
Explore, fight, and produce items to grow stronger as seven distinct heroes in this silent world. Guided by the Princess, you'll delve into the Abyss and learn the mysteries of the King and his now-ruined kingdom. In a world without words, what hope is there for humanity?
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 2 → 0.29/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.
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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; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 274reviews | 71% | — | $207.3K |
| $29.99 | — | — | — | 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 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I absolutely loved this little game, it feels like a mix of made in abyss and torchlight, bc its an arpg with several classes and special attacks, with fast, dynamic and addictive combat, but at the same time it takes place entirely inside a dungeon with multiple floors. the deeper you go into the depths, the more challenges and difficult bosses you find, but theres always changes in creatures, ingredients, loot, environments and music depending on which layers you reach, just like in made in abyss. mixing these two amazing games couldnt possibly have a bad result, and i really loved completing the campaign and even the two extra endgame layers after finishing the story. everything is super cute and creative, while also providing a challenging roguelike experience in the sense that if you die before reaching a checkpoint, you have to replay the floors without your progress being saved. if you want to focus more on the adventure, fun and exploration, using wemod can help, otherwise progression becomes much slower and youll need to grind equipment and exp to reach the deepest floor and defeat the final boss. so its up to you how you want to play and what you enjoy the most!!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game seems so simple with a basic story to give some sort of reason to fight in a dungeon. I was drawn to it even though I thought I might get quickly bored with it. I watched reviews and game play so tried the demo and didn't want to stop playing. It just feels so fun. The Princess is extremely annoying she talks way too much about anything and everything, it's a non stop commentary, continually interrupting any deep concentration I have when trying to sort through gear and think on what to make. Then I realised there was a setting that you can choose to turn off all chatter at base camp. The game is so much better when you turn chatter off so I can play in peace. It's a simple fun game when you just want to relax and don't need something overly complex and deep to play. I liked trying to get legendary gear for every character before moving onto the next area. But but by the fourth area I just got so sick of it as couldn't get what I wanted to drop, so decided to not bother anymore as playing through the entire area takes way too long which made me feel bored and not want to keep playing. Combat can feel a bit clunky, I find the ranged characters very fiddly to accurately hit with the basic attack such as the archer and caster. I didn't find the game difficult. I liked all the characters and just played them equally. But my most favourites were the trickster, Paladin and farmer. Least favourites caster, archer and adventurer. It does end up very repetitive with barely any variation. Each area layouts are very simular to each other and only vary slightly as in one area is snowy, another autumn themed. Enemies also only vary slightly as in be a different colour and have a different element attack. It's a very average game quite fun at first, but something you lose interest in . This is a very low effort game. If there was a neutral option this is what I would rate it. It's not a good game but it's not a completely bad game either. But since I can only rate it negative or positive. I'd give it thumbs down as I kind of wish I never bought it. I'd rate it as very average and rather meh. 5/10 Don't care if I never played it. You aren't missing much if you you choose not to.
