

Death's Door
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 Death's Door
As a crow who reaps souls, you set out after your assigned soul is stolen and follow the thief into a realm untouched by death. Fight beasts and demigods with melee weapons, arrows and magic, explore a strange world, and unravel the mystery of the Doors. Steam players rate Death's Door 92% across 20,048 reviews. Released July 20, 2021.
Credits
Lowest recorded in 36 months
$1.482026-07-30 · KinguinBase 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 | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language and controls
The Steam PC version supports full controller input and single-player. Its interface and subtitles support ten languages, including English; full English audio is not listed.
Combat
Combat combines melee weapons, arrows and magic against beasts and demigods. You can customize character stats and master abilities and upgrades.
03Frequently asked questions
What is Death's Door about?
You play a crow tasked with reaping souls, then pursue a thief who has stolen your assigned soul into a realm untouched by death.
What is combat like?
Combat uses melee weapons, arrows and magic against beasts and demigods. Mistakes are punished and victory is rewarded.
What kind of story does it tell?
The story uncovers the truths behind the flow of souls, the role of the Crows and the origin of the Doors, with dark comedy.
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.
Be neat and adorable like Ori. Reap souls like Hollow Knight. Explore like Link's Awakening. Buy it. It's a masterpiece! 오리(Ori)처럼 귀엽고 날렵하게 할로우 나이트 마냥 영혼을 거두며 꿈꾸는 섬을 탐험한다는 느낌으로 지르시면 됩니다. 잘 만든 게임이에요!Show moreShow less
Edit: Thanks for all the feedback and comments, this kinda blew up :D Appreciate the opinions from everyone but after having beat the game I stand by what I said originally below. Once youve played 4 hours of the game you pretty much have experienced everything it has to offer, I wasn't surprised or particularly engaged by different areas later on and the 'true ending' while interesting wasn't worth the item/questing required. The story was interesting but there is nothing/noone to root for and as the protagonist you are mostly a spectator to the plot occurring around you. With respect to mischaracterizing the game and having the wrong expectations going in, I disagree. It was billed in several previews and developer interviews as souls-like, and it has the tag in steam so clearly I'm not the only one. Even if you bill it entirely as a zelda like game, it still doesn't necessarily live up to the standard that is set there either. Ultimately I think my review is fair. It's a very pretty game with a somewhat decent story, and it is tightly executed, but ultimately a shallow experience in most areas. I also want to add that Steam needs something aside from YES/NO for review opinions. ---- It's not bad, it just doesn't do anything particularly new. At the price and for the polish this is a fair offering, but I don't recommend things solely because they are 'worth the price'. It's about whether it's worth the time, and that is highly subjective... The visuals, animations, atmosphere, soundtrack, all come together quite nicely. No argument there. The story so far is interesting, there is a serious undertone (given the theme of death) that is tempered by cartoonish characters and writers that don't seem to take anything too seriously. It never feels childish despite the art-style. However, if you are looking for a challenging isometric souls-like with deep itemization and stats systems, then you should skip this game. There are practically no items to find and they feel mostly irrelevant to combat. The stats system is basically an afterthought with no complexity or depth. And that is OK, there is a market, in my opinion, for shorter easier experiences like this, and that's what this is. It's a SOULS-LITE more than anything. Not everyone wants to be brutally punished for minor mistakes. Not everyone has time to invest in complex builds and hunting for the perfect item. But you really have to ask yourself if this kind of arcadey experience is what you really want out of the genre. The map isn't particularly interesting to explore, and there is no sense of reward in exploring to find another leaf/healing plant thing when the enemies are all weak and you can run into a group of mobs with no strategy and mostly avoid any damage. If the stats system was more interesting and rewarding then maybe I'd care about wandering off the beaten path to get that extra orb but it just isn't worth the effort. Dying isn't really a punishment either because for the most part it's trivial to run through entire areas to get what you need. The combat system is average at best. Again, it doesn't do anything new. Range attack, strong attack, light attack, roll attack, dodge roll, meh... On paper I thought I would really like this game, and although it is polished and executed well (and relatively bug free) at a fair price, I just don't find anything about it particularly compelling or complex. So I find no sense of progress or reward in playing it. I'm still trying to find a GREAT or even just GOOD isometric souls-like. Anyways.. Death's Door is alright, just not what I'm looking for. If you want to play something similar to Hyperlight Drifter, but easier and less interesting, pick this up. If you are looking for more