
In this Metroidvania-inspired first person dungeon crawler, play as Raphael, climbing the 13 unique floors to get to the top. Manage your stamina in combat, fight off demons, do side quests, get stronger and gather more weapons to save Sarah from Asmodeus at the top.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Play as the Archangel Raphael in your quest to save the girl Sarah from Asmodeus's castle! Can you defeat the hordes of demons in this giant castle and save Sarah before it's too late? To do this, you need to travel 13 giant floors of demon communities to slaughter them all and to get to the top where Sarah is in this action-packed, first-person dungeon crawler.
You are alone in this fight, but fear not! YHVH has granted you multiple actions per turn! Combat is mostly done with the TP or meter system; larger attacks and defensive moves require lots of TP while weaker skills require less TP. It is easy to learn but hard to master.
Master the meter combat system!
Take on loads of demon side quests to get new armor, weapons, and skills!
fully customize Raphael by selecting his unique skills, bonus stats and more!
travel the 13 floors and discover all the hidden secrets!
Fight against 135 unique enemies and bosses!
7-10 hours worth of gameplay.
This journey is a hard one, but if you look at your environment carefully and help people out, you will make it through this just fine! But you are skilled enough to do so?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese*languages with full audio support
Reviews
First, I'm giving this game a thumbs up for the developer. Don't buy this game. This is a developer's first attempt at a game where he experimented and tried new things. And for that, I give him the thumbs up! This is an RPG maker game, but it sets itself apart from the final fantasy clones out there. I want to compliment the battle system. Its simple as a prototype, but it works. I loved the art style of your enemies, though 1940's mobster, wizards, and warriors was just an odd combination. There was enough enemy variety for a "first area" of a game, though I'm pretty sure this is the only area of the game (Edit: I just read there are 13 floors). I also enjoyed how you introduced the "poison" areas. Limiting the small lava area to level 20 was great, which made me realize afterward I could go to the poison "swamp" area because I had enough max hp. Used the enemies to heal myself, which was a great moment. That being said, I did not beat the game. The map is, and I'm sure you'll agree, dog meat. I'm pretty sure I had to find an npc in some corner again, and there's nothing but the minimap. At that point, I was grinding through the same enemies from level 1 until about level 30, and the traversal and getting lost made me finally put it down. A few other pieces of feedback. The font you used actively prevented me from understanding many words. I get the style you were going for, but style shouldn't trump clarity. Gold was plentiful, but the only thing I could buy was potions. I imagine you had plans for gear and other things to buy, but you likely dropped it. That being said, making games is long and difficult. I don't want to discourage you from trying again, or perhaps even pursuing this as a job in the future. As a first addition, I liked the creativity and some of the design decisions. I hope you had fun making it, and for about 2 hours, I had some fun playing it.
RPG Maker strikes again! The Legend of Azarias is one of hundreds of low effort RPG Maker asset/construction kit flips spamming the Steam catalog, made with the RPG Maker video game construction kit... in their own words, "Our easy to use tools are simple enough for a child." Unlike most RPG Maker asset flips/fan fictions on Steam, the "developer" worked out how to use one of the very uncommon 3D templates included with the construction kit, and made a "maze" crawler where you fight various enemies in ultra low definition resolution. I guess the 3D modes don't get used much because it takes more than two brain cells to work out. You might think not being a 2D retro pixel JRPG ripoff would be an advantage here, but the implementation is so bad it might have turned out worse than most of the traditional RPG Maker fanfictions. The graphics are like an EGA graphics card that was broken, taken out of the computer, run over on the street, electrocuted, washed, then put back in the PC. I'm talking UGLY. Despite being a 3D RPG Maker game, and not the usual 2D Final Fantasy ripoff drivel, it still has most of the same problems that RPG Maker inflicts on any game. As with all RPG Maker games, the poor quality engine displays badly in fullscreen and doesn't have full HD support or any graphics tweaking options, making this unacceptable for any dedicated modern PC gamer. The point can be made that the intention of RPG Maker is to make demos and small games to pass around friends, and shouldn't be used for "professional" game development. The poor quality of this game is reflected in the general public reception. At the time of this review, SteamDB shows the game all-time peak player count was only ONE player. That's right, only one person ever played this at a time. When I played this for the purposes of reviewing it, I equalled the peak player count for the game. OUCH. The only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam, the overwhelming lack of interest in the game is remarkable, but also to be expected. This complete and utter rejection of the game from gamers should be a keen information point for anyone considering buying shovelware like this. Gamers just didn't take this seriously, and for good reason. The Legend of Azarias has the almost comically optimistic (if it wasn't so sad) price of $10 USD, for which you could easily get any number of older AAA games, let alone the sheer number of free games available on Steam. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
After finally finishing the game after so many hours, I can finally give my own honest pros and cons about it. Pros: Good music for each floor, enough to want me to keep playing through all of it . Challenging bosses and mini bosses, although some bosses, mini bosses, and enemies can be cheap with one shot kills. Optional weapons, armor, and skills for you to find. You actually need strategy to beat this game, not like other rpgs where you can just mindlessly attack. You can increase your stats via points you get after lv up. Cons: The biggest con for this game is mostly the maze that makes up each floor. I found myself getting lost at some points on the map, and had a tough time finding my way around. If there was some way to open a map for a full view of the floor that your on, then it would be a lot better to navigate through it all. You only get a small mini map in the top left from what I can tell. Edit: It appears the developer changed the mini map to include the full map now in a recent update, so disregard the Con. Overall, would I recommend it? For the most part yes. Good music, the challenge of the game itself, hidden skills and shops. Needing strategy to actually beat enemies and bosses. Etc.