Silent Hope isn't a bad game, but it's no Binding of Isaac or Diablo. It's still a decent game for the Nintendo Switch, though whether or not you'd like it on PC might be another story. The TL:DR; is that it's about a 6.5 to 8 out of 10, depending on your preferences. Here are the factors that might sway you towards or away from this game: The Good: + The character classes and subclasses are all decently designed, and once you start unlocking other sub-classes, you gain new abilities that you can mix and match, and each main class has a few abilities unique to them (obviously). + You can reset ability point allocations to try out differing combos, which each ability capped at level 5. + You'll have a number of different options for resource refinement, which can be used to create/upgrade weapons, armor and accessories, as well as make various foods for up to three possible buffs per run. + While they obviously don't level if not used, you can get recipes for advanced equipment for any of the classes, which, on top of the craftable food buffs and the fact that you can replay any of the stages from select bonfire levels makes levelling up unused allies far easier than it might otherwise be. + Each of the heroes has ways of showing some signs of personality with their outfits and demeanor and their designs are competently made. + Return crystals are plentiful as you progress, so if you've had a rough time with a level or have IRL issues that need you to be away from the game, you can return to the surface (which triggers an autosave) fairly easily. Very useful when some levels decide to sprawl themselves out wildly. + Random portals can be found offering stronger foes that can drop more loot, as well as potential shortcut to the exit of the level if you're not wanting to deal with the current level's layout + If you have any unused potions when you die, one will be automatically used to revive you at roughly 1/4th health. + You can pet the cow. The Meh - (Things that might appeal to some and turn off others) = This is a rogue-lite dungeon crawler with not much variation in terms of map design. = Outside of the basic melee and dodge roll, each class has a maximum of 9 different abilities, and can only preset up to 3 at a time. = Crafting Equipment, upgrading equipment, cleansing cursed item recipes, and crafting food is instantaneous. Refining wood, ore, growing seeds and getting animal products can ONLY happen if you spend time clearing enemies/levels in the dungeon. = Upgrading equipment requires runes as well as upgrade parts, the latter of which is only gained from desynthizing other items. = The cost of upgrading equipment and skills increases based on their current level. = Some items have sockets that specialized magic gemstones can be put into and removed easily, but most do not. = You are capped at picking up 50 recipes/gemstones in a single run, but resource items like wood, ore, food and seeds can be picked infinitely. Your cap back at base is 500 of different types of each kind of item (weapon, armor, accessory, etc.) = The story is told sparingly. = Statues of the princess are found on some levels, offering an optional objective for the level for extra experience and runes, but don't inform you of what it is before activating it. It DOES warn you if you are in danger of being unable to complete it, it will never pick a challenge that you would (theoretically) be unable to complete on that floor, and there is no penalty for failing said challenge outside of the lost bonuses. These statues will automatically disappear if you walk too far away from them, so don't think you can take a quick peek at the level and then go back to get the quest for the optional objective. = You are capped at 2 healing potions and while you can occasionally get a single potion refill from various friendly spirits (as well as a free heal), when they will and won't refill a potion seems inconsistent. It feels like it's more guaranteed if you're at 0 potions. The Bad - GRIND GRIND GRIND. You will level up quickly to start, but without stacking +X% EXP buffs, expect to return to the surface to run areas over and over to get to a level where progression seems smoother. - While this IS a _progressive_ roguelite (i.e. you will never lose levels, anything equipped or experience), you will _randomly_ lose recipes and such upon death. -You will see about maybe ten or so randomly generated layouts, with your character having different start points on each variant. - Equipment can only be crafted if you have collected a randomized corresponding one-time use recipe and have the materials (which, considering some require drops from a boss monster you have even reached, you may not). - Recipes for new food buffs that you can find in the dungeon are often the same color as the lowest tier equipment, meaning if you're not a loot goblin, you may miss out on unlocking potentially useful buffs. You do get some from the princess for fulfilling various milestones, but some of those milestones can only be achieved by crafting certain recipes that ONLY drop in the dungeon. - Discarding an item/recipe in the dungeon destroys it rather than simply tosses it onto the ground where you might be able to pick it back up. - There are some cheap enemy combinations that seem designed to seriously screw over some classes (like having tanky hard-hitting enemies who will spam stunning attacks near to enemies who will try to confuse/paralyze/fear you should you manage to avoid said attack spam can make the lives of melee-focused characters rather rough in some areas) - The Princess seems determined to make up for all the time people couldn't speak by chatting your head off ad nauseam while you're in town. And don't think muting the sound is a perfect answer, as her captions can sometimes block information when you're in the various menus. Navi has NOTHING on this princess if you're not quick in the menus. - No dog that you can pet. :(
Slow, monotonous... combat just isn't any fun compared to any of the many other isometric roguelikes. Thought maybe there'd be some interesting mechanics around the different classes, but you can just ignore them with little detriment. Even at $8, you should pass.
