

Dead Estate
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 Dead Estate
Climb through a monster-filled mansion in Dead Estate, a fast-paced, challenging roguelike shooter built around compact rooms and close-quarters combat. Weapons, items, secrets, and alternate floors shape each run, while a separate campaign follows Anya. Steam player rating: 95% positive from 5,840 reviews. Release date: October 19, 2021.
Credits
Lowest recorded in 36 months
$5.092025-10-19 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | Yes |
Steam PC edition data · 2026-11-03
02Before you buy
Play and controls
The Steam PC version is single-player and has full controller support, though keyboard and mouse are recommended for the best experience.
Language
The interface is available in English, with full English audio.
03Frequently asked questions
Is there a separate campaign?
Yes. Assignment Anya is a separate campaign set before the events of the main game.
How is the mansion laid out?
The mansion uses compact isometric rooms designed for tense, close-quarters combat.
How many characters can I play?
There are ten playable characters with distinct playstyles, and four costumes for each.
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.
There are two big reasons to get this game.Show moreShow less
I really want to like this; the art style is great, the pixel art is executed really well, the audio is nice, game play is generally fairly polished, and it's just overall pretty charming. The issue for me is primarily the use of verticality in a game using orthographic projection. Almost all of my runs so far (which is not a huge amount, to be fair) have directly or indirectly been ended by that one issue; it just does not feel intuitive to judge depth when there's no perspective applied to the scene to judge it by, especially in the heat of the moment, in a small arena. The last couple of runs I turned off the screen shake and all automatic camera movement in the settings, and it did feel slightly better, but it still just wasn't enough. Had the game used this same isometric view with all gameplay restrained to the ground plane (except maybe the player character still keeping their jump), I think it'd be fine, but with the factors combined of the verticality issues, price point, and how many other games there are in almost the exact same niche, I just cannot in good conscience recommend this. If I could leave a neutral review, I most likely would have, but as it stands, I'm more on the side of a negative than a positive.Show moreShow less
came for the witch tiddies stayed for the gameplayShow moreShow less
I really want to like this game, but there's two main issues I have with it: Weapon pick ups deplete, leaving you with your default weapon - and the default weapons just get really boring after a few runs. The angle. The ♥♥♥♥♥♥♥♥ angle. The amount of times I've died from misinterpreting where an enemy/bullet/projectile/ANYTHING is just dragged the enjoyment out of me. Great music, great sound, enjoyable gameplay (to a point) but a few choices mean I'm likely just putting this one back on the shelf.Show moreShow less
⣿⣿⣿⣿⢋⢐⢔⣴⣬⣕⣔⣌⣬⣩⡹⣛⣛⢻⠿⠿⠿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⡿⠇⢔⢡⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣽⣿⣟⣷⣶⢧⣮⣍⣝⢻⢿⣿ ⣿⠟⡑⢅⠕⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠟⢻⣿⣶⠊ ⡏⢌⢌⠢⡡⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡀⢸⣿⡇⠄ ⠨⡂⠆⠕⢌⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢿⠧⠾⢛⣭⣴ ⠨⡂⠕⢅⠕⡸⣿⣿⣿⣿⣿⣿⣿⡿⡿⠿⢟⢛⠫⡋⢅⠕⡐⠔⡰⣿⣿⣿⣿ ⡑⢌⠪⡐⢬⢢⢩⢙⢍⠍⢕⢑⠰⡈⡢⡑⢅⠢⡑⢌⠢⡑⢌⢊⠆⣹⣿⣿⣿ ⡨⢂⠕⡨⢂⢅⢃⠇⢧⢹⡸⡸⣘⣒⢲⢸⢰⢱⢸⢰⢱⡘⡜⡔⣹⣿⣿⣿⣿ ⣿⣶⣕⡨⢂⠆⢕⠨⡂⢆⠪⡘⢌⢊⠪⡊⡚⠜⡊⡪⢊⠜⡨⢐⣿⣿⣿⣿⣿ ⠉⠛⠿⢿⣷⣷⣥⣎⣔⡡⡊⢌⠢⢡⢑⠌⡌⢌⠢⡊⢔⣡⠂⠈⠉⠿⣿⣿⣿ ⠄⠄⠄⠄⠈⠉⠛⠿⣿⠉⠄⠄⠄⢀⠄⠄⠄⠄⠄⠄⠄⠙⠄⠄⠄⠄⠐⠹⣿ ⣿⣿⣿⣿⠛⠻⢿⣿⡿⠿⠿⢿⣿⡿⠿⠿⢿⣿⡟⠛⠿⣿⣿⡿⠻⣿⣿⣿⣿ ⣿⣿⣿⣿⢈⡁⢸⣿⡇⢰⡆⢸⣿⡇⢰⡆⢸⣿⡇⣉⠄⣿⡿⠁⠃⠹⣿⣿⣿ ⣿⣿⣿⣿⣤⣤⣼⣿⣧⣤⣤⣼⣿⣧⣤⣤⣼⣿⣧⣤⣤⣿⣧⣼⣿⣤⣿⣿⣿Show moreShow less
I gave it a shot but it just wasn't for me and got a refund. The rooms are claustrophobic for the speed of action and adding verticality (jump) to a top-down playing area just doesn't feel good. Neither does using WASD controls in 45 degree angled rooms (game recommends K&M). Weapons don't feel responsive or impactful. I will say the sprite work is well done and enemy variety was good in the brief time I had with it. Also the game is well optimized, not being a large install which few folks seem to care about these days. I'll keep an eye out for future games from these devs. There is some care here for sure and I think a game with all the right pieces from them would be a solid pickup. This one just wasn't it for my tastes.Show moreShow less
I am not good at these kinds of games but I love breastsShow moreShow less
