
Guide 'Skul' on his quest to single-handedly take on the Imperial Army and rescue his King from captivity, in an action-packed rogue-lite 2D platformer for the ages.
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.
About
Genres
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; PlayStation, Xbox, Nintendo, 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 | $9.99−50% | 57.6Kreviews | 93% | — | $19.6M |
| $13.99−30% | 7Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 955 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Skul: The Hero Slayer looks great and the combat feels fun at first, but the difficulty curve just wasn’t for me. I kept hitting a wall where I couldn’t beat bosses, and every attempt meant restarting from the very beginning and fighting through the same early enemies again. After a while, that loop just got exhausting. There wasn’t really a way to avoid the repetition, so it started feeling more frustrating than fun. It’s not a bad game at all—it’s just very punishing and clearly designed for players who enjoy grinding the same runs and slowly mastering everything through repetition. I can see why people like it, but it didn’t click with me personally.
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☑ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audience }--- ☑ Kids ☑ Teens ☑ Adults ☐ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☑ Potato ☐ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☑ Old Fashioned ☐ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☑ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☐ Average ☑ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10
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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 22: 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.
Reviews, worldwide (the counter carries no country): 3.29/day in the week to Aug 6 → 4.86/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, German, French, Spanish - Spain, Russian, Traditional Chinese, Portuguese - Brazil, Polish
| $19.99 |
| 2.4Kratings |
| 72% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | $0 |
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 962 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
В целом по графике и анимациям игра приятная По геймплею просто душная залупа где все зависит от того какой тебе череп выпадет Выпал водяной и могильщик? Не братик, даже не пытайся пройти 2 локу. У тебя с такой комбинацией просто не получится вытерпеть мувсет некоторых боссов( про урон я уже молчу, у некоторых черепов он обьективно имбовый ,у других кот наплакал) Касательно сохранений отдельный кайф, их тут просто нет, ты должен пройти всех 5 боссов( а так же внещапных мини боссов на 1 дыхании) при этом разработчик даже не сделал разумную альтернативу в виде НОРМАЛЬНОГО вампиризма, все что тебе дадут это 1 ед хп за 5 убитых врагов и переодические передышки с возможностью пополнить хп за золото, которого у тебя в достатке может и не оказаться( ну ничего, посидишь на самых начальных уровнях еще несколько траев, тебя ведь это не ♥♥♥♥♥♥♥)). Что? Проиграл Химере? Ну ничего братик, начинай заново 30 минут долбить бесполезных рыцарей и энтов в надежде что хотя бы в этот раз тебе дропнет хотя бы 1 нормальный череп. Что? С 3 локакации у нпс внезапно бафается входящий урон и кол-во хп с новыми мувсетами и тебе уже в легкую могут снести 50% хп? Ну ладно,потренируйся на очередном мясе 1 и 2 главы, тебя же это не ♥♥♥♥♥♥♥) Хочется узнать лор игры и в целом историю, понять что же будет дальше, но отсутствие сейва и нормальной альтернативы в восстановлении хп просто непонятно для чегот растягивает и без того не сказать что мега увлекательный геймплей. Полный калл с красивой оберткой и ебейшим казино внутри игры 12/10
goodbey痛苦的游戏,我真的就不应该玩。成就党慎入
확실히 검은거울 10단계를 깨고 나서 내 인생이 달라졌다. 원래는 중딩때 일진 눈도 못마주치고 쓰레기 아무데나 버리고 침 찍찍 뱉고 했는데, 스컬 검은 거울 10단계 클 플레이어가 되고나니깐 품위유지 하려고 스스로 노력하려고한다. 방금도 길바닥에 포스틱봉지 버려져있길래 주워서 쓰레기통에 버리고왔다. 학생때는 일진은 커녕 같은 찐따 눈도 못마주쳤는데 이제는 배달음식 주문할때도 큰 소리로 또박또박말하고, 편의점 피시방에서도 알바생이랑 눈마주치기 가능해졌다 아무리 기분 좆같은 일이 생겨도 샤워하면서 혼자 나는 누구? "스컬 검은 거울 10단계 클리어 유저" 하면서 웃으니깐 기분도 좋아지네 이래서 자리가 사람을 만든다는말이 나온거같다. ('확실히 아이폰을 사고 나서 내 인생이 달라졌다.' 각색)
This game runs amazing on Steam Deck played over 40 hours of it and love it. Strange thing is that it says not verified but I have had an amazing experience playing it on Steam Deck with excellent performance. Also, very good story and fun concept for a side scroller rogue light. Can't recommend enough!
