
Summum Aeterna is a fast-paced Roguelite inspired by the Metroidvania Aeterna Noctis. Create your own worlds, challenges, difficulty and influences in each new run. Die, learn, become stronger, and achieve victory. Death is inevitable, but glory is only for the chosen.
Modeled estimate, not a reported figure. How we estimate →
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

Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 398reviews | 83% | — | $165.4K |
| $19.99 | 317ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
No, I would not recommend it. The main problem here in this game is that it is terribly balanced, terribly. I am able to complete a run only with two weapons - Jibaro and Basaltaic golem or whatever. Finishing a run with a blade, gun or a scythe is a unreachable dream - game is soo difficult in short distance that You can spend like hundreds of hours to complete it. I have difficulty level 2 - I dont see any benefits from it. I can see different types of seeds - I dont see any benefits from it. In general - I am playing because the gameplay is fun - but mechanics are obscure and I really cannot observe any progress. 4/10 for fun gameplay, good music, great locations.
This game is good, but has been abandoned by its developers with a few game-breaking bugs... Ridiculous things, like your weapon's secondary (stronger) and super attacks just stop working randomly, sometimes in bosses. Known issue for years, no one cared to fix it. Don't buy.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, Italian, German, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Brazil, Russian
| $3.99−80% |
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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 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Where to begin. This games animation and hit boxes are not quite right I think my biggest issue is I'm a huge dead cells player and although that game is hard its not unfair. And before I get the get gud squad thinking its a skill issue i have beaten dead cells on bc5 all bosses no hit. The combat has a lot of off screen ranged enemies and you have 2 options 1 stay and fight them which consists of dodging their attacks until they are in range which takes minutes in some cases. Or run and take damage while fight other mobs. Then there's the stagger it is rng sometimes you can stun lock the enemies and other times the exact same enemy just attacks randomly. It feels like this was made by someone who was described dead cells/bloodstained and then ran it through google translate. Its a shame but at least i picked it up on sale so it didn't cost too much
великоплено. играйте на джостике. жаль настройки управления сменить нельзя. на клавиатуре управление боль. в первые такое не удобное управление встречаю
if you want to die a million times with very little stat progression then this game is for you.
Game seemingly exists to fund the Lucis and looks to have done that initial job. Combat is fun for a while before it becomes overly repetitive for way too little payout to the player for the hours of investment it asks per unlock. Ultimately you run in circles for hours but instead of cheese at the end you get a thumbs up. complete 50/50 on the rec. Support the studio for their next game if you're a fan or looking for an enjoyable few hours of timesink. If you're looking for a revolutionary roguelike I doubt this will be it for you.
Summum Aeterna is an ambitious and demanding roguelite action title that expands the dark fantasy universe previously established by its creators, offering a faster, more repeatable structure built around endless runs and procedural worlds. Developed and published by Aeternum Game Studios S.L., the game places players in the role of the King of Darkness, a powerful yet eternally trapped ruler whose journey is defined by failure, rebirth, and gradual mastery. Rather than following a traditional linear progression, the experience is designed around constant experimentation, where each run becomes both a test of skill and a strategic decision made long before the first enemy is struck. One of the most distinctive aspects of Summum Aeterna is its seed-based world generation system. Instead of relying purely on random layouts, the game allows players to craft worlds using seeds that contain specific modifiers, referred to as genes. These genes influence nearly every aspect of a run, including enemy density, biome structure, rewards, hazards, and difficulty scaling. This system turns preparation into a meaningful part of gameplay, as choosing a seed can drastically alter how a run unfolds. Some seeds create relatively forgiving environments ideal for farming resources or learning mechanics, while others are intentionally brutal, offering higher rewards at the cost of relentless pressure. This approach adds a layer of strategy that goes beyond reflexes, rewarding players who understand the game’s systems as deeply as its combat. Combat in Summum Aeterna is fast, punishing, and built around precision. Movement, positioning, and timing are critical, as enemies are aggressive and mistakes are rarely