
In this challenging, fast-paced roguelite, every death is a unique chance to rewrite fate, save Persia or die trying. Master fluid, acrobatic combat and parkour as you explore your kingdom to right your wrongs!
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About
Dive into a thrilling and epic adventure, where every action pulses to the heady rhythm of an intense soundtrack. Master fluid, acrobatic, and responsive combat, paired with challenging parkour. Death after death, forge your own playstyle – through exploration and encounters, perhaps you'll find a way to right your wrongs and save the Persian kingdom envisioned by Evil Empire.
Shape the legend of a Prince spared by death, whose fatal mistake doomed his people. Try your best to right your wrongs: each failure is a new chance to explore different paths, discover secrets, meet new characters, and use the knowledge gained from past attempts to change your people's fate and prove yourself as the true Prince of Persia.
As the Prince of Persia, agility is your greatest weapon. Dodge traps, wall-run, chain acrobatic combos, and strike with precision. Every movement is an opportunity, and every battle will reward skill and style.
Discover, unlock, and master over 100 unique weapons and medallions. Adapt, upgrade, and customize your build with each run, crafting deadly combinations that fit your playstyle.
No run is ever the same. Dive back into this ever-evolving adventure, where narration, metaprogression, difficulty modifiers, random events, and procedurally generated levels will always leave you craving just one more unique run.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, Traditional Chinese, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +4 more
Engagement
Hours played at review time, across 67 reviews with recorded playtime.
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h2]Exceeds Expectations[/h2] This game is way better than I expected. this is also my first Roguelike / Rogue-lite game that i enjoyed. When i first saw the steam trailer I was daunted by the complexity of movements needed to play this game but they feel manageable when i started playing this. i am busy at home lately. as a Prince of Persia fan i was a bit hesitant to buy this game at release since it was rogue-lite/like and my prior experience of them hadn't been great.
作为细胞制作组的续作来说,全程都是熟悉的味道,无论是战斗还是跑酷的动作都非常流畅且帅气,但是在杆子上不能冲刺反而直接下落,必须跳起来才行也太蠢了,而且游戏中返回菜单的功能都没有,为了打无伤boss成就必须得大退游戏,麻烦得要死,只能说目前的内容不够,并且装备和徽章搭配太少,玩下来几乎都是重复的构筑,BOSS难度也很低,全是初见过,论可玩性和性价比都还远不如死亡细胞,希望后续能有大动作
Incredible mechanics, graphics and music. Worth its price all the way!
Back to the 2D roots, but faster and with parkour. Inspired by somme Dead Cells ideas, but with it's own identity : a very good rogue-lite platforming game.
Good game. Congratulations to the team. I wanted to share what didn’t convince me in case it helps as feedback for future improvements: Platforming is the clear strong point and main pillar of the game, while combat is less brilliant. My main criticism is this: platforming and combat are nowhere near as well integrated as they could be, both in terms of rhythm and gameplay. There are relatively few situations where combat depends more or less directly on platforming, takes advantage of it, or creates real synergy between the two — especially considering the huge potential that exists in this direction. On top of that, there are way too many fights “with your feet on the ground.” Examples and suggestion: The only enemy that consistently explores the kind of combat that feels most satisfying, fluid, natural, and organic to me is the lookout, which forces you to jump or wall-run to attack it. It’s simple, yet one of my favorites. And the only mechanic that does the same for me is kicking enemies into the void (great addition, yes sir — super fun). For me, that’s largely the path to follow. An example of better use of platforming — based on something similar that I love doing but currently have to “force” — would be placing an archer on an inaccessible platform that’s still close enough for us to kill him by deflecting an arrow mid-jump. This could work well if archers didn’t lose target so easily, took a bit less time to shoot, and there was a satisfying way to get close enough for them to notice you, finally executing the parry during a jump or wall-run. That feels really cool, and the game barely explores it. At least in my experience. Following that same idea, if the game pushed you more to attack in the air — whether during a jump or while doing parkour — and complemented it with better level design, it would greatly enrich the experience and make the game much more fun and spectacular. To wrap this up: enemies that demand very horizontal combat are fine once in a while. But running into several of them and spending so much time fighting “with your feet on the ground” gets really tedious in a game that sells parkour as its standout feature right in the trailer. And come on — we already have Dead Cells! You don’t need (and probably shouldn’t) rely heavily on horizontal combat. That’s the main thing for me. Additionally, I’d love the ability to ban weapons and medallions after beating the game 20 times, as well as the option to remove intermediate bosses from a run. P.S. The story ends well, but it’s tragically poorly written, even though there are some very good ideas. Enemies staying on the edge of a platform with half a pixel of contact after you kick them (because apparently coyote time goes brrrr) is not a good thing. The opening song of the game has me completely in love. You can clearly feel the love that was put into this work. Thank you all, you guys are awesome ❤️❤️
It is dead cells with the Hades treatment. Extremely well polished (until the end where there are a few rough edges due to insufficient testing). Definitely the best of the dead cells clones out there and better than dead cells. The only downside is that the main game is over after around 10 to 15 hours despite costing 30 dollars. The price is simply too high and this should have costed 20 dollars instead. Thankfully, the game goes on really large discounts so I can still recommend it. Just put it on your wishlist and wait for a steam sale.