[H1]TL;DR: A decently good story, stuck under a game that simply isn't that fun to play, due to HP sponge combat and time-wasting false path navigation with no way to just zoom out to see more of the map.[/H1] [hr][/hr] Silent Hope is one of those games where if you can't invest in the story, the game won't appeal. And the story is spread out over the entirety of the game - so if you're not into dungeon crawlers, this won't keep your attention, because that's 95% of the game. Put simply: this is actually a very dark story. Without spoiling things: a tragedy befalls a kingdom, resulting in its princess being trapped in a crystal made of her own tears. The king has flung himself into the Abyss, and seven warriors are brought together, tasked with locating him. The problem is, none of them can speak (thus the name "Silent" Hope). A lot has been made of the fact the Princess is so chatty. That was clearly done on purpose; the Princess is reminiscing while overseeing the warriors, and they might want to respond but cannot. If you were there, it's likely what would happen. Once you reach the first "ending", you get a basic idea of what happened to the kingdom. Each level is basically a memory of various events that happened, and the Princess recalls each, telling her version of events. The monster encyclopedia essentially spoils what happened if you take the time to look (many don't). There's another ending after this one. We just couldn't bring ourselves to go through it. The dungeon parts are a slog primarily because of false paths HP sponge enemies. The game wants you to constantly swap out heroes, which gives a boost each time, but we prefer to settle on a single play style for our fun. So for us this brought things down a notch. It's really difficult to recommend this game UNLESS you're a kind of gamer who (A) really enjoys dungeon crawlers and/or (B) really enjoys a good story and are willing to suffer through a generic (sometimes mobile-feeling) game to get it. Because it really is a good story, buried under a game that really isn't all that fun.
Unfortunately, couldn't stomach this until even the "end" of the main story. Silent Hope draws you in with an artstyle much like Bravely Default, a interesting fairy-tale-like premise, and easy-to-understand combat in a roguelike dungeon. I played this at a PAX event and had been looking forward to trying it, and bought it on Switch. It was indefinitely shelved because the convenience of PC play pretty much killed my desire to drag the Switch out of its bag. Later on, I found out it had released on PC and decided to buy it at a very big discount and wanted to give it a try. However, once I got my hands on it again, I started drawing uncomfortable parallels with Cuisineer, another cutesy game with a simple combat style revolving around gathering resources. I will say at the least, Silent Hope does better than Cuisineer at respecting your time: I never felt I had a drought of resources, collecting resources was as simple as a single attack, I only just recently discovered the bag can even get full (meaning the bag is big enough that I never noticed), and upgrades to your equipment is simple and actually has an impact more than a single stat point. The problem comes in with some more fundamental aspects. Map design. Maps are randomly generated and have multiple elevations to navigate, with some traps to avoid/exploit. Problem 1: only ramps can get you between levels. It would make sense if you could drop down from a higher level to a lower one (provided a gate isn't blocking your way) but this isn't the case. Every level is a maze in the worst way, often requiring lengthy detours to get to a lower or higher area, all the while enemies with projectiles can take potshots at you. Problem 2: multiple dead ends. This is super lazy. You can tell all these dead ends are meant to be the possible connectors for floor layouts, but instead of cutting them off, they're left with a little blockade at the end. Multiple times I've been fooled into backtracking to a dead end because the fog of war on the minimap didn't fully show it was a dead end, even though I'd seen it earlier and just forgot, not uncovering it on the map because I didn't walk directly into it the first time. Problem 3: trap design. It starts fairly simple with some explosive kegs you can light to do damage to enemies at the risk you yourself get caught, but starting at the ice zone, they get stupid: snowballs that home in on you, getting bigger as they travel and plowing through everything until falling off a ledge, and worse, lava traps with unclear timers blocking critical routes through a dungeon you have to be constantly wary of. I actually gave up on playing through this game in the lava zone, zone 4. The new lava traps combine with enemy design that starts to get unfair. Very tanky enemies with explosive ammo and kiting enemies that have quick projectiles. The enemy designs also repeat a lot in this game, and this zone brings back some