Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 1669180 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Nov 3, 2026 |
| Developer | Ernest Piatrovich |
| Publisher | Ernest Piatrovich |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Demon Source is a soulslike roguelike game with procedural generated dungeons. Try new builds each run. Gather the Source to unlock new items and abilities. Solve the mystery of seven inhabitants of the Church. Try the Ultimate Challenge with great classical music. It is made by one person!
About this game
As a solo developer, I can throw out all the marketing practices and just tell you really what my game is about. Demon Source is a soulslike with procedurally generated dungeons. But only their order is procedural — all rooms were composed by me or taken half-ready from the assets I bought. The game uses a Dead Cells-like item system . You will have 2 slots for weapons, one for armor, 4 for abilities, and 2 for rings that provide powerful passives. You will also be upgrading your stats . I had countless iterations but came up with a system that makes each of them meaningful. Also, each stat unlocks perks. For example, 20 Intelligence will remove the cooldown from mana-based skills. And 40 Agility will slow time when you aim with a bow. Each weapon provides a unique style of play. Daggers are fast and provide a bonus to the parry window but deal almost no damage to enemy poise. With greatswords, on the other hand, you can cancel most of the enemy attacks, but you will get less defense and maneuverability. But bonking your enemy to death appears to be surprisingly satisfying. Magic is here too. Magic staffs have spells instead of combos — tailored to be useful in different situations. But if you are out of mana, there is a handy melee attack available. When making the game, I was upset that environment is not very interactable, so I added something destructible almost to every room. Including the damaging stuff. I did my best to make the game a roguelike, not a rogue-lite. But absense of progression is also disappointing. So to improve your runs, you can improve your healing flask (that also restores mana!) But more interestingly, you can improve your "Mystic Sence" - it will allow you to find secrets that you have missed in previous runs. Which, I hope, will allow to make each run interesting. Of cource, you are not bounded to that "Mystic Sense" - all secrets will be available for you even without it. Seek for story and lore? I have some! *clears his throat* Deep down the Ulm rock dwarves found the relic of great power. Demonic power. Very soon hordes of demons and possessed undeads were marching through the Lavert Kingdom. Heroes of the past had s…
Supported languages
English, French, Italian, Spanish - Spain