RPG elements and more Souls-Like elements, this ain't it chief. Obviously a lot of love went into this game but I can't help but feel like running around the main world area often feels lifeless. Enemies feel randomly sprinkled, they aren't particularly congregating around meaningful artifacts, structures, or statues. There doesn't seem to be that many unique enemy types either. I feel like I'm walking along somewhat linear paths that all look quite similar encountering the same group of mobs until I reach the next 'zone' which has the same design flaws. Moreover, too much of the progress in some of the main areas was dependent on gimmicks like floating rafts or lighting fires. If these puzzles were engaging and interesting I wouldn't find fault in it, but even the derivative combat is superior to that. What's really a shame is that Acid Nerve knows how to make really compelling games. Titan Souls is exceptional and is a perfect example of how to build meaningful interesting worlds to explore, with tight responsive combat that feels skill based and filled with tension. It also showed how to evolve the HLD/Souls Like/Isometric genre a bit. So it's just strange to see this game launch and feel like it doesn't understand those lessons.Show moreShow less
Damn, deeply devoted developer designed Death's Door. Discover dungeons, divine drama, delightfully depicted Death :D Dark daw's daunting duels demand deft digits. Dynamite deal definitely does deserve desire!Show moreShow less
The first hour of this game was glorious. The world is absolutely stunning. The art design and music are top-notch, and the creativity on display in the world is hard to overstate. Dialogues are hilarious, and enemies look amazing. The animations are super good and clean. I had really high hopes. I was already planning on playing and re-playing it because of how good it felt. Unfortunately, that was the peak. It's really not a ~bad~ game, it's just not a good one. The level design and gameplay loop gets old before you're even done with the first boss, and then there are two more to do, neither of which does anything meaningfully new at all. All of the bosses have like 5x more HP than they have any right to. The fights last like 10 minutes even after you've mastered all of the timings. They just soak up hits foreverrrrrrr. I have nothing but praise for the artists, writers, and musicians who helped with this game. It looks and sounds fantastic, and their work is amazing. Unfortunately, the gameplay just doesn't hold up. At the end of the day, any enjoyment that the game brings is gone within the first 2 hours and it just becomes tedious after that. There are definitely worse things that you could play, but I'd pass on this one. It's not ~bad~, but it's just such a let down after seeing all the potential that was there.Show moreShow less
Whatever you do, plant every single seed you find.Show moreShow less
I’m honestly a little shocked at how much gushing there is over Death’s Door. It’s not a bad game, and there’s clearly a lot of love and care gone into the presentation. It’s just not terribly interesting. I’d describe Death’s Door as “2D Zelda without the puzzles but with five times the combat”. Think back to your favourite Zelda. Do you feel like the combat was the real standout part of that game? In the 2D games enemies were little more than a nuisance most of the time, usually dying to a few sword swipes or a couple of arrows. In the 3D ones things were a little more complex, but it was still mostly there to mix things up a bit. Being more combat focussed would be fine if it was more involved and interesting, but it’s not. You have a melee strike, ranged attack and dodge button. Dark Souls could uncharitably be boiled down to “dodge and stab in the back, rinse and repeat to win”, but there is genuine variation in character builds, locations and enemy designs. In Death’s door you dodge, hit a couple of times or fire off a ranged attack, then dodge again. This works against every single enemy in the game, and only gets slightly more interesting with the boss fights, and with the introduction of a key item 80% of the way through. There are no real character builds – while you can in theory upgrade your stats, it never seemed to make any real difference. Due to your low health and spongy enemies, this means that combat manages to be simultaneously braindead, simple, and surprisingly unforgiving, with your biggest challenge being not drifting off during another wave based enemy encounter. And man, I hope you like wave based enemy encounters as that's about 70% of this game. I would consider the core of a zeldalike to be the puzzles, exploration and gradual acquisition of power and equipment. In Death’s Door these aspects feel rather sidelined in comparison to the combat. For some bizarre reason there is no map, and the game could definitely have done with one. This is such an obvious omission that I have to assume it was a deliberate design decision, and I’m honestly not sure why. Without a map you rely on the game having quite simple level design and very obvious landmarks, and this works much better if you have free movement of the camera to get your bearings. None of these apply to Death’s Door, which means you can find yourself getting lost quite regularly. There are only three gated abilities in the game, and while they’re perfectly functional they are incredibly boring. I won’t