of the more annoying enemies from earlier in the game. Now lets talk about our heroes and combat. There are 7 characters to play as, each with a starting movepool of three different moves. Later, you unlock two classes for each character, with more stats and the ability to mix and match moves from different jobs. I didn't make it far enough to get the third job for anyone, as that requires getting to the postgame, which effectively means that a third of everyone's moveset isn't even available for the main playthrough. This is unfortunate as many characters' movesets just are not great. I'll briefly go over my experience with each character. Wanderer: The worst melee. Has moves that can interrupt enemy attacks, but not powerful enough to kill anything quickly, which is a problem. Also starts with a defensive buff move as one of his first skills, which is just an entire waste of a slot. Warrior: Slow melee class with wide hits. Very effective when outnumbered, really shines once you get an upgraded class with a spin attack. Has a high HP pool and can take a hit, but standard attacks can feel clunky and way too slow. Rogue: Fragile, but incredibly mobile hit and run melee character. Probably my favorite class, has a unique blink/dodge that can move through enemies to get out of bad situations. A lot of her moves also blink through enemies allowing for quick repositioning. Probably the best base moveset, with Sneak Attack being my favorite move in the game (from her first upgraded class). Archer: Bow and arrow ranged playstyle. Very standard moveset to start with. The scattershot fired point-blank is probably only second to Rogue's sneak attack for damage, though less risky. Gets way more fun with his Bomber class upgrade to rain bombs on enemies from across the map. Second favorite class, probably the most survivable. Farmer: Gimmick melee class. Only barely more fun than Wanderer, has a slow charge that knocks enemies too far back to follow up, a poison butterfly with a windup that will get you killed and a confusion status that doesn't last long enough to have enemies fight each other, and a gacha vegetable buff with random unreliable effects. Range class upgrade adds better moves, but more boring. Fighter: Melee class, shortest range, highest DPS. Good for bossing or fighting anything one-on-one. Suffers when dealing with multiple enemies, but gets better all-around when unlocking her upgraded class, gaining an uppercut with decent AOE and a ranged hadoken that does massive single target damage. Her starting speed buff can be upgraded to have 100% uptime at max. The parry on the upgraded class will get you killed. Caster: Magic/ranged class. Has a black hole meant to help with a lot of enemies, but the explosion spell doesn't do enough damage, so you're likely to get surrounded after the first shot if you don't kite. Gets slightly more interesting with his class upgrade spell that gives rotating orbs that linger a long time, but he's so slow at everything you have to start casting a mile away to not get punched in the face. I don't particularly have anything else that's big enough to talk about at length, but I'll rattle off a few other things that bothered me: - Workstation menu starts at the top every time, making me scan through the list 5 times to produce 5 of the same material. No option to reassign materials to the production list, list doesn't remember last position. - Workstations require you to babysit them: when a craft finishes in the dungeon, a workstation won't produce anymore until you manually leave the dungeon and reassign crafts. - No option to review current workstation progress from the dungeon. - Some stat bonuses are laughably small. What the hell am I supposed to do with "-2.1% dodge cooldown"? The dodge has a second cooldown already. Most food also gives laughably small buffs so they're not worth using. - Swap-out stat bonuses are granted for swapping characters mid-run, but this requires you to spend way too many resources gearing up every character, and also slowing down their experience progression. Also, said stat bonuses aren't even clearly labeled outside of checking a crystal and only display the stat your current character will provide. - Only three moves can be assigned to a character at a time. This makes gameplay stale. Left trigger is entirely unused and could have allowed more options at once (like hold Ltrigger + button for attack). - For christ's sake why are you giving me challenge objectives to use a move I haven't learned? Yes, I can reassign my points to learn the move and use it, even in the dungeon. No, I don't want to have to remake my build twice for this stupid challenge. There's a reason I'm not using it. tl;dr: This game feels like it was designed to be a mobile game. Charming artstyle and premise, shallow gameplay loop, grindy progression structure. If you ever decide to play this game, forget a Pokemon "keep the team even" approach, pick a character you like and bet it all on the starter.
