
The Awakener: Battle Tendency fuses Diablo-style build depth with Dynasty Warriors crowd-clearing. In 20–50 intense hours, shred monster hordes and craft your own style with hundreds of affixes and talents—no filler, just kill, loot, grow.
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.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 28 → 0.86/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.
About
The Awakener: Battle Tendency is an action RPG that blends hack-and-slash combat with a deep loot grind and affix-driven builds. From a third person perspective, you command Awakeners to confront fate’s echoes. Across ever-shifting illusory battlefields, fight alongside warriors from different eras, defy the laws of fate, grow through life and death trials, and seek a way to defeat the encroaching demon lord, the Erosion King.
Experience the thrill of third-person action combat combined with large-scale enemy battles.
Each playable character features unique weapons, skills, and combat styles. Dodge, reposition, counterattack, and unleash powerful abilities by reacting to enemy attack patterns. As you face overwhelming enemy hordes and powerful bosses, adapting your strategy and mastering the flow of combat will be the key to victory.
As your equipment and build evolve, you'll become increasingly powerful, clearing massive waves of enemies with satisfying speed and impact.
Equipment progression lies at the heart of the experience.
Discover a wide variety of randomized affixes, equipment rarities, talents, and progression systems. Different combinations enable vastly different character builds.
Focus on critical strikes, elemental damage, or create your own playstyle around unique item effects. Every new piece of loot has the potential to reshape your build and open up new possibilities.
20–50 hours of gameplay, depending on your exploration, build experimentation, and preferred level of challenge.
Every stage is individually designed with unique enemy encounters, boss battles, and progression goals. After completing the main journey, you can continue taking on higher difficulty challenges, perfect your equipment and builds, and push your character beyond previous limits.
Local multiplayer requires at least one controller.
Keyboard and mouse are supported for single-player gameplay.
Engagement
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Combat is simple but enough for a fun time grinding. The problems is, there is no reason to grind. The enemies are no thread at all, the levels are just copy pasted and the loot is too limited. The damage/main stat of the equipment is the same for each rarity so the only difference are the affixes. But those are easy enough to roll as there is really no money problem. So once you unlock a new rarity, as you have to reach a certain game stage to get better loot, you get the weapon and artifacts you want, roll their stats to be good enough and now you don't need to take a second look at any loot until you unlock the next rarity. The story is nonexistend but I didn't play it for the story anyway. I did not expect much of this game, sadly I'm still disapponted.
Temu dynasty warriors, there's like 30 minutes of real content here and then it's just the same exact stages copy pasted over 100+ levels. It's absurd how you can sell this early access title as a complete game when it's clearly not finished. Edit: game crashed and I lost my entire save file.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Turkish, Japanese, Traditional Chinese, Portuguese - Brazil, Korean
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Some of you might not believe it, but the peppy Chinese action game The Awakener: Battle Tendency—a musou + Diablo-like looter-slasher hybrid—is actually a damn good time. More than that, I sat down with it today and ended up glued for a solid few hours: a little before my final work sync call, and a lot after it. Fun fact—this game essentially grew out of the assets from a similarly named roguelite that apparently didn't sell too well. The standout thing is that even amidst the total visual chaos of particle effects everywhere, I can still clearly read what's happening on screen. And that's all down to them making the attack tells vivid and legible—you always know where the enemy strike is coming from. My only problem is that my reflexes aren't sharp enough to nail perfect dodges and parries every time (which grant counterattacks), and I don't always get the timing right on launch attacks either. What the game could really use: 1) A more varied soundtrack (they've already tweaked it a bit since launch). There are some genuinely catchy hooks—like the dual metal guitars in the forest areas, or the heavy riffs for the castle and hell themes—but it needs more variety. Right now it feels like it cycles 1-2-1-2; I'd love a steady flow of at least 4-5 tracks per theme/chapter. 