
THYSIASTERY is a dungeon crawler RPG featuring traditional roguelike and turn-based gameplay. Command a party of bearers of the Brand, drawn into a vast Labyrinth. Recruit while exploring the Labyrinth in hope of finding a way out, and its secrets will be revealed as you delve deeper.
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): 0.43/day in the week to Sep 11 → 1.33/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 30 → 0.29/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
THYSIASTERY is a turn-based, dungeon crawling roguelike role-playing game rendered in a retro-inspired art style.
Play as a group of bearers of the Brand that have been drawn into the vast and enigmatic Labyrinth. Save, ally with, rely on and learn from characters you encounter whilst exploring in hopes of finding a way out. Discover buried forests, underwater cities and other ancient secrets as you delve deeper into the Labyrinth.

The Brand has called you in.
The Labyrinth hungers once more.
Or is it all just a sign of madness?

Turn-based combat in which your choices allow you to capitalize on chance and weakness - or be similarly exploited.
Classic roguelike features such as permadeath, procedurally generated areas and randomly generated characters that provide a highly replayable game.
A great number of skills for characters to learn and discover, then teach further to other characters.
Explore different environments, investigate mysterious objects and artifacts, and meet some of the friendly natives of the Labyrinth.
A number of difficulty modifiers to amp up or down the difficulty.
Beautiful retro-inspired art style drawn in limited color palettes.