forgiven. The game features a selection of weapons that meaningfully change how encounters play out, ranging from traditional melee options to heavier, slower tools and even ranged firearms. Each weapon comes with its own strengths and weaknesses, encouraging players to adapt their playstyle rather than relying on a single dominant strategy. Weapon customization further deepens combat through a gem system that allows abilities, modifiers, and special effects to be slotted in, enabling builds focused on raw damage, crowd control, survivability, or risk-heavy burst potential. When everything aligns, combat can feel exhilarating and powerful, though it can also become overwhelming when multiple systems collide during especially difficult runs. Progression is a core pillar of the experience, ensuring that even failed attempts contribute to long-term growth. Defeat returns players to a central hub where resources earned during runs can be invested into permanent upgrades. These improvements enhance base statistics, unlock new weapons, expand available mechanics, and gradually smooth out the game’s initially harsh difficulty curve. However, the depth of this progression system can be a double-edged sword. With multiple currencies, upgrade paths, and interconnected mechanics, the game can feel dense and intimidating, especially early on. Players willing to engage with this complexity will find a rewarding sense of control and customization, while others may feel burdened by the sheer amount of systems competing for attention. Visually, Summum Aeterna embraces a dark, hand-drawn 2D aesthetic that leans heavily into gothic fantasy. The environments are moody and oppressive, filled with sharp silhouettes, ominous architecture, and biomes that feel hostile by design. While the procedural nature of the levels means that some areas can feel familiar after extended play, the art direction consistently supports the game’s tone, reinforcing the sense that the King of Darkness is wandering through cursed worlds shaped by decay and conflict. Enemy designs are varied and often grotesque, and boss encounters stand out as memorable highlights, combining striking visuals with demanding attack patterns that test everything the player has learned. The game’s difficulty is unapologetic and forms a central part of its identity. Summum Aeterna expects players to fail frequently, especially in the early hours, and it offers little hand-holding in return. Enemy damage is high, traps are lethal, and momentum can be lost in seconds. Over time, however, mastery begins to replace frustration, as upgraded abilities and improved player skill gradually tilt the balance. This makes success feel earned rather than granted, though it also means the game is not particularly welcoming to those unfamiliar with demanding roguelites or action-heavy platformers. Narrative elements are present but understated. Rather than delivering a story through long dialogue sequences or cutscenes, Summum Aeterna relies on atmosphere, environmental hints, and sparse interactions to communicate its themes. The focus remains firmly on gameplay, with lore acting as a backdrop rather than a driving force. Players already familiar with the broader universe may appreciate the subtle connections, while newcomers can easily engage with the game without feeling lost, even if the story itself remains intentionally distant and abstract. In the end, Summum Aeterna is a complex, challenging, and system-heavy roguelite that prioritizes depth, replayability, and player-driven experimentation over accessibility and immediate gratification. Its inventive world generation, demanding combat, and layered progression systems combine to create an experience that rewards patience and persistence. While its complexity and steep difficulty curve may deter some players, those who enjoy mastering intricate mechanics and embracing repeated failure as part of the journey will find a richly constructed game that continues to reveal new possibilities long after the first victory. Rating: 8/10
Poor showing from the second game. The first was better in every way. Feels cheap and 'happy meal'. Combat is awful and super arcadey compared to the first. Changing dash from trigger to bumper doesnt change item pickup, but breaks that keybind entirely.
I decided to give up on completing 100% of the achievements. The max level seed I completed was 121. And the idea of getting to 150 looks just not postible for me. But I've enjoyed my time playing this game. It still could be polished in many aspects, but was a great experience.
類rogue遊戲 每過關一個難度就可以開啟下一個難度 以全成就來說至少要打16個難度(0~15) 難度曲線提升有點誇張 難度0~3 接近類銀河戰士惡魔城的難度 尤其在熟悉敵人攻擊時機加上在據點設施(強化玩家能力數值)有所強化之後會更上手 難度4~7 已經逐漸傾向類魂遊戲 副本賦予敵人的詞條數量開始變得有點誇張 敵人總數2倍以上外加敵人反應速度加快50%幾乎是必備 難度8以上 感覺近乎要玩家達成0受傷過關的操作實力 原先據點的設施強化對玩家的能力造成的優勢又變得幾乎沒用 一般敵人攻擊就會讓玩家少一半的體力(敵人詞條幾乎常駐2種屬性附加攻擊) 每次進新的房間就是5個以上的敵人在1秒內對玩家進行攻擊(幾乎常駐敵人3倍數量以及反應速度加快100%) 玩法變成進新房間攻擊2~3次快速退回前一個房間 祈禱門口敵人可以慢慢地減少 頭目更是一次攻擊會有70%的傷害 完全不能期待回復道具 只能靠降低傷害幾秒鐘的道具撐過頭目戰 難度8之前都還可以接受 但是至少設計成門口不要放敵人 高難度感覺就像把無雙類遊戲做成類魂一樣恐怖
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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