spoil what they are, but suffice to say you’ll find a lot of unlit torches, breakable walls and obvious grappling points. The rest of the collectables are a mixed bag. You’re always happy to find a health or magic shrine, or a new weapon, but most collectables are just bundles of xp to spend on the underwhelming upgrades, or a selection of genuinely worthless artifacts. Even if you find every single health and magic shrine you only go from four to six blocks, meaning that you feel barely any stronger at endgame compared to when you started. While I’ve spent most of this review ragging on the game, there are actually a lot of positives. Most obviously the game looks just lovely, with a very striking art style. The music is absolutely fantastic, and in truth that was probably my favourite part of the whole experience. The main dungeons themselves are quite fun and well designed, even if I wish they were more complex and puzzle focussed. Overall the experience does hang together quite well, and it’s very polished. Death’s Door is a fine, if bland game – if steam would allow me to give a middle ground rating I would, but would I actually recommend it? Probably not.Show moreShow less
Spoiler free review, with a short and a longer version: Buy this game if: ✅ You're looking for a metroidvania game, using tools and magic to backtrack the game and collecting secrets and collectibles; ✅ You're up for a slightly above average challenge (the game isn't hard though); ✅ You enjoy short and fast paced combat; Don't buy the game if: ❌ you're not fond of games which don't have a map or a handy compass to help you; ❌ grinding enemies while backtracking always feels like a chore to you; ❌ you prefer spending resources into a deep and complex skill tree system and item management; Verdict: 8 Time required to finish the main game: 10/11 hrs (6 without collecting everything) Time required to complete it at 100%: around 17 hours (my case) Longer version: 1 - what is this game? Death's Door is an isometric metroidvania action game; its protagonist is a small crow which collects souls for a living (no pun intended). This game takes direct inspiration from games such as: - Zelda's games (for the puzzle solving) - Hades and Bastion (combat and movement) - Hyper light drifter (dash and special meter bar refill) - Tital Souls (just for the boss fights, even though you won't die in one hit) 2 - the art and the music are delicate and well thought, as well as the game design: The game neither forces nor pushes themes or tasks repeatedly, for example the puzzle solving pattern often changes and rarely promts you to redo the same "button-pushing" over and over again. Collectibles are scattered all over the world and even the most well hidden secrets feels always worth being sought, especially for lore-wise reasons. All the bosses met in the game are carefully drawn and they have they own flavour and personality - not a coincidence as DD's developer is the same of Titan Souls - and also some interesting dialogues. The soundtrack is simply amazing and hard to be forgotten after closing the game and the end game credits. 3- please note that the game has its own "quirks", which add up nicely to the experience: You won't have neither a map nor a compass to orientate yourself, although both aren't needed at all as there are fast travel points and wooden signals to help you out; it's possible to regain health only outside combat (which makes sense from a lore perspective) and the progression system isn't that much friendly when it comes to grinding, as many mob kills will be necessary and item upgrades will only be available via hidden boss fights; however you'll rarely feel underpowered and never overpowered, as there is a hard cap on HP and MP which won't allow you to become the crow version of Omniman. Thanks for reading and for bearing up with me, leave a comment below if you have any questions or observations, have an amazing day/night, feel free to follow my other reviews at: https://store.steampowered.com/curator/32344423/Show moreShow less
Death's Door isn't bad, but it isn't memorable or actively "fun". I think in a year, I'll have forgotten I ever played this game. While the game has smooth controls, clean artwork, and few, if any, noticeable bugs, it suffers from having puzzles that are too easy, gameplay areas that feel too linear, and a story that isn't compelling. I'd give this one a 5/10 but I'll leave this review as negative. I'm glad that so many people like this game, so much so that the reviews are "overwhelmingly positive", but this one just wasn't an amazing gameplay experience for me.Show moreShow less
