
Victor Vran is the isometric action-RPG where your skill is just as essential as your character build and gear. Experience intense combat action: dodge, jump and unleash powerful skills to finish off your enemies!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About

Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 802 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun ol ARPG
buen juego, al estilo diablo, recomendado
gg
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 13: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Italian, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Bulgarian, Hungarian, Japanese, Czech +2 more
Hours played at review time, across 804 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
First of all my recommendation only comes with the caveat that the game is on a sale for 5€ or less otherwise I would not recommend it. Now let us dive into the reasons why. At the first glance it is not a bad ARPG, the action combat seems very well done and for the first few hours it can draw you in, but after those intiial hours the gameplay starts to show some serious cracks. Firstly it is very obvious this game was not designed for a PC, the combat is weapon based (different weapons have different skills), but there are only three skills for each weapon and chaining combos may possibly be done at later levels, but it is very limited compared to the number of key you have available on keyboard, thus the design itself does not reach its full potential. Secondly the leveling and power fantasy looks to be very mild, you leveling up provides some bonus, but it is not very substantional. Thirdly what I call the mobile game design which the devs themselves may not even be aware of and it has become industry standard. I have touched upon it in the first point already, but not fully. The game provides you challenges in each of the location you visit, now these challenges provide the most gold and experience and done in a way to give you big dopamine rush, after completing a challenge, on ornate chest falls down and gold or experience falls out, however if you were expecting a one big chunk to fall out then you will be dissapointed, many small chunks containing a sliver of experience fall out so you can collect those and see the numbers on the screen go crazy. This chest does not enhance gameplay in any way, it is done very indisidiously to keep you playing the game. And that is not even touching upon the challenges themselves, some of them are done to purely waste your time, make you abandon your chosen playstyle of forcing you to switch a weapon or artificially encouraging exploration. Good game design would have made you do those things naturally (organic exploration, because you get a reward just by finding a secret; making some types of enemies more resistant to certain weapons etc.), the fact that these challenges exist purely for artificially extending the time you are encouraged to spend in the game makes it leave a sour taste in my mouth. Overall it is a few hours of mindless fun, which I recommend under circumstances mentioned above and there are some elements which are designed well like UI for example, but nothing more than that.
Oyun bayıyor sürekli git bir şey kes , hikayesi çok iyi değil , silah çeşitliliği az aynı silahı birinin silahı diye oyuna koymuşlar bitirmeme az kalmıştı ama baydığı için bıraktım.
aşırı detay yok, oyun akıp gidiyor. çerezlik arpg
3.3h玩了3h/6h的位置,后面差不多可以更快,毕竟不是沿途所有怪都要杀死才能推进流程。但是没什么意义,如果没法从gameplay本身获得乐趣的话本作就一无是处,谁玩大菠萝是玩剧情的啊? diablo-like(arpg在我心里是魂专有)是我的知识盲区,自torchlight1-diablo3之后我就再也感受不到这类游戏的乐趣了。最好的例子就是grimdawn,照着攻略build玩了80h好几周目,实在是不知道自己为什么要玩。我能想象到的,就是像一般多周目游戏的玩点,自行尝试比较各种build最优策略,刷稀有道具,但这并不是我的兴趣所在。我能玩多周目都是因为收集全成就,完全相同的体验,不涉及任何平衡。而最低要求也是gameplay本身令人愉悦。 平心而论,在光速体验卡加成下本作并不算体验太糟糕,虽然怪物强度挂钩等级还是有点磨人。但我能理解本作在普通d-like爱好者眼中的不足。本作build是基于卡片,装备升级也就是幻化加上去的额外条目,搭配灵活但是选择匮乏。技能跟武器走,恶魔技能只能带两个。这些基本上就可以判刷刷刷死刑了,稍微口味挑一点的玩家都玩不了,玩不进去d-like的人更玩不了。 好的方面...画面放在15年尚可,打击感移动手感也都挑不出毛病,过场动画ppt算是扬长避短。就是不知道到底能玩什么。 庸才,算是对其最准确的评价。
The character customization in this game is unique and very interesting. I like how my attacks change based on my weapon. The game is full of pop-culture references and tongue-in-cheek humor. It's absolutely worth playing through till the end, where the story and the mystery unfolds.
VIKTOR...VIKTOR...VIKTOR
it really become a slog. They tried something different with an arpg, and it was just okay.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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