
Tyrant's Realm is a roguelite action-adventure inspired by classic PS1 visuals. Explore procedurally generated dark fantasy worlds, battling through dangers that evolve with each run. Death is not the end, as the night is still young.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Welcome, Brave Hero, to a World Lost in Time.
Embark on a roguelite adventure that pays tribute to the golden era of gaming—specifically, the nostalgic visuals and gameplay reminiscent of the PS1.
For generations, your family has fought relentlessly to end the reign of the Tyrant, an ancient being who seeks absolute power and knowledge. The journey will push you to your limits, as each run through the ever-changing realms brings new challenges and opportunities.
The world is a brutal, decaying shadow of what it once was, with fallen cities and lost empires turned into treacherous landscapes.

● Gear is Your Lifeline. As in true roguelite fashion, survival hinges on what you find. Unlock new weapons and armor and find hidden Skull Altars to upgrade your power., and arm yourself for the endless journey ahead. Without these, you are nothing.
● Roguelite Progression, Soulslike Combat. Each run is unique. Engaging combat mechanic —requiring timing, skill, and a bit of luck—determine your fate. Fight, die, learn, and rise again as the challenge intensifies with every attempt.
● Ever-Evolving Worlds and Relentless Foes. Every biome and encounter is procedurally generated, with enemies and bosses ready to strike you down at every turn. No two runs are the same.
● A Love Letter to PS1-Era Aesthetics. Tyrants Realm is not just a roguelite, it’s a homage to the gritty, low-poly visuals of the PS1 era. Immerse yourself in this retro-inspired world, but beware—survival is anything but simple.
Genres
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 | $4.49−55% | 1Kreviews | 83% | — | $247K |
| $9.99 | 24ratings | 71% | — | not modelled | |
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Полностью прошёл за 4 часа. В целом, не знаю зачем играл на новых открытых сложностях — геймплей максимально однообразный независимо от режима. Карты одни и те же. Враги однообразные и скучные. Управление не очень отзывчивое (либо непривычное после Соулс серии). Я бы оценил экспириенс на рублей 150-200. На полную стоимость игре чего-то не хватает.
Tyrant's Realm é um jogo divertido e consegue prender pela jogabilidade. Mesmo com alguns pequenos problemas e limitações aqui e ali normais pela estética e estilo, o loop de gameplay funciona muito bem e da vontade de continuar. A mistura de elementos soulslike com o visual retrô ficou muito acertada, trazendo uma experiência simples, mas viciante.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Italian, German, Spanish - Spain, Finnish, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +3 more
| $9.99 |
| — |
| — |
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| not modelled |
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 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hilariously the comments dont say what type of game it is. Its a Dead Cells like with rough souls like combat. there are three colors, items get a ability, abilities come in passive shield and active armor. By itself not a problem unless you weren't expecting it (like me), but the combat is stiff. As in the enemies are quick and you are slow. Also didnt see many weapons with horizontal or properly wide attacks. As for story, i was up to the second boss and havent really found any besides the book. The cutscenes were 'you get up, you lose, boss fight. Go in expecting a DC like with soulsish combat, not a souls like game with smooth souls like combat.
As a soul-like this is perfect. It scratches the itch of souls combat, albeit on the easy side. The parries feel fairer here, but the enemies move a bit too slow to where circle-strafing is pretty much the default in terms of defensive strategies. Dodges do not feel fun, but considering the fact that there are multiple defensive options, understanding that it is your best backstep tool (as you get a small slow-down when you successfully dodge) while circle strafing and shielding up are better if you're attempting to stay close to the fight. I love all the rogue-lite elements and it has me itching for something like this with a more expansive game, mechanics wise. As of now, this is an excellent purchase - albeit on the short side.
