
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
Normally I never give bad review.(I simply don't do review if the game bad) but This is the game where you think it would be fun rouge-like game. You think it would be kinda fun to mindlessly grind. Until you get bored of the same enemy with "different color" over and over. The story doesn't make any sense even in the beginning. even small game like Cuisineer is more fun and more thing to do than this game. The level just give you little more hp. the equipment is everything. there are no mixed build or any fancy game play. just 3 fixed skill from 9 skill tree. some skill too op you can just spam that skill to destroy everything. some class just too useless to even consider fun to play. the hit box is very bad (you think animation hit enemy, it should hit but it does nothing) the range attack aim is unreliable. you faced the enemy but the arrow just fly somewhere else. and much more disappointed useless feature.
I was quite excited for a Hack n Slash JRPG, but this is just awful. It seems more like a mobile game. Doesn't have proper controller support and you just literally walk toward the enemies and press attack... OH also it's an extraction game, die, without extracting, or try to push as far as possible, you lose all drops you picked up. So don't die I guess, Its so awful not even worth it for $8, will refund..
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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
it took about half a year to chip away at the 100% but I would say it was decent. It's very imbalanced and some of the abilities are just crap. Some bosses are the worst ones I've ever seen in video games. AI randomly breaks with some enemies just snapping out of CC or speeding up/skipping their attack animations. Trap & enemy placement can be straight up annoying. The equipment system is simplistic and kinda boring RNG. But if you're looking for a classic style town hub + dungeon floors, this is an okay pick. For $9 or less, sure.
Silent Hope begins with a premise that feels like a somber fairy tale told around a dying fire — a kingdom robbed of its voice by a king who, consumed by despair, stole the words of his people and cast himself into a depthless chasm known simply as the Abyss. His daughter, the Princess, now sealed in a massive crystal teardrop, can only watch over the silent ruins of her homeland. Into this muted world appear seven lights that take the form of seven heroes, each mysteriously drawn to the Princess and compelled to descend into the Abyss to uncover the truth behind the kingdom’s downfall. This setup gives Silent Hope a melancholic framing that sets it apart from typical action RPGs: despite its vibrant visuals and cute character designs, the story is rooted in loss, mystery, and the hope for a voice to return to a world that has forgotten how to speak. At its heart, Silent Hope is a dungeon-crawling action RPG built around a cycle of descent, discovery, and return. You select one of the seven heroes — each representing a different combat archetype — and plunge into the Abyss, a multi-layered dungeon filled with monsters, resources, and treasures. The heroes range from sturdy melee fighters to agile skirmishers to ranged and magic-focused characters, and switching between them creates noticeably different rhythms in combat. Each expedition into the Abyss is designed to feel self-contained: you fight through rooms, gather materials, unlock shortcuts, and challenge tougher enemies as you progress downward. When you return to the surface, you use the loot to craft new gear, refine materials, cook meals, or upgrade equipment, which then feeds back into deeper, more demanding dungeon runs. This loop forms the backbone of the experience and is structured to feel both manageable and satisfying in short bursts. Combat is fast-paced and cleanly designed, relying on simple combos, dodge mechanics, and skill cooldowns to give each hero a distinct personality. Some characters reward risky, close-quarters aggression; others emphasize positioning or crowd control. Switching between heroes not only keeps the combat from feeling stale but also encourages experimentation, especially since certain characters excel in specific zones or against certain enemy types. While the combat never becomes too complex, it is responsive and fun, giving the game an accessible action feel without overwhelming the player with excess systems. Many of the strongest moments in Silent Hope come from falling into a comfortable flow — sliding between dodges, unleashing skills, and clearing out groups of monsters while watching your chosen hero grow stronger. The hub area between dungeon dives acts as the quiet heartbeat of the game. While the characters themselves cannot speak, their personalities come through in how they work: one smiths weapons, one cooks, one processes resources, and others handle various support roles. This system allows