
Absolum
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Absolum
Absolum combines side-scrolling beat ’em up combat with roguelite elements in the fantasy world of Talamh. Fight the Sun King Azra as an outcast hero, chaining attacks and spells while exploring branching paths. Steam player rating: 91% positive from 9,522 reviews. The Steam PC interface supports English. English audio is available. Released October 9, 2025.
Credits
Lowest recorded in 36 months
$16.952026-03-19 · GameBilletBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play modes
The Steam PC version supports single-player, local co-op and online co-op. Controllers are required for local multiplayer.
Language and controls
Full controller support is listed. English audio is available, and the interface supports English.
03Frequently asked questions
Can I play with a friend?
Yes. The description specifies both local and online co-op with a friend.
What is combat like?
Combat uses rapid combo chains, spells, magical counters and rare items; timing and skill matter.
Do runs change?
The description highlights multiple paths and unpredictable encounters to vary each run.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Pre-patch 1.1, the direction the devs planned to take was pretty unclear, and tbh the game was decently balanced overall, even if it had a couple of fundamentally atrocious mechanics for a roguelite and gaming in general. As for the complaints, you could clearly highlight: The mob spam in co-op mode, their bloated HP pools, janky enemy hitboxes reaching way past the visible attack animation, scuffed hit reg on certain attacks in some places, and a fundamentally useless dodge mechanic (coupled with the disproportionately massive enemy hitboxes, dodging up or down usually wouldn't even let you avoid an attack that visually only hit straight forward), the blsht grab on the Lizard King and weird parry windows on Absolum. The pointlessness of the Chaos ritual (Cursed life), since any mistake on a boss is fatal anyway and it does way more harm than good. AND since we're on the topic of rituals, gotta mention not being able to proc throw rituals without actually throwing enemies. Wasted potential. Not a bug, but overall just an incredibly dumb and lazy design choice — elite enemies. This mechanic doesn't just lack any combat depth, but actively hurts it at its core. Picture this: You got 5-6 mobs on screen. You could focus your attention on the regular mobs, like the massive shield skeletons that require an individual approach themselves, but then there's a huge chance you eat a hit from an elite for a ton of damage. OR you try to parry the elite, however after a heavy attack you can't attack right away, which the regular mobs exploit to often interrupt your parry, opening you up for the elite. And you take damage from everyone at once. In the event that there were no elite enemies, you could've just cleaved everyone at once, parrying the regular mobs and baiting the shield skeleton to stand in block. An extremely lazy mechanic that brings nothing but harm to the pacing and the combo system. What did we get in the patch: Most of the stuff described above wasn't fixed. Many aspects of the game, like boss rewards for specific routes, got tweaked, which imo is acceptable, but not with the condition of the "inspirations" mechanic existing in the state it's currently presented in. It's so dumb to gatekeep gameplay features behind RNG. It's nice that we can choose inspirations at least somehow, but hiding this opportunity at the very end of the game behind a dozen ordeals is very questionable. But what upset me the most and killed all faith in a bright future for the game — Ordeals and Corrupted Biomes. The main co-op issue, namely swarming players with enemy numbers, was fixed. However, they made Corrupted Biomes even worse than they were. The reward for clearing them is in no way comparable to the threat. In 80% of cases, a scenario happens where you get swarmed by numbers, from which there is no saving yourself—not via parrying, nor deflects, nor dodging. The enemy combos are straight-up unfair and their attacks overlap each other, closing all windows for initiative. The only thing that can save you is a nerfed arcana and your Ultimate Ability. Here is where the miserable elite enemy mechanic enters the game, which elevates the mob spam issue to an absolute max. And on top of all that, for some reason they decided to buff their HP.... Not sure if it's my luck or dev intent, but 95% of all enemies out of portals are always elites. Even after 100%ing it in the first 20 hours, it was still a pretty chill game to boot up and unwind in a short run with flashy combat. What we have now: At the current moment, most ordeals are an untested and maximally unfair experience where no skill will save you, same goes for Corrupted Biomes. We are repeating the Dark Souls II experience, where difficulty was a priority, despite game mechanics and combat depth. Because gamers love difficulty, right? No. Gamers love a challenge, and it is achieved not only by tweaking the stats of the player and enemies. It's incredibly sad to realize what path the devs chose. So far I've managed to play 9 runs where I purposely went for Corrupted Biomes when my build was more or less strong. And every single time there was this feeling of rejection and disgust after facing what was described above. In its current state, the game is practically unplayable. It lost all depth and devolved into "hit and run", where your skill often means nothing. I highly doubt we're gonna get a complete rework of the introduced changes or a full rollback from them in the future. Personally, I'm officially writing off this beautiful game with its murdered potential. Also nerf evil clones pls it's literally unplayable 1v1, tf should I do when this sht scans my input, cancels their animation or blocks me mid punishShow moreShow less
