
Rubinite
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 Rubinite
Rubinite is a boss-rush action game set in a dark fantasy world. Play as Ruby, a princess fighting to reclaim her home, the Scarlet Kingdom, and exact revenge. Focus is central to combat: use it to expose the Bloodstained’s weak points, then land a lethal strike. Enemies also surrender power when defeated, letting Ruby grow stronger and craft Talismans to shape her combat style. Steam player rating: 94%% positive from 4,462 reviews.
Credits
Lowest recorded in 36 months
$17.532026-07-26 · 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 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-30
02Before you buy
Combat
Rubinite is a boss-rush action game in a dark fantasy setting. Ruby uses Focus to expose enemies’ weak points before striking.
Controls and languages
The Steam PC version has full controller support. Listed interface languages include English, Simplified Chinese, and Traditional Chinese.
03Frequently asked questions
What is the story about?
Princess Ruby fights the Bloodstained to reclaim the Scarlet Kingdom and take revenge.
What does Focus do?
Focus reveals enemy weak points, allowing Ruby to land a lethal strike.
What do you gain from defeating enemies?
Defeated enemies surrender power that Ruby can absorb to grow stronger and craft Talismans.
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.
This dev team has completely lost the plot. The game gets a tiny bit of attention, and suddenly they think they can charge this ridiculous price. The amount of content does not come remotely close to justifying it. On top of that, one of the game’s investors, apparently some influencer investor in China, is now rallying his followers to flood the game with positive reviews. Do not trust the current rating. The reviews are completely disconnected from the actual experience of playing the game. This game is absolutely not worth buying at its current price. --- この運営、マジで頭おかしいだろ。ちょっと話題になっただけで、いきなりこんな強気な値段付けやがって。どう考えても価格とゲーム内容のボリュームが釣り合ってねえ。 しかも今、このゲームの出資者らしき人物(中国ではインフルエンサー投資家みたいな奴らしい)が、自分の信者どもに高評価レビューを付けるよう呼びかけてる模様。 だから今の評価はマジで当てにするな。レビューの内容と実際のゲーム体験が完全にかけ離れてる。 少なくとも、今の値段で買う価値は一切ない。 --- Эта команда разработчиков окончательно потеряла связь с реальностью. Игра получила хоть немного внимания, и они тут же решили, что могут выставить такой абсурдно высокий ценник. Объём контента вообще не соответствует этой цене. Вдобавок один из инвесторов игры, судя по всему какой-то китайский инфлюенсер-инвестор, сейчас призывает своих подписчиков массово ставить игре положительные отзывы. Не доверяйте текущему рейтингу. Эти отзывы совершенно не отражают реальный игровой опыт. По нынешней цене эта игра абсолютно не стоит покупки. --- Este equipo de desarrollo ha perdido completamente la cabeza. El juego recibe un poco de atención y de repente creen que pueden ponerle un precio absurdamente alto. La cantidad de contenido ni de lejos justifica lo que están cobrando. Para colmo, uno de los inversores del juego, al parecer una especie de influencer inversor en China, está movilizando a sus seguidores para llenar el juego de reseñas positivas. No confíen en la puntuación actual. Las reseñas no tienen absolutamente nada que ver con la experiencia real de jugarlo. Este juego no vale la pena en absoluto al precio actual. --- Dieses Entwicklerteam hat völlig den Bezug zur Realität verloren. Das Spiel bekommt ein bisschen Aufmerksamkeit, und plötzlich glauben sie, dafür einen völlig überzogenen Preis verlangen zu können. Der Umfang des Spiels rechtfertigt diesen Preis nicht einmal ansatzweise. Obendrein ruft offenbar einer der Investoren des Spiels, anscheinend irgendein chinesischer Influencer-Investor, gerade seine Follower dazu auf, das Spiel mit positiven Bewertungen zu überschwemmen. Verlasst euch nicht auf die aktuelle Bewertung. Die Rezensionen haben mit dem tatsächlichen Spielerlebnis praktisch nichts zu tun. Zu diesem Preis ist das Spiel den Kauf absolut nicht wert. --- Cette équipe de développement a complètement perdu le sens des réalités. Le jeu reçoit un peu d’attention, et soudain ils pensent pouvoir lui coller un prix aussi délirant. La quantité de contenu ne justifie absolument pas le tarif demandé. En plus de ça, l’un des investisseurs du jeu, apparemment une sorte d’influenceur-investisseur en Chine, est en train de mobiliser ses abonnés pour inonder le jeu d’avis positifs. Ne vous fiez pas à la note actuelle. Les avis sont totalement déconnectés de l’expérience réelle en jeu. À son prix actuel, ce jeu ne vaut absolument pas la peine d’être acheté.Show moreShow less
Put the demo back up on Steam! This game has been some of the most fun I've had in months, but I cannot convince any friends to buy an $18 game with only ~10 hours of gameplay if they cannot try the game without having pay first (even if they can refund it, it's an unnecessary mental barrier)Show moreShow less
