
Slay. Loot. Sell. Survive! Dive into a first-person blend of hack'n'slash roguelike and shop management. Plunder deadly dungeons for loot, escape with your life, craft, and stock your shelves. Then risk it all once more for profit!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Italiano |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Let me start out by saying that this is conceptually a fantastic game simply based on its unique take on dungeon crawling and its character progression system. The early stages of this game were more fun than i've had in a while on other games. I think that the developer is on to something pretty special, which could result in a game that is exceptional. Did this game take advantage of the unique progression mechanics to make the most of this? The answer is sadly no... Let me unpack this for you. You start out as the inheritor of a run down shop that was gifted to you by your grandma, who despite having passed on, strangely seems to leave messages for you from time to time. Your aim is to become a wealthy and productive merchant, resulting in your little run down shop being upgraded from time to time as you earn more money. You earn more money by doing dungeon runs, which become progres
So far, the game is pretty basic, but it’s fun at its core. The difficulty is noticeably higher than in the demo, and I’ve encountered several new mobs that I had never seen before, which was a nice surprise. There are also different events that can happen within dungeons now, which adds some welcome variety. I really hope the game gets the support it needs to continue growing. There’s a solid foundation here, but I feel like some features still need to be fleshed out, while others could be added to give the game more depth and replay-ability. My biggest complaint right now is the performance. Throughout my gameplay, the game will occasionally drop to essentially 0 FPS, causing it to freeze for around half a second. It’s extremely noticeable and frustrating, especially because my hardware is more than capable of running the game. Aside from these brief freezes, the game runs flawlessly
Leaving a negative review because this is an early access game masquerading as a full release. I LIKE the gameplay. The shop decorating aspect is unique and the combat was fun enough. The game just has so little content right now and it feels unfinished, I am on the fence about if I regret purchasing. Feedback to the Dev: biome 3, levels 11-15, the viability is so poor that it feels significantly less fun than 1-10. Edit: I meant to say the VISIBILITY is poor, not viability. Wrote the review on mobile and autocorrect bit me. I see how that could've been confusing.
I enjoyed this game, I really did. But for the short spurt of the first few dungeon levels. Once you can clear the skeleton tomb event room. You can clear pretty much the entire game if you're good enough. I'll list out Pros and Cons I have of the game. Pros: Fun for the first hour or two Cheap price of entry Overall solid experience for mindless hack and slash if you wanna turn your brain off. Cons: Game can be completed in less than two hours arguably if you are good enough with the buffs from the statues and just gun it through the dungeon. Buffs from the statues feel extremely power-crept by the shop decorations and don't differentiate your playstyle since you'll wind up building movement speed 95% of the time to speed up your dungeon clears if you start from the beginning all the time. (Evil idol drawbacks feel too strong when good idol gives movement speed and attack speed and
This is a fine game for an indie $10 game - you will get about what you paid for in terms of playtime. Aside from some small bugs/typos that were fixed in a very quick patch (RIP Bonefires and Holly Water [sic]), it plays clean and roughly is as advertised. I do think it is worth the buy, and am happy to have had the chance to enjoy it. ------------------------------------------------------------- That said: I generally run more critical- so don't take any of this as an attempt to dissuade from buying the game but I also don't hold back... and there are some critiques I certainly do have 1) This had a lot of potential to be a bigger and better game. Longer progression. More levels to the dungeons. More clear progress in upgrades to the shops. And building up your character and loot to match that speed. At 10 hours (and really I think it tilted over around 4 or 5 hours) I am just at th
Fell & Sell brings PlayWay's tried and true formulas from other shopkeeping games to the same setting it's always been in, with a new gimmick: half the game is shop management, half the game is dungeon diving. And yet, somehow, both parts fall flat. As a shopkeeping game, F&S fails for its incredibly underwhelming mechanics. You place a table, place something on it to sell, set a price that can never deviate from the default unless there's a green arrow next to it, and wait for customers to stop by. They come, walk straight to the product (through all your other furniture and decorations), pick it up, walk to the till. You press on them, they drop gold, you press on that, transaction complete, they pull a random sound and a random animation - NEXT! - and they leave. Well, sometimes they leave. I currently have 3 characters stuck in my shop permanently who simply refuse to. Characters a
Structured threads, verified dev answers and player expertise without chat noise


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