
ENDER LILIES: Quietus of the Knights
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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 ENDER LILIES: Quietus of the Knights
Lily awakens in a ruined kingdom where a cursed rain has turned living things into undead monsters. This dark-fantasy 2D action RPG sends her across Land’s End to explore, evade attacks and face dangerous foes. Defeated enemies can become allies, lending melee, ranged and magical abilities that Lily can combine. Steam player rating: 93%% positive from 43,404 reviews. Steam PC interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Portuguese-Brazil, Russian, Japanese, and Korean. Released June 21, 2021.
Credits
Lowest recorded in 36 months
$9.992024-03-14 · SteamBase 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 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play style
The Steam PC version is listed for single-player and has full controller support.
Language
English is supported for the interface. Supported interface languages: {supportedLanguages}.
03Frequently asked questions
How do combat abilities work?
Defeated foes can be released from their curse and recruited as allies, providing skills that can be mixed and matched.
What places can Lily explore?
Explore areas including a submerged forest, a contaminated underground cavern and a grand castle in Land's End.
What is the story about?
A deathly rain turned living things into frenzied undead and devastated the kingdom. Lily seeks the truth behind the calamity.
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 times I really wish Steam had an "ambivalent" review score. I've settled on negative because this is a game that absolutely BEGS you to compare it to Dark Souls / Hollow Knight, a pair of nearly-perfect games, but doesn't seem to have learned much from them. Pros: - The UI is amazing. This is the one area where it is a categorical improvement over the games it's imitating; swapping out relics or spirits is completely frictionless, information is intelligently organized, the map can be turned off, fullscreen, or small and in the corner. If this dev was hired to make interface decisions for other companies I'd stand up and cheer. - The art's pretty good. Later areas get a little samey and don't have the same hand-crafted love that the early ones do but that's more a function of level design than the assets themselves. Cons: - The platforming is mediocre-to-bad. You get a double jump almost immediately, which is nice but kind of feels like a bandaid over deeper issues. Lily has the ability to pull herself up onto a ledge after a near-miss jump, and she can do this from further down the ledge than you'd think, but there's no clear marker to indicate that point and the result is that it's really hard to gauge at a glance whether a jump is possible. The game's use of momentum is atrocious. If it would help you, it doesn't exist. If it would hurt you, it suddenly applies, guaranteed. A running jump doesn't carry you any further than a regular one but turning around in mid-air has some lag, as does turning around on foot. Mid-air attacks hold you in place, which is occasionally useful in combat, but they also completely eliminate your arc -- you just fall straight to the ground afterwards. Your initial moveset gradually expands with mobility upgrades (e.g. your character's clumsy dive becomes a proper dash, etc.) but none of them ever work as fluidly as they should. The big problem is almost no animations can be canceled into each other, leading to a very stiff control scheme. And almost all of it is 1:1 clones of upgrades from Hollow Knight, which lets you fluidly cancel most things by default and has charms for some of the few exceptions (e.g. infinite consecutive dashes), so again, the comparison to a better game hurts it even more than the problem itself in a vacuum. - Combat is AWFUL. The game doesn't demand much in the way of platforming skill and Lily isn't thematically meant to be some incredible athlete, so you can occasionally forget the platforming issues (as they rarely provide a serious obstacle) and just soak in the atmosphere and story. Combat is another story. The worst decision here is that neither enemies nor the player flinch when hit. There's no Hollow Knight-esque knockback either, which was a weird and controversial decision in that game but one that made for a reasonable substitute. The result is that the fastest way through any given encounter is a damage race where you just smash buttons. To punish/prevent the player from doing this, healing is extremely limited, so in practice you'll want to either one-shot things whenever possible, or dash into a spot where the enemy's attacks won't hit, then unload on them. In a Souls game, you are given powerful tools to control the enemy -- staggers, stealth, guard-breaking kicks, etc. The fastest way through a combat and the one that leaves you unharmed are one and the same, so you never feel like playing cautiously is shooting yourself in the foot. In Ender Lilies, playing cautiously and intelligently is not only pointless but actively counter-productive if there's a Respite close enough ahead, so you're constantly wondering "should I even bother?" The lack of forward momentum with primary attacks that odd as a platforming decision is even worse here. In Hollow Knight, you can leap at an enemy and begin your attack mid-leap, confident that the peak of the jump and the most advantageous part of the combat animation will sync up, allowing you to approach things aggressively and relatively safely. In Ender Lilies? Forget it, every attack is going to force you to deal with the full windup in exactly the same position you started in. In the early game all of this is mostly ignorable since gaining XP has a pretty muted effect, most enemies are of the "one hit kills them" variety, and if you don't feel like even doing that you can just skip past most of them. They'll shoot projectiles at you, so skipping isn't completely without a cost, but dodging is more fun than fighting a lot of the time anyways. However, as you progress through the game the level design starts to fall apart, and rather than expansive open areas, locked arenas where you have to fight monsters to proceed become more and more common. You're forced to engage with the combat at exactly the same point that the game starts being populated with two of the most tedious, annoying enemy types to fight: flyers and shield-bearers. As for boss fights, the early ones are genuinely pretty okay. They suffer from the same overall problems as regular enemies but there's a lot more variety in their attacks, some clever fake-outs like Eleine's phase 3 claw attack, and some fun patterns to dodge and punish. However, again, early game areas got all the attention. Later bosses rely more and more heavily on a mix of huge AoEs and homing attacks. Positioning comes to matter less than use of the (technically- but not-really-optional) parry tool, and boss tells are also very poorly communicated -- Ulv the Mad Knight stands out in particular. He has an attack where he waves his hands and then simply damages you wherever you are unless you parry, but ALL of his attacks are telegraphed with him waving his hands around. - Overall, I was still having fun in spite of everything until I hit the castle area, which is just a horrible slog that exposes all the seams in the game. I'm going to power through and see if finishing the game changes my mind -- maybe this area was made by the intern, or at the very last minute to make a deadline or something, and it goes back to being just so-so and inoffensive after this. I also genuinely want to see how the story turns out. But objectively speaking, the game made some really bad decisions with its core mechanics and I can't recommend it.Show moreShow less