我家的狗看到我在玩芙蕾德利卡,连夜给我下载了热血传奇
일단 하드 7층까지 진행한 상태고 엔딩은 진작에 봤음 일단 스킬 단축키가 3개로 한정되어 있다는게 어이가 없었음 2차 전직까지 합하면 총 9개의 스킬이 있는데 버프가 각 캐릭터 당 최소 2개이상임 근데 단축키창은 고작 3개 버프를 왜 만든거임? 애초에 이 게임은 괜찮은 공격 스킬 2개로 돌릴려면 스킬 쿨타임 최소 -40%까지는 맞춰야 가능한 게임인데 -40%를 맞출려면 최소 7랭크 이상템에 마석 2개에서 사기치고 요리까지 먹어야 가능한 수치임 그것도 쿨타임 13초 넘어가는 스킬들만 있으면 불가능에 가까움 근데 그걸 할려면 최소 하드 5층까지는 진행해야 가능한거라 문제임 단축키창 3개를 유지할꺼면 버프스킬 자체를 만들면 안됐고 버프스킬을 패시브화 했어야 함 솔직히 말하면 그렇게 패시브화 했어도 제대로 된 성능을 낼까 말까함 차라리 초반에 단축키창 3개로 시작하고 각 난이도마다 5층 보스를 깨면 단축키창을 1개씩 해금하는 구조로 했어야 했다고 봄 암살자, 궁수 망겜임 암살자 습격으로 필드 돌다가 보스전에서만 궁수로 바꿔서 하면 다 할 수 있음 나중에되면 암살자는 필드에서 습격으로 애들 한방에 죽나 안 죽나 그거에 따라서 클리어타임이 2배넘게 차이나고 아쳐는 그냥 스킬 3개 돌릴려면 보스 약점속성에 맞게 치면 되는거라 2캐릭터로 다 할 수 있는 게임임 근데 각 캐릭터 고유 패시브 버프를 받을려면 한번씩은 거쳐가면서 해야되는거라 이것도 은근히 짜증났음 캐릭터간 밸런스가 너무 심하게 무너져 있음 그나마 차선책으로 전사, 마법사 정도가 2차 전직하면 할만한데 6층 보스를 깨고 2차 전직하기 전까지는 심하게 말하면 쓰레기 수준이고 농부, 검방맨은 최악의 성능을 자랑하고 격투가는 보스딜은 그럭저럭 쓸만한데 필드에서는 그냥 농부, 검방맨급임 그리고 약점속성빨을 너무 과하게 받음 그냥 약점 속성이면 몹한테 2배이상 데미지를 줄 수 있고 저항 속성이면 원래 데미지의 반정도밖에 안나오는게 헬임 거기다가 방어속성도 반대 속성이면 엘리트 몹한테 평타 한대 쳐맞으면 반피 가까이 날라가는게 어이가 없음 아무리 컨트롤을 잘한다 해도 궁수가 아니면 거의 붙어서 싸워야 하는데 실수 조금이라도 하면 쳐 맞을수밖에 없는데 속성 밸런스도 적당히 맞췄으면 좋았을것 같음 방어 효율이 속성때문에 너무 저효율임 거기다가 크리티걸 확률과 회피도 속성빨 받아서 상대적으로 적용되는게 어이가 없음 차라리 레벨차이로 했어야 했다고 봄 진짜 캐릭터간 밸런스는 버프스킬 지속시간 늘리고 단축키창만 4개 버프스킬 패시브화 또는 5개로 늘렸으면 지금보다 덜 붕괴수준이었고 게임의 재미도 더 업했을것 같다는 안타까움이 있음
review
Look Tbh, I got this on sale because theres NO WAY id pay 40 USD. however for the price of 12.99 this game is worth the time you put into it. you can beat the game in about 40-60 hours. this game is incredibly simple which i found to be charming to be honest. too many games especially RPG types have become too complicated just to do simple things. This game takes subtle grinding, and simple dodge mechanics and turn them into a nice world you can explore without feeling overwhelmed. the only bad thing i can say about it is that the princess is incredibly annoying. as soon as i could i turned off all voice acting in general. because literally she is the only that will speak in this game. also some of the classes seems entirely clunky. specifically farmer and caster and mid game adventurer. but in the end they all end up being decent enough. Catch this one on sale and you wont be disappointed. 7/10
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