
The world has fallen into darkness, cursed by the Abyss. You are one of the many hapless survivors at risk of being consumed. Unlike others, you have a chance to fight back. Voidsayer is a dark monster tamer jRPG. Assemble your monster team, take on eldritch horrors, and return hope to the world.
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Voidsayer is a dark monster-taming jRPG, set in a world cursed by the Abyss. As its malevolent influence spreads and consumes the world, take on the role of a valiant warrior and fight back using over one hundred types of powerful tameable monsters. Refine their power with gear, special effects, and of course, evolve them into higher classes of monsters. Cross a vast interconnected world full of challenges and random events, all procedurally generated to ensure no two playthroughs are the same.
This is the classic turn-based jRPG monster tamer with multiple modern twists on the gameplay and an uncompromising approach to difficulty: Every fight is a challenge, every random event is a risk of crippling your team, and resources are extremely limited in a dark, cursed world where everything will eventually be consumed by the Abyss.
Or will it?

Dark, Complex Monster Taming: Each of the one hundred monsters you can catch is defined by a sophisticated stat system, which includes genetic predispositions and distinct personalities affecting their performance. Each can be further tuned and enhanced with carefully selected gear and other upgrades. They will need it, even if they evolve into higher forms.
Challenging Turn-Based Combat: Monsters are one side of the coin. The other is a large catalog of attack moves, effects, passives, combined with an easy to understand type system. Grass is beaten by fire, but fire is beaten by water - and it doesn't affect just damage dealt, but can dramatically change the course of battle. Strategic thinking and creative tactics are essential to victory.
Procedurally-Generated Levels Full of Twists: Every level is unique, with a generated map combining countless random encounters, pitched battles, and unforeseen events that can dramatically alter the gameplay. Your carefully-prepped and upgraded team might suddenly suffer injury - or trigger an abyssal distortion with severe consequences. Or... Maybe you'll encounter an opportunity that will require careful consideration of your options.
Bespoke, Powerful Bosses: A boss is not just a particularly powerful monster. Every boss is confronted at the end of a dedicated level, full of unique challenges reflecting their might. They range from tweaking the underlying gameplay slightly to completely upending gameplay you're used to, forcing your monsters to adapt - or die.
Settlement System: Hope is not yet completely snuffed out, as some human settlements still exist, strongholds of humanity against the encroaching Abyss. Your base of operations can be upgraded with materials brought back from each expedition, upgrading buildings to enhance their functionality or unlock new ways to tackle the Abyssal threat.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, French, Italian, German, Spanish - Spain, Portuguese - Portugal*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Its a really fun concept that sadly falls flat. I really enjoyed the art-style, premise and first few minutes of playing. I think it needs some work on the tutorial side, can be hard to understand what's going on, idk if there missing contrast or maybe too small of font, its kind of difficult to tell what the game is trying to tell me even when the tutorial pop-ups show. Without overly critiquing the animations/sound because I do actually think they did a really good job for a single developer, I think the bigger problem is the mechanics of the game, or rather the lack of interesting mechanics? Aside from a pokemon like rock paper scissors there really isn't much to say about the game other than have bigger numbers to win the fight, have little numbers you loose, its just not particularly interesting. I love the idea of collecting these ancient dark monsters to fight other ancient dark monsters, but in practice it just winds up being we both click tackle on each other 10 times until one of us dies. Overall I loved the theme and concept, I hope the dev continues to work on it because it COULD be such an interesting game, but in its present form I couldn't stay engaged more than about an hour or so.
Horrible balancing, i am what... 5lvl above enemy and it doesnt matter, not even in the slightest. The info "If your stuck try buying consumables, or level up or change your team..." 1. I bought the whole store and i can tell you going up against 20+ enemies and not being able to buy more health potions and doing the run over and over again depending on nothing but luck... doesnt do it for me. 2. lvl up? Dude i am max level, remove the lvl cap and give me a fighting chance... else cut out the crap and dont belittle me 3. change the team... again? No. I wont go play some kind of meta crap only because you guys dont get a hand on the balancing I am all for a challenging run, but if it stops being about adapting and becomes only depending on luck... you can take the game back. I will rather try my luck on a slot machine at least there i know what i buy. As long as its intended by the displayed game mechanics to softlock a player from progressing any further cause you dont use some meta team and cant use your very own chosen party... i cant recommend this.