2) More levels within each "setting." The segments start feeling repetitive way too fast, and there really aren't enough of them. It's like being a hamster on a wheel. That might fly in a roguelite, but not in a musou-style Diabloid action game. 3) More fan-service characters (there's a very clear demand on the Steam forums for more pretty female characters—and honestly, a bunch of us, myself included, only picked up the game because of that one elf girl as the first unlockable swap character). Credit where it's due—the devs actually seem to listen to feedback and are putting out regular patches. That's great to see. They clearly care. Since the May 5 launch, there have been over 10–15 patches that have noticeably improved the game across the board—performance and image quality included (screenshots still show some DLSS artifacting, but in motion it looks surprisingly good—great lighting and asset work). We'll see what else they add. Right now the structure is: 8 chapters, each with 5+5 levels (two of which are boss fights). Enemy and boss variety is fairly low, but at least they're well-designed. Some even borrow a thing or two from Souls games, but not in a way that breaks the musou flow. That said, it is annoying that each setting only has 1 or 2 micro-location types. We need more! More landscapes, more level variety! Progression is gradual—you're constantly funneling points into your build, shuffling loot around almost like in Diablo (no lie there). You upgrade, craft, weigh stat choices, experiment. In essence, if you dive into the combat and ignore the level repetition, you spend 1–3 levels testing new gear, then gear up for the boss and go wreck it. Success? Now sort through the loot again. Also, there are chests—regular and gold. Regular ones give materials, gold ones give more materials plus fabric scraps you can trade for skins. What currently annoys me: the parry/dodge windows feel a bit too tight for my taste, and I don't get why they borrowed the sluggish estus-drinking animation from Souls games. Also, a couple of boss attack patterns are pure FromSoft-style trolling—enemies that wind up for half a year, and just when you're tired of waiting and mentally check out, they slap you for 90% of your HP out of nowhere. But here's the main thing—The Awakener: Battle Tendency, unlike a lot of its subgenre cousins (and I'm not talking about other musou-likes), actually lets you dive into a crowd of monsters, turn them into virtual mincemeat with satisfying crunch and crackle, and pull some shiny purple drop out of the carnage that turns out to be a genuinely useful elemental artifact or weapon. I'm about halfway through the main campaign (after that, the cyclical "Abyss" mode kicks in—seems like it'll throw random settings and chapters at you on higher difficulty). So far, so good.
[h1] SIMPLE2000 THE無双[/h1] ・ストーリーとかは特にない。敵がずらずらいるステージをひたすら攻略していくだけ。SIMPLE2000らしい。 ・PV見ても分かる通りアクションはちゃんと無双していて、その他にもジャスト回避からの反撃やパリィ、靭性ゲージと現代のACTらしいところもあってボス戦は結構楽しい。 ・ビルドは武器攻撃とエイドロンどっちかに特化することになると思うけど、爆裂エイドロン特化はお散歩になるレベルの超壊れすぎて流石にナーフしたほうがいいのでは…まぁ武器も武器で靭性を一発で削って靭性持ちをボスでもなんでもハメ殺すのも可能なのでどっちもどっちか?まぁSIMPLE2000だし。 ・推奨スペッククソ低いけど実際にはかなり重い。グラのクオリティ落とさないと推奨より上のマシンでも多数の敵を画面に入れるとガクガクになる。SIMPLE2000らしい。 ・一応coopあるけどこの令和にローカルのみとSIMPLE2000らしい仕様。 ・しかし海外インディー製らしからぬ点があり、日本語フォントがちゃんとしたブツでよくある2バイト言語共用フォントじゃないところはたいへん好感が持てる。 ・他に一つ書いておくことといえばエルフ姉ちゃんの肌出しビキニアーマーはゲーム内通貨で交換して着替えるものだけど通貨の入手手段が金宝箱からのみ。結構時間かかる。 総評すると草刈りでドパりたい人には大変おすすめ。
Better then most AAA game of the same category. Gets better with every update
“ダーク無双”という売り文句に惹かれてプレイしてみたけど、やってみた感想は――野心は大きいけど、作り込みが足りない感じ。戦闘の基本は確かに良くて、立ち回りや回避で一気に火力を出すのは楽しいし、敵が群がってくる時のアドレナリンはマックスになる。通行証も課金もなく、一度買えば20~30時間遊べるのも今の環境では良心的。ビルドを試行錯誤するのが好きな人にはおすすめだけど、単純に爽快プレイを求めてるならアップデートを待った方がいいよ
优化不太好,怪堆的多一点就会卡顿,人物动作和技能还行中规中矩,但并不能让人有玩下去的欲望,不过鉴于开发团队就这么几个人还是给个推荐了,希望后续努力吧
How do I enable coop on splitscreen?
110关是人设计的?给你脸了? 老子md打了10个小时终于过了连成就都没? 一个无双游戏整个究极魂游关卡?这傻逼boss两阶段,每个阶段5亿血,读指令,伤害判定范围巨大,还tm只有5分钟,boss伤害一刀1万多,打你妈。妈的简直不是人类设计的,究极坐牢。
Like games like Diablo? ,what about Dynasty warriors? ...this is those 2 games combine into one and its glorious.
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Players by region
Where this game's players are, estimated from review languages.
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