Boobs aside (please get aside, I don't need to see that), I really couldn't get into this game. I'm gonna keep trying though, so we'll see if I change my review. The isometric view is alright, but a little disorienting at times, it's easy to bump unto objects and miss doors (maybe using a controller is better?). I also really don't like how many projectiles are lobbed instead of thrown in straight lines. It makes determining where their hit boxes are much more difficult. There are many times where I felt as though I should have definitely been hit, but wasn't, or vice versa. The game generally feels imprecise, and I think this imprecision directly conflicts with the game's cramped design. The cramped rooms are intense, and are definitely a byproduct of deliberate game design, but I don't think the design of the enemies suits this philosophy. Many enemies shoot out a large amount of projectiles with little to no warning, meaning plenty of hits feel unavoidable if you don't happen to be in the right position. This is particularly problematic for the enemies that shoot out projectiles/other enemies upon death. I think this is something that is part of the learning curve, but it still feels wonky. I feel like my survival against certain enemies is predicated on dumb luck rather than my ability to deftly dodge their attacks. One thing I really like is this one enemy called "Chunks". He appears in each level after a set amount of time, chasing the player around the stage until they reach the boss. This forces the player to move quickly, keeping the intensity and pace of play high. His design is essentially the same as "The Ghost" from "Spelunky" and he serves the same purpose. In contrast to this, some breakable pots have enemies inside of them which forces you to slow down. Instead of keeping up the pace, smashing pots as fast as possible in order to not waste time, you have to be careful. This slowdown is in addition to the inherent slowdown caused by smashing pots in the first place. I think that removing the enemies from the pots would make them enough of a risk/reward without being frustrating. In spite of all of this, I think the game is fitting a different niche than, say, "Enter the Gungeon" or "The Binding of Issac", but it isn't a niche I have found a place for myself in yet. I think it needs some time balancing certain enemies out, finding ways to limit "cheap shots", and refine its identity. While I do not currently recommend this game at full price, I do think that in a few months, after a few updates, the game will be in a great place. The devs already laid out a set of future plans which makes the game's future promising. It has earned high praises from the steam community for a reason (although I'd say a fair amount of these reviews are just jumping onto the "haha boobs" hivemind) so it is still good, but also not refined yet.Show moreShow less
boobShow moreShow less
I figured I'd give this game a shot after loving the amazing style of it and watching some gameplay. I will emphasize that I am not a fan of the roguelike genre before getting into this but I have played a few. Those who like the genre or campy horror would probably really enjoy this game but I'd like to point out some glaring issues. Dead Estate uses a slanted view, unlike Isaac or Gungeon, that forces you to move diagonally through doorways and around obstacles. This ends up feeling really awkward but that isn't where the issues with perspective end. This game's main gimmick comes from trying to simulate height in combat to varying success. Different sized shadows are used to inform the player of depth, although sometimes a projectile with a tiny shadow on the ground would still cause damage from the sprites connecting. You will frequently have to jump to damage enemies in the air as well, since your bullets typically only move on the horizontal axis. This frankly just feels awful. My second issue is the game's seemingly invincible chaser enemy, Chunks. Chunks' speed appears to be scaled alongside the player's, leading to some funky ♥♥♥♥♥♥♥♥ if items like Sugar? are picked up, which drastically increase movement speed. He can dart across the room and cause damage if you make even a slight mistake trying to navigate the weird room geometry. He will also follow you into rooms where you may need to fight enemies to progress, potentially dashing into you at warp speed. Taking damage in scenarios like this seems almost unavoidable. Getting rid of the guy temporarily forces you to either make enough progression through new territory, use a warp crystal back to spawn, or to visit Cordelia. Surely enough, Chunks will be back in a small span of time though. My third issue is massive and there is no reason this shouldn't be in the game. Health pickups despawn after leaving a room. The games that clearly influence Dead Estate, from Isaac to Gungeon, hell even to Resident Evil, do not have this issue. Thoughtfully preserving healing items for when they are actually needed is important in these kinds of games. You may also be forced to backtrack through areas, possibly with Chunks in tow, to acquire a key for the boss door. Why not give the player the option to leave hearts for these types of situations? It sure as hell would be less frustrating. Regardless of the negatives I've said about Dead Estate, I'd love to see more come out of it. The thought of a sprite-based FPS like Doom with the beautiful pixel art of this game would be so ♥♥♥♥♥♥♥ rad.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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