Finished the game in 14 hrs, with almost all achievements. I did this in 2 days mind you. Played on PC with a gamepad controller. Overall, a short high quality game that I would jump on a sequel for! PS: I bought it based on Splattercat's 30 min video, and was sold on it. What is it? - I will best describe this game as a classic zelda with a touch of souls like atmosphere and environment. The premise is unique and plays on some of our superstition surrounding crows in the world. You traverse the varied regions adventuring with minimal guidance just like old Zelda games. IE: "Link, you need to get the triforce to defeat Gannondorf" and then proceeds to just let you get on. Review: 9/10 GOOD: A. Excellent aesthetic, art style and environment presentation. Can standalone as its own series to be continued with a sequel. Each region is distinct, and boy are they pretty. Bonus points for the Character/Boss introductions, very slick. B. An interesting plot, and while simple in nature, is very consistent throughout. What I really like is that the "Big bad's" motivation is understandable / relatable, rather than being evil for evil's sake. C. Music is top notch. This is some AAA grade music for such a short game. They appeared to have gone quality rather than quantity with this. D. Boss battles. This is a special highlight because the end game bosses are super unique and I REALLY like what they've done to present some of them. May not be everyone's cup of tea, but I had some solid fun here. E. FUN, with minimal padding. Taking queues from Nintendo Zelda type games, the game is "Easy" in terms of learning the mechanics, but difficult to pull off a no death run. No messing with stats or min-maxing, just take your sword, and reap some souls. MIDDLE: A. Difficulty spikes with certain enemies / bosses. I would say that I am not a dark souls player, so my timing/dodge rolling is not the greatest. Bosses would take me 2-3 tries to get the mechanics right before I nail it. - However, some challenges where unique enemies spawn took me 10-15 tries just because of the chaos of managing everything going on. I would be ok with this except... - Some of these challenge rooms are required to progress the game, IE: if you can't do it, well, you can't progress. Thankfully I wasn't stuck too long on this, but there are specific encounters that seem way more difficult than the rest in the same level. B. Abilities - Other might find success, but I could not utilize my abilities + attacks in an effective way. I played this game basically melee focused as encounters with so many different enemy types make it extremely risky to try for a bow/magic attack as you're venerable while charging. This could be a controller only issue. - To give some perspective, you have to hold 3 buttons down (aiming stick + ability button + charge ability button) to get a shot off, and some abilities don't execute until the full charge. Fumbling will basically lose you an equivalent of ~2 dodges + 2-4 attacks which are much more controllable and reliable. Smart aiming so you only need 2 buttons might be a good shout here, or just git gud. NEEDS IMPROVEMENT: A. Weapons - Aside from the meme weapon, I didn't find a whole lot of reason to switch weapons aside from dagger/endgame sword, effectively negating 2/4 remaining weapons. Maybe for the future, the weapons could be designed around a distinct playstyle, such as no-damage long reach weapons to get you consistent ammo for bows/magic or a spear which has much longer reach but no sweep arc. - Adding on to this, charge attack mechanics are good in theory, but I just could not make it effective. IE: The response from a dodge to normal attack feels like I am at less risk AND in greater control compared to the benefits of a charge attack or dodge into charge attack (more damage?). In a game where you get 4-6 HP, the risk reward for staying in place after a charge attack doesn't feel worth it. B. Hitboxes, especially on the diagonal squares with a controller + camera angles. - Could just be an engine capability (Unity), but I did find that some enemy/boss hitbox scanning or attack arcs are misleading. Some of them are too fast for the eye to catch when determining if you are "safe" so I had to dodge way out. In levels where you are fighting whilst balancing yourself on the environment, the upgraded dodge literally threw me out the map. - Some encounters had a camera angle that made it difficult to catch enemy attack "tells".Show moreShow less
I hate giving this a bad review. I really liked Titan Souls and I was certain I would like this too. It has a great art style, a great story hook, amazing music, and fluid combat. It has so much going for it, but it slowly falls apart over the next few hours due to some poor design choices. - Everyone's right, this game needs some kind of map. - Insane amounts of backtracking, with no map. - Tons of secrets to find, none of which can be accessed until much later in the game. With no map. - Leveling is trash. Each stat point costs a lot of souls and barely makes a difference, even when they're all maxed. - I nearly beat the game and haven't never* upgraded my health or mana. The same thing happened in Blasphemous, another great game with some bad design choices. - Bosses are cool, minibosses are pretty cool, but enemies are reskinned copy-paste jobs. All of this adds up to a game that looks amazing, but lacks a sense of progress. I'm fighting the same things I was fighting six hours earlier. Three of my four spells are just projectiles with varying AOEs. I wanted to explore this big open world, but wandering off the intended path only leads to a dozen locked doors you can't open until you get the appropriate spell. Because of this, the game feels surprisingly linear and restrictive, and exploration is a complete waste of time until you get all your toys. No sense of exploration, no sense of direction, and no sense of progression. That's a great way to ruin an otherwise fantastic game. Still, I respect Acid Nerve and I love the world they have built. Hopefully they take player feedback to heart and make some improvements for their next title.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.