First time I've felt compelled to write a review, because this game is that excellent. Yes this is Hades meets SoR4 but it is so much more in its character, charm and artistic direction. Its beautiful hand drawn style combined with what will I'm sure be one of, if not the best soundtracks this year made by a certain beloved DOOM composer makes the experience immersive and addicting. The gameplay as I've experienced it so far is smooth and diverse, the mobility options and the incentives to use them make the game feel much less clunky to play than most beat em ups. Beyond the already fun combo chaining options, the roguelite element adds great depth for strategy and aspects like the varying specials and mounted combat allow you to constantly approach the game from different angles. The boss fights are a highlight as they feel intentional and not just spongey. There is a bit more repetition in the map so far that may turn people off for a roguelite meant to be played many times, but branching path options, hidden secrets and enemy variety help it to feel like less of a repetitive slog. I couldn't recommend this game more to anyone who likes its respective genres and even for people outside of its scope as it is an extremely fun, unique and lovingly crafted game that is currently topping my goty list.Show moreShow less
Fun, but feels overpriced for what you get. I beat the game, beat the new boss, and unlocked all upgrades in <10 hours. It also feels a bit unbalanced. Nothing really felt like it was doing much damage until I tried thorn daggers. 1 dagger can 2 shot almost anything from across the map. And a single dodge can generate 5. I killed all the bosses from across the map with less than a full load of daggers. A few tweaks that could make the game more enjoyable: Make other rituals feel more powerful Change the pool of options for the ritual at the start of every run to only include attack related rituals Make the power moves integrate as combos. I just never used them on any character Reduce shield blocking power. Shielded enemies made some areas really annoyingShow moreShow less
Streets of Rage 4 meets Hades. Absolutely the best Beat 'Em Up game for this year.Show moreShow less
(Ignore my playtime, I have about 30+ hrs at time of review because I played the game offline) I really want to recommend this game, but can't. It's an amazing sidescrolling beat-em up, but a pretty bad roguelike. The combat is fun, the art and music are amazing and the story is intriguing. But every element that makes the game a roguelike, although at the start seems to work, falls short. If you just plan on beating this game once, which takes about 20 hours, you will genuinely have a good time and I wholeheartedly recommend it. Below is a list of complaints I noticed as I kept playing past the credits (spoiler warning). The quests. They seem very fun and immersive at first, but there are multiple quests that upon completion make the game harder with 0 reward for the player. Like escorting a goblin through the mist area now introduces a very annoying to deal with enemy to the early game spawn pool, and the reward for that to the player is unlocking the mist area's secret - which is just a Ritual selection shop which offers the same amount of rituals as other paths, except without the option to reroll them... Or the Slave Queens quest, which has you fight both of them at the same time forever after completing it. In exchange, the game pretends that this will make them help out during a much harder boss, except it turns out one of them betrays you and just turns that hard boss into a 2v2, making it 3x harder due to visual clutter. Some parts of the character's movesets are locked behind getting random boss-drop items as you play, which just feels really bad. I played through the whole game as Cyder, and some of her skills like walljump and the 2 grab variations just felt like things that were not in the slightest worth getting compared to the infinite+air dash/dash through enemy upgrades and should've been part of the base kit. The items in general are pretty bad. Most of them are simple stat upgrades with nothing special except for maybe 4 or 5 rare ones. The rituals are what really makes builds, but those have the issue of letting the player dirty the loot pool by unlocking bad ones, like the whole cursed ritual set which mostly provides sidegrades over upgrades (fe crits doing between 150 and 250 damage instead of consistent 200, literally does nothing in the long run. Or stuff like the time rituals which freeze the enemy for 0.2 seconds on clash, which is worthless since clashes usually lead to stuns anyway). Also completing the game once actively makes it worse, as the game now forces you to fight an extra mandatory final boss which is not only a worse fight than the normal final boss, but also requires having a revive to fight him (and no, it's not like the heart from slay the spire where dying to it still counts as beating the run). In addition