My first negative review on Steam so far. I generally love roguelikes/lites and hard games. But damn, this game is just frustrating. Several times while playing I asked myself if the developers actually played their own game. How could anyone think this is fun? TLDR: Way too much RNG, progress loss, and progress limitations. 1) Too much progress loss If you lose a run, it’s like you never even played. A careful, focused run can take you about half an hour. From my ~10 hours of playtime, 5–6 hours are just lost progress. It gets even worse when you realize how much is randomized. You don’t just lose all the levels you gained but also all the items you found—and you don’t know if you’ll ever find them again. Some items are required to evolve your monsters. I have one monster I’ve tried to evolve about 8 times already, but it’s still unevolved because every time I found the item, I lost the run. You also lose all monsters you caught. Some are really rare and only appear during night or daytime (also random). So you might find a really cool monster, lose the run, and never see it again. Additionally, you lose almost all of your consumables after a run—even after a successful one. You then have to spend gold to buy new ones. 2) Too much RNG I like turn-based combat, so I have no problem with missing attacks, random crits, etc. But the way combat is designed here, a single crit or miss can lose you the whole run (leading to all of the above). Monsters you find are random. Their genetics are random (which can make them weak). Their personalities are random (also making them worse). Item drops are random, and you need specific items to evolve your monsters. The path to the endboss is random, and sometimes even the boss’s own monsters are random. Almost all events on the way to the boss involve random rolls. You usually get bad or really bad results—not even exaggerating. Even opening a chest damages your whole party for 7% of their max HP just to get, like, 7 gold (you need 400–500 for a good item). 3) Progress limitations You might think: “Well, I’ll just level my monsters more or upgrade my town so I don’t lose progress as easily and can handle the RNG.” Nope. Your monsters have level caps until you finish your current main mission. You can barely find any gold or wood in dungeons. The main way to get these resources is by completing the main quests. For example, I needed 45 wood for one town upgrade. Currently, I get 1 wood every 3 runs. You get around 30–90 gold per run if you really hunt for it—which is just about what you need to restock your consumables for the next try. There’s no way to farm XP, materials, or items to get stronger. If you’re stuck, your only option is to keep trying again and again until you get lucky. The game suggests changing your team, but given how tedious it is to catch and level monsters, you’ll spend 2–3 hours just putting together a new team. My breaking point was when I lost a 20-minute run trying to level a new team, realizing that meant the entire run never happened. Then, on the next run, I caught a monster I wanted—only to see it had bad genetics and personality. I had so many frustrating moments in this game I could write a whole book about it. Don’t buy this game unless you’re completely numb inside and losing all your progress to one crit or miss multiple times in a row as a core feature doesn’t bother you.
This is a masterpiece. I've heard different names being thrown around - Pokemon, Dark Souls, Slay the Spire - all trying to describe the unique vibe that this solodev caught. The creature collection aspect, learning the different mechanics, finding your team and navigating the difficulty is its own experience; if enjoy roguelikes, creature collectors or a lovecraftian vibe, try it. It's worth it.
графика хорошая а игра нет
I really wanted to love this game but I got to a point ware I had to grind old runs to get stronger than that take my resources to describe this game your sliding down a hill, fun at first then tree branches scrape you as you slide down
Finished it today. It was a lot of fun! It delivers on what it promises : Creature tamer but with a dark twist. Loved the art with few exceptions, loved the vibe. I'll be on the lookout for other games the people that worked on this make in the future. And if a sequel ever comes out i will almost certainly be bying it!
Mythoes meets pokemon. It could us some better mechanics for missions progression. A better intro to really set the feel and help with understanding the game and setting. All in all though it looks good and is a fun little indie game. 7/10
Quite playable, but rather repetitive - I doubt I’ll actually finish the game. But it still looks amazing and the vibe is super unique. Combat was a nice surprise too, not bloated, still got that old-school Pokemon feel, but with just enough extra spice to keep it interesting. That said the difficulty’s kinda nuts. Game doesn’t forgive jack, one tiny slip and boom, you’re eating 2% damage and might as well restart the whole run. On the plus side that pressure really nails the whole bleak vibe, makes it feel like the world’s out to crush you. But after a while, it’s just straight up draining.
Is this game hard? Pretty much. Is this game unfair? Definitely. Did I enjoy it? I unlocked all the achievements, so yeah, it was pretty fun!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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