You play as a loli stand userShow moreShow less
Gorgeous artstyle, well done and fitting soundtrack, but not particularly fun to play. Combat is light and without impact or weight. There's no hitstun or reaction whatsoever unless you break the enemies poise/stun meter. Enemies and bosses have way too much HP and fights drag on much longer than necessary. There are a good variety of spirits to use though at least. Exploration is boring and tedious. The map doesn't feel very interesting to explore even though there are a variety of places to visit. Worse, since the combat is so bad when you revisit an area they're generally over-packed with spongey, dangerous enemies that you have to fight again. Though there are things that are worth finding, but they are VERY unevenly spaced. You can go most of the game not finding an upgrade for the "main" spirit only to find all/most in very short order; there are even 2 (out of 6?) in 1 or 2 spots.Show moreShow less
Mili needs to be hired to work in more games, and kudos to the devs, they got a really great sense for making a good atmosphere. The game feels great, it looks great, and it sounds amazing, also it manages to find its own identity, many "metroidvania" games try too hard to be like its predecessors or to surpass them, not this one, this is its own thing. 9.3/10Show moreShow less
There is a lot to like about this title. The art style and animations are very good, for example. The gameplay is interesting. You pick up new spirits from bosses which expands your abilities. Sometimes that is a new type of attack. Other times it's personal abilities that allow you to access new parts of the map such as double jump, the ability to swim or to smash different types of barriers. This is the metroidvania aspect of the game. The way they implemented the map was also very interesting. It doesn't show you every little turn, it gives you lines that connect different sized rooms and it's up to you to figure out how to find different ways to other rooms. You rest at benches and you can fast travel as well as update abilities at the benches, it's also where you save your game and swap out which spirits or relics are equipped. Unfortunately, the game has one very major issue. It's just not that fun to play. First, the controls don't feel very exact. I can't quite put my finger on it, but it doesn't feel as responsive as it could be. Part of that is you get animation locked, for example. I have taken quite a few hits because I hit attack one too many times and then was stuck in the animation and couldn't dodge. Also, you can't really move and attack at once. It has the unfortunate side effect of making the game feel slow, for me at least. A lot of people seem to like this game, and that is great for them. I'm glad so many people are enjoying it, but for me it's just no fun to play.Show moreShow less
I absolutely loved this game! I like it better than Hollow Knight and that's saying something. It took me a very long time to get through because I'm not the best player and I'm an older woman (52) but I was thrilled to actually make it to the end because it's so challenging. It has 3 endings and I had the 2nd one (B). I loved the music in this game, it was so good. The characters are awesome. I was so impressed by the look of the whole game, and even the enemies kept you very interested with their appearance and moves. The whole movement of the character was so smooth and felt really good. I'm hoping they make another one. It was WELL worth the money! If you are sitting on the fence with this game, get it! You won't be disappointed. I can't praise it enough. I would give this game out of 10 a 12...it was that good to me! Great job making this game! I had a person ask me why I liked it better than Hollow Knight. I responded and they mentioned I should put that here as well. So here it is. The part that I liked better was the characters including the enemies looked amazing to me.The music! Ohhh the music was fantastic! The environment was amazing and pretty and everything suited it. Everything came together so beautifully. The colours were just right for the environments and I liked that there were so many choices for abilities and you could pick and choose what you liked for the area. As you get further into the game it just gets better and better. it was so good to me that it may have taken me 6-8 hrs to beat one boss but I loved the game that much that I stuck it out. As I said, I am REALLY hoping they make another one. I will be at the front of the line to buy it. The people that worked together on this game deserve a big pat on the back. I'm sending them a big hug (if accepted). I was NOT given this game for free, I paid for it and it was well worth it to me.Show moreShow less
The music, the design and the lore here are all great, but the level design, which, imo, is the most important aspect of any metroidvania, is so fking boring, I can't really be bothered to play anymore.Show moreShow less
A metroidvania with a little anime girl protected by dark souls monsters in extremely scenic environments and music reminiscent to that of NieR. Controls are tight, bosses are fun, and the game respects your time by marking 100% completed rooms and placing checkpoints near bosses.Show moreShow less
This game starts off great, I think the first half to 2/3rd's of the game is fantastic, The problem comes with the back half where all the great level design, map layouts, and clever enemy placement goes out the window in favor of hard hitting cheaply placed damage sponges who's only purpose I could surmise is to pad out and artificially lengthen the game while sucking any sense of enjoyment or accomplishment out. To me it really feels like the first half was developed by a team of good game designers and then they handed off the other half to some inexperienced team that don't know what fun or balance is. That may sound harsh but the design of the game feels so starkly different in later areas like Ruined Castle and Verboten Domain I have a hard time believing that the same team with the same goals would make so many bad decisions. It's not just the difficulty spiking up later on, I'd expect that, but just the way the game is played is no longer fun or engaging after a certain point.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.