
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 #62, 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.
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
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 2426 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3] 优点: [/h3] [b] . [/b][b] 个人体感 [/b],流程较长,比以撒、枪牢短。跟梦之行、鸡械绿洲差不多。比咩咩、魔法工艺长点。 [b] . [/b]boss有变种,前三关每关关底boss会不一样。 [b] . [/b]道具多样化,拥有21种道具类型,不同类型道具之间也有一定关联性。 [b] . [/b]六种不同的武器,每个武器都有8-9个变种升级,每个变种能跟同类道具关联。 [b] . [/b]局外系统不错,自定义水果串一定程度影响某类道具的出现率,许愿池可以带道具进场。服装相当于不同角色,提供不同初始加成。可以保存搭配,针对不同流派不同天赋加点,标记所需要的道具,游戏内roll出来会标记显示,进场前想玩那个流派一键切换。 [b] . [/b]背包管理玩法很爽,把道具贴满的反馈很足。 [b] . [/b]低像素,但动画却做的非常流畅,美术非常优秀。 [b] . [/b]我是福瑞控。 [h3] 缺点: [/h3] [b] . [/b]60难度,商人用处低,应为玩家缺钱,拿加钱道具成型会变慢,还占背包格子,在商人处买一个道具就没钱了。 [b] . [/b]60难度,大多流派对吸血道具依赖极高,boss房禁用药水,回血手段单一。 [b] . [/b]音乐记忆点低,玩这么久记得最深的是村庄的音乐,很洗脑,战斗和boss音乐完全没印象。 [b] . [/b]机翻,算不上严重,但推进剧情的时候很明显,对话不明所以。 [b] . [/b][b] 个人体感 [/b],完美格挡手感差,人物反应慢两帧,敌人指示时机不完全准确。 [b] . [/b]没有自动整理功能,后期背包道具多,管理起来很花时间,整理半小时战斗两分钟。 [h3] 总结: [/h3] 58的价格能玩到的内容超出我的预期,原价不亏,打折更赚。 虽然写了不少缺点,但其实这些缺点也只是我鸡蛋里挑骨头,总体来说这游戏在我心里8.5分,非常推荐。
i do like playing the game though im still leaving a bad review because the main reason i bought it is to play with my friends and the netcode sucks ass (attacking/blocking and enemy attack hitboxes are all server-sided which REALLY does not work well with this kind of game)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
내 취향은 아님. 빌드를 쉽게 만들 수 있도록 설계한 것은 좋았으나 랜덤성이나 의외성에서 오는 재미가 부족한 것 같음.
I was originally introduced to this game through a friend of mine when it was still early access because my friend thought I might love it. He was right, I loved the game and waited excitedly for each new update, each new add on, each new area. The thrill I had when I beat the early access parts was like no other and I was so excited to see what happened next. Then they added the alternate boss for chapter 3 and my epilepsy became an issue. There is no warning for Epilepsy or flashing lights. There is no toggle option. None of the other bosses or enemies had ever been an issue with that. I had no reason to suspect a possible issue. I nearly went into a full blown seizure with the bosses map wide attack. There was no where I could go to not see it, there was no warning for it, and it happened so frequently that it was impossible to even thing of trying. I learned what the area looked like and if I saw it I would immediately end the run because I didn't want to die in real life. One of my friends even tried to see if I could walk away from it and they would fight for me and even they had problems with it. My friend who has never had problems with Photosensitivity or Epilepsy, never had any problems with seizures, never had any problems with flashing lights, had to tell me that he couldn't even play because he was having problems with it. My friends have tried for so long to get the dev's to do something, ANYTHING, but it has all fallen on deaf ears and blind eyes. I cannot recommend this game to anyone.
취향만 맞으면 시간가는 줄 도 모르고 재밋게 할수있는 게임이에요. 다회차라 여러번 시도를 해야하지만 회차를 돌릴때마다, 새로운 보스나 스토리 등을 보여줘서 굉장히 재밋습니다. 데모로 해도 했던거 저장이 되서 고민되시는 분은 데모 한 번 하고 사시는 것도 추천드립니다. 친구들이랑 할때에도 깨면 스토리도 같이 가서 스토리가 어려우면 고인물 친구 불러서 해도 돼요. 스토리도 개인적으로는 재밋었습니다. 할 게임이 없으실때 한 번 쯤 해보시는거 추천드립니다.
타게임 시스템 좋은것들만 야무지게 긴빠이해온 갓게임 ㅈㄴ 재밋음
It's insane how much content is in this game. Roguelite of the year for sure. Puts Hades to shame.
amazing game. it gets better everytime you play and it gets deeper in builds and stats. totally recommend it.
이 게임은 메인 동물이 토끼 말고 염소엿어야 함 GOAT니까........
製品版リリース直前の 2026/07中旬からリリース直後の7/31にかけて遊んでますが、面白いローグライトです! 始めたての最初のころは出てくるアイテムも少なくバッグの大きさも制限されているため難しく感じますが、 ある程度遊んで"運命の刻印"で武器とアーティファクトを解放し、各コンボ (氷河と風の歌とかのカテゴリの名前) でできることがわかってくると一気に面白くなってきます。 更に"フルーツ串 (特定カテゴリのアーティファクトの出現率を上げたり下げたりできるシステム)" と"願いの泉 (アーティファクトを最初から持ち込めるシステム)" をうまく使えば、その冒険でやりたいビルドはだいたい実現できるような感じになっているので、ここまでくればこっちのものです。 ハードモード的な要素を一切導入しないのであれば、ステータスやビルドにもよりますがそこまでシビアな操作も求められず、チャプター1~6クリアまで終始ちょうど良いくらいの難易度だなと感じました。 強いてわかりづらい (むずかしい) 点があるとしたら、武器とその強化派生についてはちょっと強さにムラがあるかな...とは感じました。 使い方も強さもわかりやすいものと、これは猛者が趣味で使うやつなんだろうな...と思われるものが入り乱れているので、訓練所で一度触って確かめてみるとよいと思います。 まあその辺も自分で色々探求しつつ、次はどんなビルドで挑んでみようかな~と考える過程が楽しいゲームなのでご愛敬! なお、私はクリアまでほとんどハードモード要素を導入して遊んでいないのですが、何周かするうちに「これつよくね?」というビルドを見つけてしまいました。 その後のプレイが若干ヌルゲー化してしまっているかもな..という感覚がありますが、これはハードモード要素をぶち込んでいけば解決する問題かもしれません。 もし今からはじめてセフィリアをさわる!この手のゲームどうしたらいいかさっぱりわからん!という人がいたら、 ひとまずアーティファクトは「熾火+太陽剣」「氷河+氷の武器」「雷雲+魔法工学」とか、属性で染めてみるとこのゲームがどう遊べば楽しいものなのかがわかると思いますよ!
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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