the heroes to contribute to progression even when they aren’t actively fighting. Returning to the surface after a long run to manage crafting, upgrade equipment, and plan your next dive offers a pleasant rhythm that breaks up the action and gives the world a sense of community — even if that community is rendered silent by the game’s lore. It also reinforces the idea that the heroes come from unknown origins but share a unified purpose in restoring what was lost. However, Silent Hope’s strengths are tied closely to its limitations. The narrative, though charming in concept, rarely digs deep enough to resonate. The Princess’s narration provides some emotional touchpoints, but the plot primarily serves as a backdrop for repeated dungeon expeditions. Players who enter expecting a story-driven journey will likely feel underserved, as the game’s tale progresses slowly, lightly, and often predictably. The silence of the characters, while thematically meaningful, also restricts opportunities for character development or emotional connection. The heroes are effectively archetypes with endearing designs rather than fully realized personalities. Repetition becomes a noticeable issue as the game continues. While the Abyss shifts layouts and offers new biomes, the core loop remains the same: dive, loot, return, craft, repeat. Enemy variety increases but not dramatically, and the structure of each floor begins to blend into the next. Those who enjoy grind-oriented RPGs may find this meditative and rewarding, but players looking for evolving mechanics or escalating complexity may find the game plateauing earlier than expected. The crafting system, too, can feel overly busy, with a constant need to refine materials or process components before they can be used, adding layers of menu navigation that sometimes slow the pace. The game’s visual direction, while charming, occasionally works against the darker themes at its foundation. The environments are colorful and stylized, and the heroes’ chibi-like proportions make the world feel whimsical rather than dangerous. While this doesn’t diminish the fun, it does create tonal dissonance that may keep the more emotional aspects of the story from fully landing. Moreover, though animations and effects are polished enough for a mid-budget title, the game lacks the visual impact or dynamic detail that might elevate its atmosphere beyond pleasant simplicity. Silent Hope, taken as a whole, is a gentle, action-focused dungeon crawler that thrives when enjoyed for its rhythm rather than its narrative depth. It offers a variety of playstyles through its heroes, a satisfying gear progression loop, and a consistent sense of forward momentum. It’s easy to pick up, enjoyable in short sessions, and structured in a way that rewards gradual, steady progress. For players who appreciate approachable action, colorful worlds, and relaxing repetition, it provides a dependable and engaging experience. For those hoping for a richer story, more dynamic dungeon design, or more robust mechanical depth, it may feel too restrained or too safe. In the end, Silent Hope succeeds as a modest yet well-crafted adventure, delivering a world touched by sorrow but wrapped in charm. Its silence is both its theme and its limitation — a quiet tale told through action, routine, and the unwavering resolve of its voiceless heroes. Rating: 7/10
not a bad game but not worth the price its a rougelike where you get to play as 7 different characters but they each level up separately and have there own gear witch can make it so that gear is spread thin due to all weapons have to be crafted the level design also suffers from being narrow at times which combined with enemies that use projectiles and with how many enemies they throw at you leads to times where you cant not be hit sense only two characters can dodge through enemies so if your in a corner your dead get the game at a discount or just pass on this one.
Not super far but the game is super boring for me. Non-boss enemies have a single attack, each playable character has a small attack combo (like 2-3 hits depending on character) and they have 3 skill slots which are just use cooldowns. Each of the characters has 2 alt "classes" you can unlock but they just increase stats and allow you to get the skills from their list of 3 (total of 9 skill options per character but other than being a buff or a better source of damage they don't change gameplay variety enough to feel fresh). Everything else you do in the game is just getting drops for stats go up equipment which doesn't change gameplay. And everything isn't hard, bosses are almost good as they have actual mechanics you need to do in their fights but they are super bullet spongey in their health bars. The rest of the enemies though are only a threat when a bunch are dumped on you at once and you can get boxed in. If you kite and dodge rite almost nothing can really kill you. The game isn't hard and basically feels like it's designed for mobile with how limited the controls are and the view. Luckily I got it on a 70% discount because it's really not worth it's base price. I'd recommend the older YS games as they are in a similar game style as this but more engaging. As far as good notes the art isn't bad if you don't mind the chibi designs and voice acting isn't bad. Also I have suffered random big stutters on random floors, no real notable reason for it I could pinpoint.