Ubisoft abandoned the Prince many of us grew up with, long before they abandoned his remake. The Rogue Prince of Persia is actually pretty fun. Solid parkour, fluid combat, and it captures some of that old PoP energy. But, Ubisoft stopped listening to what real players want and started chasing politics and new audiences. The Lost Crown? Sargon looks and feels completely off (modern design, forced diversity vibes), the tone is safe and generic, and the whole thing screams Ubisoft checking boxes instead of respecting the franchise's roots. Good mechanics, zero soul. Warrior Within is still my absolute favorite! Raw, brutal, and unapologetic. The Prince was a dark, rage-fueled badass dual-wielding swords, slicing enemies in gory combat, with awesome heavy metal soundtrack; mature tone, and relentless difficulty. It was violent, edgy, and full of attitude. You won't find this in Rogue... But, it's stil a nice game, that makes you wish for a new true Prince of Persia game. They had a real chance with PoP: Redemption. Instead, they canceled it like they cancel everything else. Too busy chasing woke nonsense...
I've never felt so much like a proper rogue in an action game before, where evasion isn't just a dodge roll or a random evasion %. The background wall run and enemy vault moves are great! As a fan of Dead Cells I can definitely see the DNA just about everywhere. Turns out it makes a great base for new games! [h2]Fav bits:[/h2] [list] [*]I can't overstate how smooth and great movement in this game feels. It took me a while to make the best use of it, and to stop mixing up the wall running and air dashing inputs, but now that it clicked it's a complete blast to flow through a stage. [*]Each stage has a strong unique identity. A full run has lots of novelty. [*]I like the way new stages become introduced via narrative reasons, and it's only later that you'll find yourself weighing path options based on which upgrades you prefer. On that note, rewards are well tuned. For example, a big +max hp upgrade feels compelling compared to an extra medallion slot. [*]Boss battles are very well designed! Patterns are learnable but not too obvious. Taking a hit feels punishing in the right way. [*]Turning the DC sparta boots into a core action was a good idea, it's never not fun to kick an enemy off a ledge or into a trap or into another enemy. [/list] [h2]Worst bits:[/h2] [list] [*]The medallions touch on some interesting mechanics but the way to become OP becomes unmistakable after a little while: [spoiler]ignore the complex ones and focus on simple DPS stacking. There are some straight-up odd choices in the mix. I don't understand why some will directly boost attack by 40% while other, "rare" labeled ones might only conditionally boost attack by 5% (only when an enemy is stunned, for example).[/spoiler] [*]It has that common roguelite issue where adding additional items to the pool can make it less likely to get a good synergy to click. [*]The tech tree has that really boring "increase currency gain" ROI path. In any game, my heart sinks a little whenever I'm looking through my possible upgrade options but this category shows its face. Yes, obviously this is the one I need to invest in early even though it doesn't make me stronger or the game more fun. [/list] With that said, the plusses massively outweigh any negatives. I'm looking forward to the new modes coming out this year, they sound great!
As a person who doesn't play many roguelite, but is an avid PoP fan: Gameplay: 10/10 Music: 10/10 Art style: 10/10 Story: 5/10 Solid Recommed Overall
Headphones or a good sound system are highly recommended. Banger music and art style (I'm glad they moved away from Prince of Purple), and mechanically you can tell this team worked on Dead Cells. So you have that combat framework with PoP platforming/traversal thrown in, and it's a great match. Does a good job of sprinkling in unlocks every run. Now having finished the story and continuing to play for some final unlocks and challenges: I am even more hyped for the Castlevania game coming from this team. The way that gameplay, art style and music comes together here... oh man, I can't wait for more of that in a Castlevania setting.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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