
The world ends tomorrow, your friends are imprisoned and those responsible for both have stolen the future. The time for deliberation is over. It is time to be reckless, irresponsible and beautiful.
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/day in the week to Aug 3 → 0/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
Virtue’s Heaven is an expressive, 2D action metroidvania. Explore a dense, interconnected space that claims to be the last bastion of humanity in a dying world. Break through its walls, liberate your friends and uncover the curse that lies at the heart of humanity’s biggest failure.
Expressive Movement: You start Virtue's Heaven with a moveset that other metroidvanias have at the end. There is no need for a special jacket that lets you dash, or shoes for double-jumping. You alone are enough to perform these actions.
Aggressive, Fast Paced Combat: Your body is your weapon in Virtue’s Heaven. Whether you run, jump, dash, slide, or double jump, every move can be used to attack your enemies.
Hunt your Bosses: Collect the heads of those that rule Virtue’s Heaven to reach new areas and use their hearts to become even more powerful.
Hug your Friends: It powers you up! It's also just a nice thing to do.
Customizable Power-Ups: Equip your friend's convictions to gain access to powerful attacks and abilities.
A Story About the End of the World: You will not be able to prevent the apocalypse, but that doesn’t mean that your actions until then won’t matter.
Genres
Reviews
Virtue's Heaven is an interesting concept gameplay-wise. It is a what if Julius mode from Castlevania: Aria of Sorrow is the whole game. You don't get new movement abilities; you can do everything from the start. You do get power upgrades and friend powers that you can equip, but the game's map exploration is only locked by keys and your lack of power, so for a “Metroidvania” it ends up being a fairly linear adventure; you can't deviate because bosses destroy you. The game at least gives you a heads-up if you are entering an area that is too hard for your current power level, so I ended up dashing around the map trying to find where to go next because the game doesn't have a teleport system. It makes kind of sense; the map is fairly small, and you can move fast. Everything was fine, and I was having fun with the combat until the last section. I just think the last area where you need to find fruits as an optional challenge is kind of a chore that makes the last stretch of the game kind of boring. In my opinion, the game would be a lot better if, once you jump into the void, you go straight to the final boss. I still think the last stretch of the game is just weird. I understand that it is kind of based on old versions and prototypes of the game, but sometimes you need to let go of things to have a game that flows better. Furthermore, I still think the game was original and a good experience overall. And I would play more games from the developer. My end time was 4 hours and a half, exploring the map to 100% and getting all friends back.
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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
Where did this amazing game come from?! Started playing, and knew it was special right away... Game slaps... hard. I've put some more time in today, and it's seriously impressive. The combat is super fun, and the traversal is beyond engaging. This is obviously a game that the dev put passion into, and it shows. If you're a comrade who scoffs at the idea of infinite growth, slap that cash down on the table and get this game. Support indie devs... especially the ones who have something to say.
I picked up this game having followed the development for a few years and would encourage anyone to go check out Eric's blogs on the ups and downs of how this game came together. I wasn't sure if I was going to be super into the movement tech but I believed in what Eric was making and I was very taken with the big chunky sprites (especially the robots) and the catchy music, However, after defeating my first challenging boss (Skeleton Guy), I feel like I get the game not just the excellent movement system and pacing to the fights but this mentality of you have the tools to smash the things that need smashing and that solidarity will give you strength. Strong recommend!
ROCKS IMMENSELY PURCHASE IMMEDIATELY [b]THE AGE OF REASON MUST END[/b]
Still the best explosions in the business.
Another fun game from MOKKOGRAD! Still rocking a delicously retro color palette and cool explosion, Virtue's Heaven is a fun Metroidvania borrowing some stuff from Hollow Knight (such as capacities to equip) in which you punch stuff to make them explode, while hugging your friends to restore so of your power. The music is great, the art is good, the story is one we need more of today about humanity, sharing and caring. Like some others, I am not 100% sure I understood how your attacks get stronger and stronger, which meant some boss fights went for a bit too long. I feel like the game could have made with an NPC just allowing us to train and test out some combination to really get what we are doing, but other than that, I had a lovely time playing this. Definitely the kind of game you'll revisit down the line.
