 공격을 하는 적도 있고, 투사체를 던지는 적도 있음. 2. 넣지 말았어야 할 것 같은 스토리, 그리고 스토리 강제. 다 보고 나면 그냥 하품 나오는 스토리를 어디 다녀와라 저거 가져와라 누구랑 대화해라 하는 식으로 계속 쳐먹임. 뭔가 비장하게 묘사하는데 하나도 재미 없음. 3. 심각하게 망가진 가시성. 동료, 행성 등의 빌드로 진행하면 무자비하게 날라다니는 아군+적 투사체로 화면이 뒤덮임. 이 경우에는 그냥 알아서 대쉬/가드/패리 등으로 대처하거나 동료가 맞아주겠거니 하는 수 밖에 없음. 첫 번째 단점과 더불어 이 게임의 불쾌감을 상승시키는 주범. 재미있게 플레이했기에 종합적으로는 긍정 평가를 주고 싶으나 뿌리거둠60까지 해야겠다는 도전의식이 들 정도로 재미있지는 않았다... 가끔 생각나면 한 판씩 할 듯.
sheeesh
找到了玩塔一时的乐趣
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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