character missing hit without no reason, no explanation and no way to upgrade %hit chance the music is damn annoying too it's one thing to surf on the "retro vibe", it's another to make it good
GG
The Legend of Azarias is a dark fantasy dungeon crawler developed and published by Michael Richard Lannon that embraces classic action RPG sensibilities while presenting them through a first-person perspective and a strongly mythological framework. Built as a largely solo-driven vision, the game centers on a desperate ascent through a demon-infested tower, immediately establishing a sense of isolation, danger, and spiritual conflict. Rather than attempting to modernize the genre with excessive systems or spectacle, it leans into a deliberate, methodical pace that recalls older dungeon RPGs where survival, awareness, and preparation mattered just as much as reflexes. The narrative follows Raphael, an angelic warrior tasked with climbing a thirteen-floor tower to rescue Sarah from the demon lord Asmodeus. While the story is delivered with restraint rather than cinematic flourish, it provides a clear thematic backbone rooted in religious and mythological imagery. Angels, demons, and moral struggle are not merely aesthetic choices but central pillars of the game’s identity. The tower itself functions as both a physical challenge and a symbolic trial, with each floor representing a deeper descent into danger and corruption, reinforcing the weight of Raphael’s mission as the stakes gradually escalate. Gameplay revolves around exploration-driven progression and careful combat. Each floor of the tower is structured as a contained environment filled with hostile enemies, hidden items, optional side objectives, and environmental threats. The first-person perspective adds immediacy and tension, especially during close-quarters encounters where enemies can approach suddenly from blind angles. Combat is governed by a shared resource system that limits how often the player can attack, block, or perform special actions, forcing deliberate decision-making rather than constant aggression. Reckless play is frequently punished, encouraging players to read enemy patterns and manage resources carefully before committing to engagements. Character progression is tied to both equipment and incremental stat improvements earned through exploration and combat. New weapons and armor provide tangible upgrades, while side quests and hidden secrets offer opportunities to strengthen Raphael beyond the main path. These optional elements are particularly important, as later floors can become punishing if the player rushes forward without adequate preparation. The game rewards thorough exploration and patience, reinforcing its old-school design philosophy where curiosity and caution are essential survival tools. Visually, The Legend of Azarias favors atmosphere over technical complexity. The environments are steeped in gothic fantasy, featuring dim corridors, ominous chambers, and demonic architecture that conveys a sense of decay and spiritual corruption. While the graphics are modest by modern standards, they effectively establish mood, especially when paired with the first-person viewpoint that places the player directly inside the tower’s oppressive spaces. Enemy designs vary enough to maintain tension, and the visual clarity during combat generally supports the tactical nature of encounters, even if occasional rough edges remind players of the game’s indie scale. Audio design plays a supporting but important role in reinforcing immersion. Ambient music and sound effects are used sparingly, allowing silence and environmental noise to heighten unease during exploration. Combat sounds provide necessary feedback without overwhelming the senses, maintaining focus on positioning and timing rather than spectacle. The restrained audio approach complements the game’s deliberate pacing and reinforces the feeling of venturing deeper into hostile territory with limited support. The overall pacing of the game reflects its dungeon-crawler roots. Progress is steady rather than fast, and repetition is part of the learning curve as players adapt to enemy behaviors and floor layouts. While this structure may feel slow or demanding to players accustomed to more streamlined action RPGs, it aligns well with the game’s thematic emphasis on endurance and perseverance. The experience is less about moment-to-moment excitement and more about the cumulative tension of surviving one encounter at a time. In the end, The Legend of Azarias stands as a clearly personal and ambitious indie project that prioritizes atmosphere, challenge, and thematic cohesion over polish or mass appeal. Its strengths lie in its commitment to old-school dungeon design, its mythic tone, and its insistence that progress be earned through careful play rather than convenience. While its rough edges, limited scope, and uneven pacing may deter some players, those drawn to methodical first-person RPGs and dark fantasy settings will find a journey that feels earnest, demanding, and distinct. It is a game that asks for patience and engagement, offering a somber and deliberate climb through darkness in return. Rating: 5/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Related
| Zippy Detective: Cats Hidden | $1.2K | 100 | 86% | $0.99 |
| Horny Fighter | $1.2K | 78 | 58% | $0.79 |
| Lost At Sea | $1.2K | 66 | 56% | $1.49 |
| Ballz: Farm | $1.2K | 89 | 84% | $0.99 |
| Somewhere inside | $1.2K | 68 | 69% | $0.99 |
| Grottesco Absurdus | $1.2K | 62 | 87% | $0.59 |