
Crafted by a solo developer, VOIN is a first-person hack-and-slash. Cleave through hordes of enemies in fast-paced combat. Explore dark fantasy realms filled with secrets and dangers. Discover powerful gear and weapons, and face menacing bosses in your quest to cleanse a broken world.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
About
In this shadowed world, secrets lie buried deep, and dangers wait in silence. Hordes rise against me, yet I cleave through them with elemental fury. I master the primal forces, bending chaos to my will. In this moment of convergence, I discover my true self, a being forged in both fury and beauty.
This is my dominion now.
I am the essence of ancient storms, summoned by a force beyond mortal comprehension. Born of the will of a faceless mage, I exist for one purpose alone: to become the weapon that reshapes a world ravaged by plague. My creators remain hidden, shrouded in mystery, yet I feel their command burn within me. This world is broken, and I am its reckoning. For I am VOIN.
Every strike I make is a hymn to destruction. My movements are a sacred dance within the heart of chaos. My blade sings as I sever through their ranks, executing perfect strikes, untouchable. I walk this path with purpose—will I remain unscathed?
The wind bends to my will. I leap across the ruins of once-grand castles with ease and soar above rivers raging far below. My fury rains down on them from the sky, leaving nothing but silence in my wake. I was never meant to crawl—I was born to be unbound and untethered.
I dive into the abyss, seeking the power that lies within. I claim weapons forged in the depths of darkness, gear that pulls me closer to my truest self. Yet this is only the beginning. I return to the Master’s Citadel, cleansing what I’ve gathered, sharpening the edge of my soul. And once more, I plunge back into the fray, unbroken, stronger than ever. This cycle defines me—the unyielding, ever-reborn.
They stand before me—titans of flesh and fury, living monuments to annihilation. Their eyes gleam with malice, their tactics ruthless. They believe they will break me. But I face them without fear. For I am no mere mortal standing in their shadow—I am the force destined to shatter their dominion. I walk among gods and monsters, and I do not tremble.
Engagement
Reviews
Themes across 334 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Especially after the most recent update I absolutely recommend this game, and it's incredible that it was made by a solo developer. The combat is quite good mechanically (though enemy variety is a bit lacking, hopefully this is addressed throughout early access), the build crafting is amazing, the areas are well made, and overall the game just has a really good cohesive vision.
47 hours in 7 days. I work a full-time job. The first ~30 hours, the game crashed maybe 10 times. In the last 17 hours, the game has crashed 100+ times. Early access. It's Grim Dawn in 1st-person. It's any Elder Scrolls game you've played, if ES didn't suck. It's big, open, and a lot of it is vacant. It's unfinished, and very playable. There is something very special in this game, and if the developer plays their cards right... Best game I've played in years. Crashes and all.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 2.67/day in the week to Aug 5 → 7.29/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, French, Japanese, Korean, Polish, Ukrainian
Hours played at review time, across 335 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An incredible experience even though it is currently in its 0.5 version and its developed by ONE PERSON. Well worth it if you enjoy exploring huge maps, making different builds by mixing and matching items, and first person melee combat. There were many moments that made me go "one guy made this??" and this latest update made me just sit and stare at the new vistas like 4 separate times. The update also made build variety feel much more meaningful, more items were added for certain builds that were lacking versus others. Since end game now involves battling hundreds of enemies at once there is a much clearer emphasis on balancing AOE and single target damage when making builds. Power fantasy is 10/10 here. Only criticism, (aside from a few bugs which the developer is already aware of) traversal can be cumbersome at the start. But there is an item that gives you extra jumps and makes you jump higher, which can then be augmented with another item that makes you move much faster. This item combo makes traversal at least 2x faster and you can speed through maps/sections if you want to rush a boss or explore.
The combat is what makes this game and it's mostly enjoyable, if a little repetitive. No matter what weapon and combos of other items I equip, the game plays pretty much the same. It reminds me a bit of [i]Ravenbound[/i] with the synergies between weapons, dodge bonuses, parry bonuses, equipment, etc., as well as being a hack-and-slash game. The point I find myself quitting at is whenever I die. There's a very heavy penalty for dying -- starting over at the hub area. This would be like respawning at Firelink Shrine every time you die in [i]Dark Souls[/i] no matter where you were when you died. It's extremely tedious and boring to go through the same teleporters over and over again. The exploration and level design exacerbates the situation. The levels could be shortened considerably, which would make it less tedious to get back to where I died. There's a lot of fat in the game that could be trimmed. That wouldn't make it a linear game but a more focused "open zone" game, which is what the developer seems to be going for. As-is, the penalty for dying works against the open ended exploration. So that's where I find myself with this game: fun and engaging when making progress, but subjected to the longest most boring walk-backs any time I die. Slight recommend in Early Access, but I'm not sure how much patience I'll have for this game. Might wait until it's official release.
Потрясающе сочный и качественный слэшер от первого лица. За вычетом низкого бюджета, здесь хорошо всё. Сочнейшая боёвка, прекрасный дизайн, куча оружия, оригинальная система прокачки и невероятное художественное видение, будто рубишься на картине художника. https://youtu.be/RM8vcpzoPAw
It is like arpg but 1st person slasher. Closest example of the same gameplay is Shadow Warrior 2 (2016) but without tedious item grind. On release its gona be HUGE and i will certainly push it to the limit. In current EA status you already can experiment with builds and ♥♥♥♥ for long enough time.