[h1]キャラかわいく明るい系のハクスラ続編希望[/h1] 全キャラ最終職解放、ノーマル・ハードでクリアした後のレビューです。 [h2]◆総評◆[/h2] 定価が5478円なのでそれだとちょっと・・・という感じですが セールで1643円で購入したので大満足です。 定価3800円とかなら評価かなり高くなってそうなタイトルです。 ハクスラで周回回すに当たってはグラや雰囲気重いと滅入るので明るいハクスラは貴重。 マーベラスさんには是非続編を作ってもらえたらなと思えるタイトルでした。 [h2]◆良かった点◆[/h2] 【ストーリー】 ルーンファクトリーと同じ柔らかい世界観の雰囲気に反して背景は結構重め。 カブがメインの野菜であったりとルーンファクトリープレイ経験者には親しみやすいです。 ストーリーはハクスラに沿ってコンパクトですが予想外にプレイのボリュームありました。 エンディング?スタッフロールのギミック始めてみたタイプで感心しました。 【システム】 軽快なアクションハクスラです。 7キャラはそれぞれ個性がきちんと別れていてかつ 苦労の度合いは違えどどのキャラでも進めていくことができますし、 交代バフも強いので7キャラの装備を充実させていく楽しさがあります。 【キャラクター】 言葉が奪われた世界ということで7人の主人公は会話しないのですが その代わりに明るいお姫様が熱心に語りかけしてくれます。 なかなかないタイプだったので新鮮でした。 7人は喋らないままなのかな・・・と思いきや。 【グラフィック】 充分な綺麗さでキビキビ動きます。 解像度をFullHDに抑えればノートPCでも余裕で遊べました。 カメラも結構引き気味でフロアが広く表示されていて良いです。 【戦闘・難易度】 (一部除く)敵の攻撃頻度やモーションが不快ではなく遊び安いです。 ダンジョン内のトラップを活かして倒せるのも良いです。 1層目のマップを見ると携帯機向けゲームにありがちな 小さいフロアが断続的に展開していくだけなのかなと思ってしまうのですが 4層目以降になるとフロアがかなり広くなり キャラクター交代でのリソース回しを考える必要が出てきます。 【UI】 メインのキーの再割り当てが可能でWASDorESDF移動かつ キーボードのみやキーマウで操作できるのがとても嬉しいです。 キーマウでプレイすると移動はキーボード攻撃方向はマウスで立ち回れるので 敵の攻撃をかわしながらの攻撃がとてもしやすいです。 スキルはマウスの親指ボタンやチルトホイールに割り当てています。 かなり評価ポイント高いです。 【BGM】 拠点・ダンジョンともにとてもシーンにマッチしていて良いです。 [hr][/hr] [h2]◆いまいちな点◆[/h2] [u]次回作が出るなら改善して欲しい[/u]と思うことを記述してます。 【ストーリー】 同じハクスラのhadesのように多数の人物のストーリーや絡みがあっても良いかなと思いました。 【システム】 装備変更が拠点のみでしかできないのと ダンジョン内の限りある指定場所でしかキャラを変える事ができないのが本当に惜しい。 もしこれができればモンスターの弱点などに合わせてキャラを切り替えて 攻略する楽しみと万遍なく育てる意味が出るのに。 ハクスラなので要らない物はガンガン捨てていくのですが ツヨクナールに変換して糧にできる装備や面影と違い 魔石は獄微小のルーンにしかならないのが残念。 装備品に付与されるオプションがランダムかつ厳選や鍛えることができないのが残念。 それこそ要らない魔石を糧にしてできれば良いのに。 【戦闘・難易度】 属性補正がかなり強いのと 装備変更が拠点でしかできないことと操作キャラを切り替えるポイントが限られていること 同じマップに対となる属性のmobが配置されていることから苦手な敵はスルーする判断も必要になり それはゲーム性上がって良いのですが、モンスターハウス的な全て倒さないと先に進めないギミックのところでは こちらのダメージは通らず、mobからのダメージは致命傷という詰みに近い状態になってしまうのが辛かった。 一部の遠距離mobの攻撃が速く段差を飛び越えてくるのでかなり不愉快です。 【UI】 [list] [*]キャラの移動だけでなくメニュー画面もESDFで上下左右操作できるようになってくれればとても良かった。 [*]料理を作る際に1つずつなのが操作量増えて煩わしい。 [*]キャラチェンジ選択画面でそのキャラのキャラチェンジボーナスが表示されない。 [*]後半マップが広くなり、移動にダッシュを多用することになるので攻撃同様に押しっぱなしで連続発動するようにして欲しかった。 [*]ヘルプの情報量が乏しい。状態異常がかなり強力なのですがヘルプに項目すらないです。 [*]ハードモードが加わるとそれまでの全ての材料に上質が加わるため メニュー送りするのが大変。タブなどで分けてくれれば良かった。 [/list]
Its a meh review from me. Fun little game, worth the money if its on sale. Isn't getting anything new since the last update was 2023, but nice way to kill time. Its a 6.5/10 for me. You crawl through dungeons, gathering materials for crafting, cooking and memories (blueprints for new gear). I guess it can get bland after a while and its not the most balance (in challenge area, lots and lots of annoying enemies), espically with enemies' ability to knock you back and cancel skills, but its otherwise fine. WIsh they give it more qulaity of life update. The pros: -This game promote each of the character as you can change throughout your dive, and each of them grants a buff that'll last the entire dive. -Very cute design and lots of different characters with different sets of skills to try out. The cons: -Well, its at its end, there will be no more updates, so if its on sale, worth it, otherwise just wait. -Enemies are very annoying with chain stunning and even small enemies (sometimes you don't notice) can pathblock you (cornering you and killing you, your dash ability won't do anything). -Other times, there are like over 10 range enemy units and your normal attacks can't stop them from attacking so if you have a melee character, you are dead, because they will shoot at you at point blank. Great design right? -You have a backpack limit to the amount of memories (blueprint) you can carry at once, its not common to reach this limit but still unnescessary.
In 7 ore di gioco non sono riuscita a vedere nessun tipo di evoluzione nel gameplay che mi incentivasse ad andare oltre. Le prime 2 orette sono anche divertenti, si provano i vari personaggi, si entra in confidenza col sistema, si fanno i primi upgrade e i primi crafting. Graficamente per me è grazioso e il combat comunque carino (è possibile sbloccare nuove skill's/"stili" ma rimane comunque piuttosto limitato). Il problema è che il gioco rimane tutto li, la gestione della base è piatta e piuttosto noiosa così come la ripetizione infinita dei vari livelli durante la discesa alternati da qualche boss, la trama diciamo senza lode nè infamia, abbastanza banale e poche note riguardo i protagonisti da impersonare. Per quanto mi riguarda il gioco sembra essere completo a metà e nel complesso non me la sento di consigliarlo.
Jugandolo en el 2025, bastante bueno. Mi review: https://youtu.be/zQzXffAAuAo
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