No começo é um saco e vc vai morrer muito, mas depois que tu pega a manha, fica de boas
I'll give this a thumbs up, but anyone reading this should know I'm critical of it! This game is good in simple ways and struggles in complicated ways. Going through the dungeon, finding weapons, and fighting enemies and bosses all works, but there's issues that wear down the concept the longer you engage with it. The combat is simple. It works exactly the way it looks and is generally pretty fun. However, it is often very samey. You will essentially never cause an enemy to flinch on purpose, even the largest weapons won't do it in a hit (and you can't know if it'll happen in two and so on). Unless you've got the right kind of armor ability or manage a parry, you are always at the mercy of the enemy's tempo no matter if it's a grunt or a boss. Which means, other than dogs and a few bosses, every enemy in the game is a humanoid that you fight by waiting your turn. If you try to force an attack through to interrupt the enemy you WILL get hit unless it's a killing blow and even then it's probably going to be a bad trade more often than not. This also means there's almost no real difference between how you treat the weapons. No ability to flinch the enemy means the only thing you get from big slow weapons is slightly more damage. It's not nothing, but the best weapons are the ones with decent damage that swing twice per hit and you'd really never know it because the stats on the weapons are simplified and often misleading due to this. This means there ARE weapons that are better and worse than others for sure, but for seemingly emergent and unintended reasons. No ability to interrupt the enemies also means there's no reward to using the large weapons to swing into groups. You'll get hit no matter what trying that and it's basically never ever a good idea to aggro more than one enemy at a time if you can afford it since no matter how powerfully you're built they'll swing through your attacks and obliterate you twice as much together. This is also often true of other similar games and combat systems, but it can feel especially like pulling teeth here. These also aren't really helped out by the wild inconsistency in the value of the armor specific special moves. Poison is the only status you can apply to enemies and the final boss is inexplicably immune to it (which is fine in and of itself but there aren't alternative status effects so it's basically up to you to gamble how far you want to take a poison build. That or tank having no special abilities in the final fight). Every projectile you can shoot is awkwardly locked to the horizontal plane you're on when enemies can shoot you from anywhere, which just doesn't feel great/polished, and some of them are just utterly useless. Useless is fine, though. You should have some better and some worse among the variety in a roguelike, but things that feel useless explicitly feel that way because they're weak when they seem as though they shouldn't be almost all the time. For instance, the shield charge doesn't actually block while you do it, which just seems like a strange decision that leads to it feeling weak for worse reasons than just "less damage than another thing". As far as I can tell you can get shot/hit while you're doing it (and most likely will!) so why would you ever take it unless you're changing out of the starting armor for it. This is especially true when you've got things like an armor set that lets you Mortal Kombat Scorpion pull enemies to you for a free execute (doesn't work on bosses, but cest la vie, it's strong enough without it). Speaking of the executions. They're good in concept, and work just fine (I can pull em' off semi-consistently but it's probably not a forgiving timing for everybody), but they completely take control away from your camera to do a cinematic spin around the execution animation. At best it's a little intrusive and at worst it's fully nauseating. You also have no I-frames coming out of it, and unlike some similar moments in souls games, enemies won't stumble a little if they're right on top of you as you come out of the animation, so you might just be in the middle of a hitbox the second the camera stops spinning around. I have died this way at least once, and gotten hit that way multiple times. There's also no way to turn off slowdown, which the game does whenever you successfully roll through an attack. It's less jarring than the spin, but a way to turn it off would be appreciated. These are all very moment to moment issues. Things like the Dead Cells style progression, mechanics of some of the boss fights, and environment/level design I don't mind and could take or leave for something else, but how you interact with enemies is basically the WHOLE game and everything I've just laid out never goes away. It's a surprisingly samey game for what it presents itself as, and has a jarring lack of polish in some areas that doesn't feel intended even knowing it's intentionally invoking the PS1 style. It's not bad as it is now, it's just never much more than what it seems it will be.
JOGO BACANA, MAS COM MUITOS BUGS
why is there slow motion on dodge. if im supposed to learn attack timing it totally breaks my flow
the game is okay, I'm pissed about the camera controls and sometime questionable dodge windows. when I totally thought I was HIT and times I'm for sure far enough away and get ended - KILL and ended my run. there are 3 attacks not just 2 that other are commenting on. their is a parry that is difficult to master but probably is required in these tight spaces. you do have a fair chance to block the first attack but then the second you better reposition and roll. 7 out of 10 it's totally a game where you get HOT and go for 40 minutes and die. and the ONE more RUN happens.
This is a fun souls-like with rouge-lite elements blended in. The story is simple and the gameplay loop is satisfying. Every weapon I unlocked with the merchant I found myself trying to use at least once. I had completed every difficulty by my third hour of gameplay with only achievements left to grind out. Worth a buy. Satisfied purchase.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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