Do you like Dark Souls/Sekerio/Elden Ring/Blood Borne? How about ULTRAKILL? Is your PC garbage? Is your PC amazing? If you answered yes to any of those questions, VOIN is an experience I'd highly recommend. Also, don't listen to the tags, there's no real rouglike elements to this game, they've been scrapped. Everything Mortal Shell 2 wishes it could be, no guns needed. 11/10, no genAI so far, hopefully genAI never.
It's one of the best PvE fps ARPG-like games. Currently (as of June 29th 2026), the game is in early access and it has around 10-12 hours of content. I've finished the game in 11 hours. The game allows you to make quite detailed builds. There are many systems like perfect dodge, parry etc but you can ignore all that to become a Tank character. That's what i did and became literally immortal and the dopamine rush that i got from seeing my build work was incredible. My suggestion for the devs is to add infinite scaling to toughness and other difficulty measures after the 5th level. Maybe after defeating the boss in inferno with all difficulty levels maxed out, the game can allow you to just keep adding more difficulty like 5+1, 5_2 etc. Also, there can be a new procedurally generating dungeon that gives you a special resource that allows you to raise the level cap of a piece of gear or a weapon by 1. This way, the game becomes infinitely playable without needing to make new content. Of course, continue to add new content but these additions can really make the game great.
I will "Demo" myself a lot of Early Access games to later refund them within 2 hours, even if I found myself enjoying them, just to wait for their full release. Well after one session of great enjoyment, I can no longer pursue that refund of Voin - nor would I, had I the option to. Perhaps the biggest praise this game can receive is that it's truly baffling this was made by a single person. Highly impressive! Voin is a singleplayer, melee-combat-focused game similar in approach to Witchfire, and does compete with its peer in that regard with the quality of its gameplay and the creativity of its content. I could sing the game's praises for the full extent of this review - and perhaps I should - but suffice to say that I can safely recommend Voin even in its Early Access state. I have had no performance problems or crashing in my time so far, I have been eager to play more of Voin all day since my first session, and I can't wait to see what else the game has to offer, having only just beaten the game's first of what appears to be many areas. I have been impressed with the variety of the game's itemization, enemies, and area design. (Though some areas do feel quite long; I spent nearly two hours combing through the entire underground of the first area on just my third run, meaning I had not found any of its checkpoints until then. Talk about a dungeon! Quite the lengthy and action-packed adventure!) However, as the game is in Early Access, I am compelled to mention some pain points that, while no dealbreaker for me, do lessen the experience as a whole. First and by far the most irksome is the game's communication, which is to say, how it tells players what different things do. Voin is pretty good about communicating moment-to-moment combat activity, but between missions I found myself continually puzzled by the game's menus and meta-progression systems. A symbol with a number next to it doesn't really tell me much when I have no idea what that symbol means or how much of that number I want. Should I be afraid of spending Augmentation Points on my equipment? Should I hoard my item-dependent skillpoints until I unlock the higher-level rune slots? The answer to both of these questions, as far as I can tell, is no. But that's just a guess; the game really does a player no favors in understanding its arcane systems. Compounding atop this issue is the fact that a great deal of legacy text seems to remain from prior and now-deprecated game systems, such as the idea of "Cleansing" items. That feature just doesn't exist in-game anymore from what I can tell, yet there are many allusions to it in-game that left me scratching my head and combing through my inventory for any hint or indication of an item needing to be Cleansed. Second and by far the least irksome is a consequence of the game's willingness to put powerful mobility tools in the player's hands. This results in being able to all but fly around a map, which feels great for exploration; however, it does also mean players can reach spots that shed light on some severe texture culling/less-than-pretty views of the game's behind-the-scenes horizons. I'm not sure what Voin should do about this; pulling back on the player's freedom of movement seems - rightfully - off the table. But it does give off a feeling of the world spaces - particularly those that are outside - being very unfinished. Third and landing somewhere in the middle of irksomeness is a sense I have that Voin will be very grindy and repetitive when it comes to maxing out one's equipment. In 3.5 hours I have of course not done this and generally feel that I am barely scratching the surface of what's on offer, but to an extent I feel I can read the writing on the wall, too. Ichor (meta-currency) costs seem to escalate quite greatly and I fear this would result in repetitive farming rather than playing. Voin feels great to play as an Action Hack-and-Slash Adventure; I'm not sure I could necessarily advocate for doing high-Luck high-Ichor farming runs and suggest there would be nearly as much fun involved. Again, I could be wrong about my interpretation of where things are headed, and I know there's definitely those out there that do like repeating runs over and over to get infinitesimally small boosts to their gear, but it does not feel to me that Voin is the game for that. As stated none of these things are anything more than minor gripes for me. I certainly expect the communication issues will be addressed in time, and that adjustments will come to both the look and the feel of Voin as the game approaches its full release. But all in all, it has been a very, very long time since I have been as impressed by an indie game as Voin, and this is all from a solo-developer. This game's achievements deserve titanic recognition, beyond what I can offer in this review alone.
Наиграл часов 7-8 в пиратку, решил купить в стиме поддержать разраба и сохранение с пиратки перенеслось в стим версию, балдеж
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5M | 2.7K | 73% | $24.99 | |
| $1.5M | 1.7K | 91% | $23.99 | |
| $1.5M | 18K | 99% | $4.99 | |
| $1.5M | 6.1K | 84% | $19.99 | |
| $1.5M | 630 | 68% | $69.99 | |
| $1.5M | 3.4K | 85% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $308.7K | 1K | 85% | $14.99 | |
| $583.2K | 1.4K | 74% | $19.99 | |
| $273.7K | 1.1K | 84% | $9.99 | |
| $259K | 720 | 79% | $10.99 | |
| $197.7K | 634 | 87% | $10.49 | |
| $97.4K | 577 | 90% | $7.99 |