Store data
- UK price
- £13.99
- US price
- $15.29
- Positive reviews
- 77%
- Total reviews
- 105
- Release date
- 18 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
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| Last 30 days | 44 | -58 | -56.9% | 9 | -79.0% |
| October 2026 | 28 | -74 | -72.5% | 6 | -78.1% |
| September 2026 | 102 | — | — | 27 | — |
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| United KingdomGBP · GB | GBP | £13.99 | £12.59 | 10% | £12.59 | No change recorded |
| United StatesUSD · US | USD | US$16.99 | $15.29 | 10% | $15.29 | No change recorded |
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| New ZealandNZD · NZ | NZD | NZ$26.75 | NZ$ 24.07 | 10% | NZ$ 24.07 | No change recorded |
| PeruPEN · PE | PEN | S/.42.49 | S/.42.49 | 0% | S/.38.24 | 25 Sept 2026 |
| PhilippinesPHP · PH | PHP | ₱529.00 | P476.10 | 10% | P476.10 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Alric's father descended into the ruins beneath the city years ago. He never came back.
Sunken Realms is a dungeon crawling adventure about a son who goes looking for answers. Descend into an abandoned underground city, battle monsters, collect materials, craft your gear, and master forgotten spells. Grow stronger. Go deeper. Find out what happened down there — and whether the truth is worth what it costs.
No open world. No battle pass. Just a sword, a dungeon, and a question that won't let you go
Features:
• Hand-crafted rooms are procedurally re-arranged every time you enter the dungeon so you'll never play the same layout twice
• Fluid Melee and Ranged combat
• Learn spells to wield powerful, long-forgotten magic
• Collect gold and crafting materials from vanquished foes and treasure chests
• Return to camp to craft weapons, cook food, brew potions, trade, and upgrade your character
• A heartfelt, personal story that unfolds between two friends around the campfire between runs
• Immersive, original score by Matt Warren |
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
• Fixed crafting stations being able to be leveled above the max level and having missing models. • Added a cooldown to kick attack (will make more sense after Infusion update) • Fixed price sometimes overlapping Upgrade button in Soul Forge menu
Read full update on Steam ↗• Added Two more save slots, so you can start a new game and try new builds without deleting the old one. • Enabled Steam Cloud saves.* • Fixed a bug where transferring an amulet to the stash via the Stash Item buttons stripped the rarity / perks off it, making it a regular amulet. *If you have multiple saves on different devices, contact me on my Discord so I can walk you through how to keep both
Read full update on Steam ↗• There is now an option in the general settings to adjust the difficulty setting. -Story: When you die, you lose nothing, you keep everything you were carrying. You also get 2 Essences after each boss fight -Normal: Same as it has been, you keep anything equipped, but lose everything else and get one essence -Hardcore: You lose everything, even items you have equipped. You get no essences at the end of each section. • Fixed a bug where you couldn't pick up gold with a full inventory • After a fight finishes, the exploration picks up where it left off instead of restarting every time. • Added some color saturation to camp overworld. It was a little washed out.
Read full update on Steam ↗I found a bug related to the dungeon map that was very expensive, especially on lower end hardware. On my Steam Deck on low settings, this fix took my FPS from 12 to 50.
Read full update on Steam ↗Fixed a bug introduced in the last update that made it so spell scrolls could not be read. Sorry >_
Read full update on Steam ↗Per community request, I added two more quick slots! They now activate with 1, 2, and 3 by default on keyboard. On controller, D-Pad up now opens a selection wheel, similar to selecting spells Food items can now be added to quick slots. Gotta get that protein in. Added missing VFX / SFX for consuming certain potions and food Simplified how controller works in inventory. Y now opens the item submenu same as right clicking with a mouse. Action bar inside the inventory is now much more accurate as far as which commands are currently available. Updated player inventory window to make room for new quick slots as well as..... let's just say "future content"
Read full update on Steam ↗• Stat bars now flash + audio cue when an action cannot be completed due to too little (or too much) of a stat. IE, attacking with too little stamina, trying to cure when you already have full health, or casting a spell with too little mana. • Prevent the use of Mana potion with full mana or Health potions with full health. • Combo queueing logic improved. Should feel more intuitive now to chain together combo attacks • Parrying an enemy now makes the player face them. It was common before to miss a counterattack because the player was facing the wrong way. • Fixed a bug where if you ran out of stamina mid-combo, when stamina came back you would begin mid-combo. Now it resets. • Weapon now flashes along with the audio cue when winding up for a charge attack • Fixed a bug where the FPS bow draw animation would play when the player had too little stamina to do so, resulting in confusion...
Read full update on Steam ↗• Map can now be zoomed and panned • Stairs added to map, with up or down indicators • Dead ends are now indicated on map • Treasure room door is now indicated on map • Fixed various errors in room textures for a more accurate map • Fixed regression in Orc Grunt hit reaction animation
Read full update on Steam ↗Today marks Sunken Realms' one week anniversary! Woot woot! This week I have been hard at work hunting down bugs and making improvements, and the list is quite extensive. It covers just about every complaint I received from reviewers. Here are just the highlights: Dungeon load times have been dramatically reduced. My testing shows an average of 6.9 seconds, with a max time of no longer than 12Crashes on dungeon load have been eliminatedTreasure Room mechanic has been bullet proofed. I haven't seen or heard of it failing a single time. Climbing / Mantling has been overhauled and works near perfectly on any surface.Added a button from the pause menu to get the player unstuck if they get stuck behind something or manage to clip through a wall, etc.Toned down the movement of Glis (the will-o-wisp light) so she isn't so distracting.Tightened up character movement so it's much more responsi...
Read full update on Steam ↗• Fixed animation bug where the mesh of an enemy could get knocked back into a wall on hit reaction. • Orc Hoplites now have the ability to parry the player • Murlock's auto dodge is now much more effective. The hit box of their triden was also increased.
Read full update on Steam ↗• Movement (WASD) can now be remapped • Toggle Map can now be successfully remapped • Enemies can no longer be climbed (except Fallen Tufa) • Tried to reduce repeating rooms. Should no longer see the same room next to itself • Fixed a theoretical crash that could happen after excessive failed dungeon build retries
Read full update on Steam ↗• All treasure room bugs have been fixed. As far as I can tell, it should work perfectly every time. • Enemy spawn rates have been increased across the board
Read full update on Steam ↗• Fixed bug where jumping while performing a mantle could make the player clip through what he was climbing • Fixed bug where an arrow would still be in the player's hand after putting the bow away • Increased speed of draw / sheathe weapon animations for heavy sword and spear • Increased enemy spawn rates in dungeon across the board. • Bone Golem is now stunned when you parry it's attacks
Read full update on Steam ↗Dungeon load times have been drastically reduced. I ran an internal test where I entered the dungeon 20 times and tested the load times. Fastest was 3 seconds, longest was 11 seconds, with an average time of 6.9 seconds. No crashes. The tradeoff is the possibility of having dungeon rooms repeat. I will work on keeping this number down, but I think it's a worthy tradeoff.
Read full update on Steam ↗• New Unstuck Button from Pause Menu • Reduced dungeon loading time / crashing • Fixed some instances of treasure rooms remaining locked • Fixed weird foot snapping on sword and shield dodge animations • Fixed some performance and AI issues with the Golem boss
Read full update on Steam ↗0 positive · 1 negative.
0 positive · 1 negative.
• Fixed crafting stations being able to be leveled above the max level and having missing models. • Added a cooldown to kick attack (will make more sense after Infusion update) • Fixed price sometimes overlapping Upgr…
1 positive · 0 negative.
1 positive · 0 negative.
2 positive · 2 negative.