[h1][b]爽快战斗与超强机动性齐备的复古风类银[/b][/h1] 《Virtue's Heaven》是一款有着复古画风加持的2D类银河恶魔城游戏,角色机动性超强,拥有流畅的动作和多变的输出方式,其将在末日下穿行于整个游戏世界进行冒险。 本作的画面部分采用了复古风格,像素颗粒较大,整体配色较为朴素,不过看起来却别有一番味道。 游戏着重于探索,打造了一个庞大的末日科幻世界,这里由诸多区域组成,每个区域下又有众多场景,这些场景由类似于《银河战士》般的管道和门连接。 其中有着大量的单向开门设计,也有能够被摧毁的墙壁。 角色的的机动性很强,首先是冲刺,能够一下子冲半屏远,而且是瞬时的,无论是赶路还是对付敌人都很好用。 此外角色还拥有向上无限冲刺的能力,能够轻松到达场景顶端,配合二段跳简直没谁了。 一开始角色的战斗方式为近战,攻击频率很快,击中反馈也不错,敌人死亡后会爆炸开来,太有老作品的味道了。 不断战斗会获得能量,其可用来释放技能,诸如冲击波、爆炸球等,还可用来蓄力补充血量,类似于《空洞骑士》那样。 《Virtue's Heaven》各方面表现都不错,适合喜欢复古风游戏和类银游戏的玩家,目前只支持英文,期待中文的加入。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
Unfortunately not a game for me. I can see the craft and the ideas behind it, I just cannot enjoy it. Still, it is most likely a good game, for reasons that may become clear by the end of this meandering review. It is a game with a message, first thing it does is hit you in the face with it, then does it again and again. It is a message I didn't need to hear. I agree with this message, I [b]resonate[/b] with it. The game was preaching to the choir. To be fair, the few instances of dialogue, or longer monologues, where an idea is explored for longer than two sentences are pretty good, I really liked them, it is a shame that [i]most[/i] of the time the writing you find is mostly composed of short "barks" that might as well have been my own thoughts, echoed back to me. For full disclosure: One thing that made it a worse experience than it should be was the way the camera rubberbands up or down for a fraction of a second under very specific circumstances. It is probably unnoticeable for most people and, in fact, I did not notice it until I realized it was causing the most severe episode of motion sickness I've had in years. At one point during the last stretch where the wall textures cause a moiree effect that was making my stomach do backflips, I fell down into a room and had to close my eyes to avoid the parallax effect of the background, because if I didn't I would puke. There's a lot of quirks that I found annoying. The character movement is floaty in a way that makes it hard to be precise, but windup/down animations leave you rigidly stuck in place for longer than comfortable. When you are hit you are pushed backwards, instead of away from the enemy, so if you are within an enemy's insanely wide hitbox and turn around to move away, you will be hit and pushed deeper into its hitbox. This made more than one boss hideous to beat. There's also the way the game feels like playing NG+ on your cousin's save in a borrowed GBA metroidvania cartridge. Your character can do so many things from the very start, and your moves are accompanied by so many visual effects, it's hard to know what is going on until you get used to it all. It's disorienting in many ways. This isn't helped by some mechanics being (probably intentionally if I go by the author's own writings on game design) obscured. What is Rank? What is a Defense Break? What is the combo meter for? Is the combo meter the multiplier next to your score or is it the glowing pips you use to launch "charge attacks" and heal? (In-game text refers to each with the same name in at least one occasion). So, it had several confusing layers. Some of that I may have missed an explanation for (I think I read everything every NPC had to say, but I may have skipped some message unintentionally), some of that may be intentional obscurity, and some of that may be genuine mistakes (or misunderstandings on my part). None of them was a positive addition to my experience with it. [b]And yet[/b], I played it to the end. I played the demo for about an hour, thought of that cutesy GBA metroidvania NG+ comparison, left the demo aside because I didn't quite like it, and bought it a few days later anyways because I kept thinking about it. I played for 3 hours as I felt increasingly queasy and then powered through a motion sickness that would have made me drop games I enjoy, just to play 90 minutes more and complete the last section (I could not find all the hidden fruits under these conditions, though. But I tried, for some reason!); reached the final boss and hit my head against it until I found out it had a second phase and decided to drop the game entirely, because at this point I didn't understand how the game expected me to play anymore. The next day I woke up, still feeling sick enough that I had to stay in bed all morning, and thought "you know what? I [i]want to know how it ends[/i]". So I looked for a video playthrough on youtube. And didn't find one. And then I had no recourse other than getting back into it. I hit my head against the final boss a few more times, and somewhere along the line I realized I was learning something for the first time in the whole game, and started playing the game instead of stubbornly expecting the game to bend to my will. And I finished it. And to be fair, the ending is pretty neat. I still didn't really like playing it, it still isn't a game for me (even if I actually enjoyed it, my body certainly wouldn't take it), but for a moment at the end we had a conversation, and I think I understood something about it.
Stopped at the final boss but this is a fun 4-5 hour metroidvania with some fun boss design. If you struggle with a boss, you can find a way to cheese it immediately. It also works well on Steam Deck although I did encounter a few bugs (crashing after giving a character 4 hearts, dashing into a door a certain way will softlock you in that room)
Extremely fun to move in, with a lot of ways to combine your acquired powers for massive, satisfying damage. A good game for people who like the adrenaline rush of flying through a screen and clearing it instantly. Fun boss variety, and the color choices work really well!!
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