Genres
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I felt like it was appropriate to write a review of the game after beating it, so that I could ensure I was engaging with the entire experience and it felt doable. I find this game charming and fun. I have had many laughs playing this game and find the mechanics of it all engaging and interesting. I have not played many games in this genre, but I really enjoy the wacky monsters, the awesome abilities, the funny team mates, and the snappy gameplay. The randomness of the game really makes a whole run exciting to excel in. And of course, getting the dog is always a huge win. This is one of the best games I've played this year!
I bought this game for $10. The description reminded me of "Eye of the Beholder", which I played in ages past. I love games that tell an excellent story, or have outstanding turn-based combat. This game has neither. It doesn't even have visuals on par with Eye of the Beholder (from 1991!), but it is a bit better graphically than Zork... - Combat is simplistic at best and lacks nuance - Exploration is OK, there are some things to find on each level, but nothing to see - Typical "Rogue-like": when the combat is unbalanced, just call it that and say the suffering is intentional. - UI is OK but a little janky. - Quickly became boring... I got my ten bucks worth before I was annihilated on my first run, which is why I am recommending it. I have paid more than $10 for a hamburger, and 7 hours of entertainment is worth that to me. Sadly I didn't feel there was any value in trying another run.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is such a good and addictive game! And the music and visual style = chef's kiss! "Just one more run." ( ̄_, ̄ )
Just finished my first run, really cool game! The game has a creative spin on top of the turn-based dungeon crawling genre, and by all means, it's really interesting Everything in this game is randomized: party members, classes, stats, even skills are randomized despite picking the same classes. But you have the tools to customize your characters to some extent so it's still based on your decision making The game environment's pretty tough and seems unfair at first, but after you learn how the combat works, the game gets so much easier. There are many ways you can tackle the seemingly impossible enemy using the game's unique turn-based system. I can just spell it out here but I think it's better to try stuff out yourself first
RPGは個人的に、自分はビルド中で不安定だけど敵は強い。みたいな序盤~中盤によくある状況が一番面白いと感じるのですが、 最後まで何か足りなくてハラハラ出来るくらいでクリアを迎えられるように調整されている気がするのでずっと面白かったです。
THYSIASTERY delivers a deliberately old-school dungeon-crawling experience where exploration, uncertainty, and survival are more important than flashy presentation. Developed and published by DIRGA, it follows a group of individuals marked with a mysterious Brand who find themselves trapped within an enormous Labyrinth. Escaping provides the immediate motivation, but the real appeal lies in discovering what exists deeper inside and understanding the strange forces surrounding the characters. Its combination of dark fantasy, unsettling imagery, and mysterious locations gives the adventure an atmosphere that feels appropriately hostile and unpredictable. Exploration takes place from a first-person perspective using grid-based movement, immediately recalling classic dungeon RPGs. The retro approach is reinforced through pixel-based graphics and restrained color palettes rather than detailed modern environments. Despite this simplicity, the Labyrinth offers more variety than endless underground hallways. Players can discover unusual regions such as buried forests, underwater settlements, ancient structures, and locations containing mysterious artifacts. Moving into a new area therefore carries a genuine sense of discovery, especially when procedural elements make it difficult to know exactly what awaits ahead. Turn-based combat places a strong emphasis on making sensible tactical choices. Charging into every encounter without considering enemy capabilities can quickly become dangerous, particularly because mistakes may have lasting consequences. Learning weaknesses, selecting appropriate abilities, and managing the strengths of individual party members become essential parts of survival. Characters can acquire numerous skills during their journey, and the ability to pass learned techniques between characters creates considerable room for experimentation. Building an effective party is consequently about developing useful combinations rather than simply increasing numerical statistics. The roguelike mechanics provide much of the game's tension. Procedurally generated areas and randomized characters introduce uncertainty between expeditions, while permadeath ensures that dangerous encounters carry meaningful stakes. Losing an experienced character can dramatically affect the party, especially after investing time into developing that character's abilities. This system can occasionally feel punishing, but it also makes successful expeditions considerably more satisfying. Players must learn to adapt to the resources and companions available instead of expecting every attempt to develop according to a predetermined plan. Recruitment and interaction give the adventure additional personality. Other inhabitants can be encountered within the Labyrinth, and helping or recruiting them can influence how the party develops. Companions are more than disposable combat units because their accumulated abilities and usefulness can become increasingly valuable over time. Investigating strange artifacts and objects also provides another incentive to explore thoroughly. These elements make the environment feel more like a mysterious place with its own history rather than a collection of randomly assembled combat encounters. One of the game's more welcoming features is its selection of difficulty modifiers. Traditional roguelike mechanics can be intimidating, particularly when permanent character loss is involved, so being able to adjust the challenge allows different types of players to engage with the underlying systems. Those interested primarily in exploration and experimentation can create a more forgiving experience, while veteran dungeon-crawler fans can pursue harsher conditions where every tactical decision becomes important. This flexibility does not remove the game's demanding identity but makes it easier to approach. Visually, THYSIASTERY intentionally embraces limitations. Its pixel artwork, first-person viewpoint, and restricted palettes create a distinctive retro appearance that complements the bleak atmosphere. The unusual environments help prevent the minimalist style from becoming excessively repetitive, while the darker presentation supports the themes of isolation, danger, and uncertainty. Players looking for elaborate animation or cinematic storytelling may find the presentation modest, but those who appreciate classic computer RPG aesthetics are more likely to see its simplicity as part of the charm. There are some potential drawbacks inherent in the design. Procedural generation can sometimes make exploration feel less deliberately constructed than a completely handcrafted dungeon, and permanent losses may frustrate players who become attached to carefully developed characters. Grid movement and methodical turn-based encounters also produce a slower pace than contemporary action RPGs. Repetition is inevitable to some extent, although randomized characters, different layouts, skill combinations, party compositions, and difficulty options provide reasons to approach subsequent expeditions differently. Steam Deck compatibility is a notable advantage. The game is officially Steam Deck Verified, with its core functionality working through the handheld's controls and its interface remaining usable on the smaller display. Controller prompts and general navigation are appropriately supported, while the game can run using settings suitable for the device. Its viewpoint and methodical pacing also translate naturally to portable play, although demanding visual settings can still make sensible performance adjustments worthwhile for players prioritizing battery life or consistent performance. Overall, THYSIASTERY is a focused dungeon crawler that understands the appeal of venturing into dangerous territory without knowing exactly what will happen next. Its combination of procedural exploration, permanent consequences, party development, transferable skills, strange environments, and tactical turn-based battles creates a satisfying foundation for repeated adventures. It is intentionally niche and occasionally unforgiving, but players who enjoy retro dungeon RPGs and roguelike uncertainty should find considerable depth beneath its restrained presentation. Rating: 8/10
面白いけど…ゲームとして難易度が高いというより、仲間ガチャに左右されすぎという感じがある。ない?
Very good game. Looks interesting, good gameplay, heavy ambiance. The balance was off at launch but it have been greatly improved.
色々惜しいゲーム。お勧めしません。 RPGの良さとローグライクの良さを両方失ってしまったゲーム。 RPGの良さであるじっくりPTを育成できるという要素が滞在時間制限により失われており、 仲間になるキャラクターの性能が完全にランダムなのもPT育成を否定気味です。 (1度全滅すると初期キャラと2番目のキャラはある程度の方針は決めれますし、 設定で滞在制限を削除できますが、それはこのゲームの本来の意図する遊び方ではないでしょう) ではローグライクとしてはどうか、というと取得できるスキルの必要ポイントが重く、 クラス最大まで育てても3つ取れるかどうかというのは少なすぎます。 装備品も1MAPに落ちてる数に限りがあり、1マス進んだら新スキル、新アイテム、の昨今と比べたら ビルドをいろいろ試したりどんどん強くなる楽しさが非常に希薄です。 大昔のnethackと比べても取捨選択の機会が少なすぎて面白さが薄まっていると感じました。 難易度に関してはこの程度でも問題ないと思いますが、普通にプレイして初見で突破できるであろう 2層突破のトロフィーが現在で3割というのは萎え落ちをゲームの面白さで引き止めきれてない印象です。
※最序盤を遊んだだけなので浅いレビューになります。 ローグライク、というよりはランダム性の強い硬派なウィザードリィ系RPG。 何度も挑み、積み上げた知識で乱数を乗り越えクリアを目指すゲーム性。 普通のRPGと違い、リアルタイムエンカウント方式になっています。敵が目視でき、接敵するとシームレスに戦闘に入るシステムです。戦闘自体ターン制ではなく敵味方タイムラインありの行動順になります。 その関係上、雑魚は一体づつ相手にでき、通常攻撃だけで攻略が可能な場合あります。 その分ボス戦は雑魚が入り混じる可能性があるので、全体攻撃手段は必須だと感じました。 最序盤遊んだ感じだと、持ち込み&拾ったアイテムを消費すればボス戦は安定するかもしれないと感じました。 マップもランダム性はあるものの、選出されたマップでもイベントとかは固定だと思われます。 悪い点は一部説明不足なところと乱数。 デバフ付与のスキルでも、そのデバフがどんな効果があるのか分かりません(デバフのアイコンにカーソル合わせると説明は出ます)。 あと取得アイテムが乱数な所、同階層で同じ様な装備を3つ拾ったときがありました、 また、味方の習得スキルにもランダム性があり、被ったり状態異常回復など重要なものが無かったりします。 とにかく経験して覚えるというのが人を選ぶところ。 階層の情報、そこに出る雑魚、出現するボスから戦略を練り、その上でイベントの選択肢を考えて経験から行動することを求められます。 逆にそれが好きな人なら刺さるかもしれません。 ちなみに探索時間切れな要素もありますが、スタート時に無効することができます(本来は難易度を上げる設定)。
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Where this game's players are, estimated from review languages.
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