Just finished the game 100% and have to say ... I'm sad to not be able to recommend this. The story and gameplay ideas are lovely, but putting basically 70% of your game in a mode where you are dying to a single attack requires your game to have reliable hitboxes - and that is where the negative review comes in. The rest of the game is fine but having attacks sometimes just not hit you at all or hit outside of indicated hitboxes is not okay if you are forcing a single hp run onto players. Attacks not hitting you is an issue because you would dodge it, which gives iframes and a slowdown, but now that you didn't get hit you get neither and the follow up attack will hit you. Same thing with where it feels like your dodge just goes through an attack without giving you focus and slowdown, ending in the same problems. I would love to recommend it - but the only reason I ended up finishing the last 2 bosses were out of pure spite to beat the game, not because I enjoyed playing the game anymore.Show moreShow less
Strength in Simplicity It's easy to think of boss rush games as a little unassuming, and I think a lot of that stems from the ease with which we can break them down into their apparent constituent parts. We don't do this for other games. We don't make a point of saying that one has X number of locations, Y lines of dialogue, Z varietals of delicious rock textures, and then claim these exact numerical values differentiate good videogaming from bad. But with boss rush, it's not difficult to find a game that only sends bosses your way, discover that it's only got a dozen to its name, and then assume that's all there is to it because 'boss' is in the genre. In this way, Rubinite feels almost primed for dismissal. It's a game with twelve bosses, all you really do is fight said bosses, and in almost every sense of the word, it's a classic boss rush game. It doesn't have some monstrous skill tree to augment the ever-loving crap out of combat, nor does it have some sprawling world to explore between encounters (neither are a bad thing, just to be clear!); no, instead, it's happy to keep simplicity simple, content with the knowledge that such a thing isn't destined to breed repetition and tedium. Rubinite is a game about killing bosses, and it's gonna stay that way through nothing but sheer design prowess. You play as Ruby, a young, runaway princess, driven from her kingdom by the invasion of a witch and her army of Bloodstained, monsters she creates with Pureblood Crystals forged from the plucked eyes of Ruby's people. For all the strength they provide, however, these crystals are also the Bloodstained's fatal flaw, and wielding special eyes capable of locating these weak points, Ruby embarks on her quest for vengeance. In battle, this vulnerability manifests as Rubinite's principal mechanic. Ruby can freely focus her vision, gradually generating marks on her victim's crystal she can then cash in for critical damage. Like most eyes, Ruby can see better the closer she is to her target, building up marks faster, and should she manage to dodge an attack at the very last second while focusing, the close call will grant her an entire mark instantly. Unsurprisingly then, combat is defined by this constant risk/reward, and although Ruby has a quick three-hit combo in her back pocket, on account of being a literal child with a small knife, the razor's edge is the place to be. All this means you'll take on a somewhat reactive role against the Bloodstained. Before long, you'll acquire attacks specifically designed to either repel purple grab attacks or disrupt red aerial attacks (each granting marks of their own), and it's clear that all of Rubinite is designed around this idea of precise response and, more broadly, perfectionism. Marks can be stacked on the same target for compounding damage, but they'll dissipate if you take even a single hit before consuming them, and eventually the game just doubles down, straight up removing Ruby's health bar altogether, and with it, her capacity to withstand literally any damage. It's frustrating at times, yes, and while you can imagine how much more annoying it is to be caught by strays that obviously soared right past you (it happens a fair bit!), these hitless runs are Rubinite in its purest form. It's every system working beautifully in tandem. It's perfect dodges chaining into perfect counters chaining into maxed-out critical strikes. All of it this exhilarating expression of mastery, this gorgeous, final dismantling of that which has felled you again and again. Best of all, it's effortless and intuitive because it's so simple. I lied earlier: Ruby has a skill tree, but there's very little on there outside of basic boosts to damage and survivability, and much the same can be said about the various talismans she can mix and match. All in all, she can nullify some enemy attacks, she can dodge, she can slash a few times, and she can stare menacingly; it's almost too simple, and I think it would be if Rubinite’s bosses weren't so damn brilliant. For starters, they're not particularly complicated themselves, and built to tap into that flow state as quickly as possible; everything they throw at you is tricky, but incredibly readable, and you can generally rely on very few cheap or gimmicky