[h1] 质量偏低的作品,流程短、地图少且小、敌人设计不合理、相关机制不足甚至缺乏 [/h1] [b] [h3] 地图少且小: [/h3] [/b] 即使不跟死亡细胞来对比,本作的地图也太小了,地形、陷阱、敌人全部都挤在一个小空间里,显得非常杂乱,而且就那么几个。 [b] [h3] 敌人设计不合理: [/h3] [/b] 首先,敌人重复度太高了,很多敌人就纯换皮,BOSS也少,勇者小队boss战甚至是第一次一个人,第二次两个,第三次三个,太敷衍了吧!并且,估计是受流程短的影响,敌人没有“循序渐进”的感觉,以死亡细胞为例,一开始的敌人移速慢、攻速慢、攻击前摇明显,之后才渐渐出现进阶攻击方式的敌人,而本作从最初的场景,敌人就反直觉的存在突进、霸体、锁定、大范围等攻击机制,我甚至回主菜单仔细看了下是不是不小心调了高难度…… [b] [h3] 相关机制不足甚至缺乏: [/h3] [/b] 1.没有横版过关游戏常见的“受伤后无敌帧”的机制。这是是和横版过关这个游戏类型直接关联、很重要的机制。当然,要说是游戏特色也不是不行…… 2.回复、升级途径匮乏。流程已经那么短了,敌人设计已经那么不合理了,回复手段竟然少得可怜,几乎只能靠商店卖的食物回血,过场景回血,boss战前后回血之类的机制一律没有。相比于死亡细胞、哈迪斯,本作对于回复、升级道具的获取,设计得堪称垃圾。 3.核心机制——头骨,玩法单调。既然是以“换头”为核心的游戏,只能在特定的场景更换,而且由于头骨平衡性设计较差,玩家基本就换特定的几个玩,这和常规的换武器的游戏有什么区别?为什么不能设计成星之卡比那样随时更换呢?
For a gameplay focused roguelike the story actually surprised me, like damnn
i absolutely adore this game. it's visually stunning, challenging but rewarding, and most importantly, extremely fun to play. the variety of skulls and items allows for countless different strategies and builds, which keeps the gameplay feeling fresh even after hundreds of hours. the attention to detail is so impressive, and i love how certain items interact with each other. 100% recommend !!
小骨的美术在同类作品中并不算出色,配乐也略显平淡。与其说是一款传统肉鸽,不如用"带策略构筑要素的刷宝爽游"去定义它也许更为合适。换句话说,在玩家具备一定熟悉度的前提下,使用正确的头骨搭配足够强大的装备构筑即可通关,而操作则更像是某种锦上添花的存在。 小骨最为独特的设计应该是它的"头骨系统":玩家能在使用选定的头骨之外再额外携带另一个头骨进行战备切换。这一机制在提升操作上限的同时,也拓展了策略深度,是小骨区别于同类动作肉鸽最为核心的点。但这个设计并不完美,头骨间的数值平衡可以说完全不合理,因而强度差距明显。部分头骨对装备要求极低,凑齐散件即可成型,另一些则极度依赖特定流派的核心道具,一旦难度升高容错率会严重下降,导致玩家的游戏体验落差较大。更关键的是装备属性与词条分配明显更加偏向物理系头骨,导致部分法系头骨难以配出能够最大程度发挥其特性的构筑体系。制作组虽为弱势头骨设计了专属武器,但道具池并非许愿池,大部分玩家更愿意为了胜利在"等不来的翻身仗"与"超模的通关常青树"之间选择后者。并且,这些专武大部分对其他头骨所适用的构筑体系作用不大,甚至会挤占通用装备的出现概率,这就导致本意为丰富内容的设计反倒促成了两头堵的现状,着实让人感到可惜。另一个令人困惑的设计在于:既然装备构筑本身就需要在物理与法术之间进行取舍,为什么游戏又允许玩家同时携带一枚物理头骨和一枚法术头骨?这种一法一物的搭配方式,与装备系统的构筑路线倾向之间明显存在着逻辑上的矛盾。 虽然设计上存在一些争议,但这丝毫不影响小骨这款游戏的战斗手感。游戏整体的战斗节奏紧凑轻快,动作流畅且打击反馈相当扎实。三类头骨的战斗表现与其设定贴合度很高,不过因为各类头骨的手感区分度较高,不同玩家偏好的差异也很明显:力骨相对笨重,疾驰(冲刺)后摇大,通常用于取消普攻后摇以提高输出效率;速骨迅捷飘逸,疾驰冷却短,攻速与移速双高的同时拉高整体输出;法骨则是疾驰手感居中,爆发高但输出窗口短,技能依赖度高。美中不足的是,部分头骨能力以及道具效果的词条描述存在歧义,表述不够明晰,需要玩家自行试验才能准确理解。并且,作为一款定价七十且带有肉鸽标签的游戏,它在敌人、地图与特殊关卡的种类储备上明显偏少。反复游玩后,路线基本固定,特殊关卡类型也不过三、四种。加之头骨平衡现状,强力且易成型的流派构筑路径相对固化,对重复可玩性的确存在一定限制。 尽管如此,游戏在体验优化上仍有不少值得称赞的人性化设计([strike]糖衣炮弹还是得有的[/strike]): 1.进度自动保存,玩家可以随时中断与继续。这一机制使得玩家可以在退出后重置当前关卡,已消耗的金币与商店道具也会一并回档,从而提前预览后续道具再做决策。 2.没有碰撞伤害。在需要高频贴脸作战、且冲刺带无敌帧的动作游戏里,快速过图因碰撞产生伤害的设定会导致一些无意义掉血,取消碰撞伤害能够很好地规避这类问题。 3.设置界面提供一项默认关闭的(新手模式)辅助选项,勾选后可以提供50%的减伤(没记错的话),对想要轻松体验的轻度玩家十分友好。 剧情上小骨采用的是近年热门的反英雄叙事题材,主线流程约三十小时,讲述了一个以非人类视角对善恶、欲望等观念进行结构与重构的故事,但部分角色刻板印象比较严重,观感这部分只能说见仁见智。总的来说,游戏本身是足够好玩的,抛开“战斗爽”这一长板不谈,作为一款好评度90+的肉鸽游戏,我认为还是存在过誉的嫌疑。
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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