to this, the game puts random places (time rifts) on the map (thankfully they are marked) where the game will spawn more enemies and enemies from all areas of the game. There is no extra reward for beating those areas, of course, a common issue in this game. If you are unlucky, sometimes the game also puts them in such a way where you absolutely have to go through those areas, and at early game that can be an easy run ender. No, you can't turn them off either. The post-game challenges, called ordeals, have so far just been miserable. For example, the legion ordeal makes the game spawn 3x more enemies (although it feels like it's actually much more than that) but in exchange reducing their health. Playing through it really makes you see flaws with the games combat system when put against so many foes, as it shows how flawed the defensive options are due to animation lock, the fact enemies can utilize the y axis much more generously than the player, enemies attacking from off-screen the instant they spawn, multiple elites or enemies with block spawning from 2 different sides making it impossible to not take damage, projectiles hitting you during hitstun taking 50% of your hp etc. Also the legion ordeal stacks with the time rifts so if you get forced into one, it's just over. Anyway the reason I even bothered writing out all this stuff is because at the end of the day, I really think this game could be amazing. It has all the meat and bones for being a top-tier rougelike that I could replay for a hundred hours, but in its current state it just left a sour taste. If the devs keep updating the game to deal with complaints like these, I will happily change the review.Show moreShow less
Did couch co-op with my 10 year old for about 10 hours this weekend... and reminded me in the warmest ways of doing the same thing with my best friend when I was about his age in Streets of Rage 2. The biggest difference between the two is that great couch co-op aside, there are surprisingly deep builds that change each run, and every run route is different, with variable mid bosses and some common end bosses on each "stage". You might go from one run of being a distance special attack spammer that can reload special attacks without having to punch someone to the next run being an aerial combo king that does elemental damage, to the next run being someone who can basically turn people you grab and throw into magical grenades that do area damage- and this is all one out of four characters with unique movesets. My only gripe is I wish it was four player, but then, I also recognize that the devs clearly put a lot of time into balancing the game for two players, and I could totally see some of the tight game play / focus on dodge and parries / development of ridiculous builds being compromised by adding more players in. All in all, strong recommend. The art is good, the music is decent, and often the challenge is just getting to a new bossShow moreShow less
What a journey. I went from having an absolute blast to being constantly infuriated. It's not a bad game! It's actually very fun at first. It's just that the entire late-game is d**s*** and I wish I could turn it off and go back to enjoy the game before it. Corrupted regions, where enemies spawn in higher quantities and variety, show how the game simply isn't designed for you to fight that many enemies at once. You get hit because enemies get teleported in in your face and hit you immediately, or because the enemy combinations leaves you with no openings or exhaust your resources to the point you can't respond anymore. What am I supposed to do when a big armored enemy is doing an unblockable slam while 3 skeletons throw bones at me and a white armored leech jumps to my face, plus 3-4 enemies doing god-knows-what at the same time? Do the developers hate the deflect button, or think it's fun to hide enemies and projectiles behind bigger enemies, and put armored enemies that NEED to be parried to beat, while putting more enemies that will hit you while you're recovering from the parry animation? Look, I'm not dumb, I'm aware that the intended solution is for you to have a "strong build" (more like cheese build) before you walk into a corrupted area, but knowing that I'm still saying it's d**s***. The fun part is the combat, why would you make cheese strats mandatory to beat those encounters? And there are plenty games that are way harder than this one with the exact same problem and they fix it by programming the enemies to take turns or avoid specific combinations that trap the player. I still have immense respect towards the team's creativity for creating a roguelike beat em up, but I'm done. I'm not touching this game anymore until they re-balance this.Show moreShow less
10:10 I can’t recommend this game enough Performs great on steamdeck Perfect combo of classic beat em up with wonderful range of moves inc grab With rogue upgrades to make it easier each time Great art and story / quests Mounts to pet… Coop for 2 players It’s a master class in beat em ups. I really hope the devs continue adding content and sequels/dlcs ! It’s amazing thank youShow moreShow less
Extremely shallow beatemup with lotsa loading screens and zero depth. The roguelite aspect has zero build synergies, the combat is basically two button mashing and there are nothing exciting to be found in however long I've played so far. Do not recommend.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.