strikes designed solely to catch you out. More important is the variety. You've got this big bird thing (see above) that regurgitates a second combatant part-way into the fight, you've got a huge worm that splits apart as you weaken it, you've got a phantom that inhabits and puppeteers fallen warriors across the battlefield, and, of course, the strategy for each of them is equally varied. You've always got to keep one eye on the bird and the other on his friend. You’ll want to take care of the worm's fully dissected sections before the rest overwhelm you. And perhaps while the phantom is exposed, you may wish to instead focus on softening up other viable corpses in advance. Again, Ruby's capabilities are limited, but the way different bosses so cleverly challenge you in different ways constantly refreshes and recontextualises them across encounters. I wouldn't wager you're here for it, but Rubinite's narrative is particularly emblematic. Ruby and friends operate out of a deserted monastery that gradually opens up after each kill, each new room shrouded in illusions housing memories of the big bad witch. Shocker! I'm not sure I've seen a more generic tragic backstory, but it makes for very clear storytelling, allows each memory to be completely wordless, and, as a result, lends itself far more to compelling cinematography and gory embellishments. All this is not so much the absence of complexity as it is the space for creativity. Every animation is so detailed and fluid, the pixel art is always stunning, there are these dramatic title cards at the start of each boss, and gnarly, bespoke executions at the end. This isn't some less-is-more, shoestring-budget thing cobbled together and forced to make the best of what it's got. It's intentional; it's more because it's less, and while it might not be riddled with X factors and buzzwords and seventeen more interlaced genres, Rubinite is a much better game without them. A copy of Rubinite was provided to Summit Reviews for the purposes of this coverage.Show moreShow less
I finished the first cycle of the game, and played a bit of it after receiving the achievement "True Difficulty". Like a commenter said, about 50% of the way through, after which you fight repeat bosses on no-hit. Overall, does not contain good enough content to be worth the asking price imo. Wait for a sale/DNB. As far as I am aware, there is more story following completion of normal difficulty, so it may increase in quality. However, what I played through was relatively bland. Much of the dialogue is repetitive (especially with a certain lizard), and the game narratively railroads you into asking NPCs questions to progress. The gameplay is fine, although it may not be for everyone. A problem I had with it that other reviewers have voiced is that there is essentially only one way to play, which is critically striking. Critical striking involves staring at the boss and then dodging when it attacks. Upon successful dodge or waiting enough time, you can build marks to deliver a critical strike which does sizable damage. It became tedious fast. Boss attack patterns were not especially varied, either. To beat the normal playthrough, I only fought 8 bosses. Playing on true difficulty (sequential to normal), involves doing another playthrough of the game on essentially no-hit (I assume there are more bosses at some point judging from the achievements). In the replayed run, there is very sparse changes from the base story, which led to me losing any interest in completing it. As much as I've made it sound like I hated my experience, I did enjoy myself at points, The art is great and by far the best selling point of the game. The story, despite its flaws, had good beats, too. But yeah, imo it's just not a $20 experience.Show moreShow less
Brilliant game, one of the most memorable experiences of my life Average boss in this game is like 9.5/10 Combat is brilliant Pacing is brilliant Music is brilliant *replaying* the story is just genius The way story is told is very unique and beautiful Throughout my 17 hours, there wasn't an hour I didn't enjoy Thank you to whoever made this game, it is a masterpieceShow moreShow less
(Apparently there's an influencer involved with the game that is pushing for fake positive reviews, which seems likely if you read some of them. As well the devs removed the demo when this releases, which is weird for a game that even positive reviews think is too expensive for the amount of content. So take all the praise you may see elsewhere with a grain of salt). Could have been great but has a major flaw. It really feels like they wanted to reinvent the wheel for the sake of it without having an actually good idea. It's also not what the trailers implied were the core mechanics. And best way I can get that idea across is by comparison. It's interesting how I got this in a bundle with Perennial Order (a game that I loved that does reinvent the wheel is some terrific ways), as they both incorporate a charge up attack system in a souls like boss rush game, yet Rubinite manages to implement it in the worst way. I was really excited for this game and loved the gothic pixel art cutscenes in the intro when I started it up (reminds me of Blasphemous). I was pumped and ready. But then completely lost interest shortly after when I realized the "focus" to critical hit actions are the core gameplay. It is an obtuse and boring system. The trailers gave the impression of a more tradional hack and slash gameplay, not this. The game directly tells you regular attacks won't do much damage to your enemies and you need to build up focus to actually accomplish anything. So it's not a tool, it's the game. To compare: in Perennial Order, not only is the critical strike system optional, but it's significantly quicker and immediate, is accomplished by just one joystick, and mistimings only lead to a weaker attack and not a loss of the attack. It's more a very useful option than a necessity and is incorporated well into the combat. In Rubinite you have to first get the enemy in your sights, wait for it to load up, and if it doesn't reach its apex before you stop or you get hit, you'll lose it. And then at a full load it doesn't automatically attack, you still need to go in for the critical strike as a separate button press. This may seem pedantic but it adds up in a fast paced game. I had a similar issue with Nine Sols and its delayed explosion attack, but at least that wasn't a required move, parrying and attacking worked just fine as well if you didn't care for it. It's also compounded by the dodge timing being weird. Maybe it's just the tutorial boss, but you aren't supposed to perfect dodge right before impact (like literally every other game with that mechanic), but right before the enemy swings their attack, which is also really unintuitive. It's a change in muscle memory but to a worse timing. Overall you can't have a fast twitch reactive game that doesn't allow for quick in the moment decisions and the reaction isn't congruent with the animations. I don't want to spend the game waiting around to see the same charge up animation and do weird dodge timings.Show moreShow less
I can say with full certainty that this game is the best game I've played in years. The combat is fun, the bosses are creative, and the art style is just perfect. 10/10, I fully recommend it.Show moreShow less
Unfixed Demo Issues and Broken Hitboxes Ruin a Promising Boss Rush In a boss rush game, super tight controls, responsive movement, and pixel perfect hitboxes are non negotiable. When precision is the entire point of the gameplay loop, any lack of consistency transforms a rewarding challenge into an exercise in frustration where victories feel like random luck. Unfortunately, Rubinite severely struggles with hit registration and phantom hitboxes, failing to fix glaring issues present even in its pre-release demo. The Demo Illusion and The Beast The opening of the game creates a false sense of security. The first boss, The Beast, is mostly fine. While you might experience a few failed attempts as a newcomer learning the controls, its attacks are readable, the mechanics feel fair, and the hit registration actually works as intended (I think, I've beat the boss in just a few attempts, and what I've seen is fair enough). This early baseline makes the mechanical degradation that follows much more jarring. The inconsistency rears its head almost immediately after the first encounter, where attacks routinely hit you out of nowhere or clip you directly through your iframes. The 2nd Boss (The Sentinel Faye): This is where the jank officially begins. The spatial awareness of the hitboxes completely breaks down here. You can be positioned safely behind the boss while it decides to smack the opposite wall, and you will still take massive damage despite being nowhere near the actual impact zone. The most disappointing part? This exact issue was in the demo. I bought the full release hoping the developers would fix it, but it was left mostly untouched. The 3rd Boss (The Graveyard in the South, don't remember the actual name). This unnamed encounter is the absolute breaking point and the primary reason I stopped playing. It takes all of Sentinel Faye's hitbox problems and scales them up. Only about 60% of this boss's moves function as intended. The remaining 40% consist of him either wildly missing over and over, or lunging in a completely random direction and still damaging you when you are standing well outside his attack trajectory. When a boss's hitboxes only function correctly a little over half the time, beating them stops feeling like a triumph of skill and starts feeling like you just finally got a lucky run where the hit registration didn't glitch out. It is a massive disappointment to see the game turn out this way, especially when core mechanical flaws from the demo were ignored in the final release. While future updates might eventually patch the hit registration and clean up the phantom hits, it is impossible to recommend right now, especially at its current price point.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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