← All games
Sephiria

Sephiria

Developed by
TEAM HORAY
Published by
TEAM HORAY

$17.99

Save Bunnyville from a doomed fate: a top-down action/RPG roguelite from the makers of Dungreed. Explore the depths of the tower, collect and upgrade artifacts, and defeat hordes of demons to keep your village safe.

Consensus
A79.2/100
Steam players94.5% positiveVery Positive12,970 reviews
Metacritic ↗Users: 8.5/10
VG Insights estimate ↗≈674K copies · ≈$7M gross

What creators say

View full ranking →

Part 4 (Dec 2025) · #2 of 9 in that tierWatch the moment (1:54:14)

Tier list Part 4 (2025)

Sephiria is a top-down action roguelike dungeon crawler from the makers of Dungreed, currently in early access. Its hook is an inventory-placement system where artifacts and item positions power up your build rather than traditional leveling. He loves the adventure feel, story, weapon variety, pre-run customization and music. He calls it a hidden gem deserving more attention, placing it at the top of A tier with S potential if balance and content improve.

Liked

  • Inventory management as the core progression: artifact placement buffs items, and level-6 items do drastically different things
  • Each weapon feels distinct, with special abilities, dash attacks, dashes and combos; gameplay more satisfying than Dungreed
  • Strong adventure, story and hub side-quest feel (even a creepy horror-tinged quest); each early-access update adds content
  • Lots of pre-run customization via multiple upgradeable 'mirrors' giving permanent stats, plus a newly added starting-item pool
  • Heat-style difficulty system that rewards permanent progression
  • Every run feels unique, with varied bosses and mini-bosses per biome; killer music

Disliked

  • Elemental builds (fire, lightning) feel much stronger than anything else and are too easy to just collect into
  • Melee/stat builds require juggling many item types while elemental items all just work, so items need to be more flexible
  • Mana/spell system feels weak, unnecessary and not loved; spells not impactful
  • Same biomes and few secrets per run, and the true final boss is still missing in early access
  • Wants more secrets and alternate biomes like Dungreed had

What players say

A top-down pixel-art action roguelite from Team Horay (makers of Dungreed) where you play a bunny defending Bunnyville, building power by fitting artifacts and tablets into a Tetris-like inventory grid, with up to 4-player online co-op.

Sephiria is received as one of the best recent action roguelites: the local Steam snapshot shows about 12,970 reviews at 94.5% positive (Very Positive), and the Steam store page showed an Overwhelmingly Positive rating earlier (97% of roughly 2.9k reviews), so sentiment has cooled slightly as the audience widened at 1.0. Players and critics praise the inventory-puzzle build system, big weapon/costume variety, pixel art and co-op. The two Metacritic critic reviews are 90 (TheSixthAxis) and 83 (This Is Game). Complaints cluster around netcode and disconnect-loses-the-run in multiplayer, artificial pacing gates, boss design that pushes evasion builds, and repetitiveness after many hours. It left Early Access (April 2025) for a full release on July 31, 2026, and some fans felt little was added between the last EA build and 1.0.

Players love

  • The inventory-management build system (placing artifacts/relics around tablets and talismans in a grid) is called unique and addictive; several reviewers describe optimizing the grid as the core puzzle of the game
  • Large variety of weapons (6 main weapon types, each with 50+ upgrades that change how it plays), costumes with unique stats and set bonuses, and artifacts gives many viable, distinct builds
  • Snappy, responsive combat with a wide range of archetypes (tank, greatsword, bomber, frost, lightning, meteor mage)
  • Clean, expressive pixel art and cute character designs; boss music and chill soundtrack are singled out
  • Smooth progression curve: weapons, artifacts and unlocks are introduced gradually, with very wide meta-progression and plenty of secrets to unlock
  • Co-op for up to 4 is seen as well balanced and a standout feature for playing with a partner or friends; you can leave a co-op run and return to your own village
  • Strong quality-of-life features such as loadout preferences and control over favored item spawn rates, plus multiple difficulty levels
  • Large amount of content and polish with a charming story and lots of care from a small studio; players report hundreds of hours

Common complaints

  • Multiplayer netcode: delay-based and server-priority hit registration makes dodging unreliable for clients, especially at 100+ ping; many negative reviews are purely about this
  • A disconnect or host drop ends the run for everyone with no rejoin and no mid-run save, which can waste an hour or more; it also happens on LAN for some players
  • Progress can be lost on game crashes, reported by some players including on Linux
  • Boss design: large unavoidable-feeling attacks, unclear telegraphs, long invulnerable phases, and one boss with a screen-wide tentacle barrage that some find annoying or unfair
  • No epilepsy or photosensitivity warning and no flashing-reduction toggle despite a newer chapter 3 boss with map-wide flashing attacks; raised repeatedly by affected players and their friends
  • Some reviewers find combat shallow or hollow (one-button combos) and enemy rooms either too easy early or visual damage-soup late
  • Story is called over-the-top or cliche by some, and cutscenes/dialogue get skipped; boss cutscenes are repetitive when retrying
  • Localization quality issues (for example a Russian reviewer rates the current translation about 4/10)

Can feel tedious

  • Runs get long (an hour or more for some) and the constant inventory shuffling plus fast-travel backtracking through non-continuous map paths pads the time
  • Repetition after roughly 20+ hours: players settle into one build and have little reason to vary it because the game is easy once core synergies click
  • Padding in progression: extra runs demanded per chapter and slow meta unlocks feel like a grind
  • Late-game boss fights described as bosses spamming hard-to-avoid attacks; the final boss can kill in one attack and delete an hour or two of progress
  • Evasion is widely seen as mandatory, which flattens build diversity at the top end

What's unique

  • The Tetris-like inventory grid where artifact placement next to tablets and talismans is the main source of power, comparable by one reviewer to a Materia or Attache Case system
  • Deep roguelite meta-loop with a village (Bunnyville) and story chapters gated behind repeated runs
  • Weapon upgrade system where anvil upgrades make the same weapon play like a different one
  • Costumes that act as class-like set bonuses (evasive cat, big-inventory fox, fast white wolf, scholar lizard) with trade-offs
  • Co-op where main story progression belongs to the session host while you can still return to your own village
  • Dungreed-style synergy ideas expanded into the central build mechanic, presented in cute bunny-themed pixel art

Players want

  • Add rejoin/reconnect and a mid-run save or checkpoint for multiplayer and crashes; several reviewers suggest a save point after the first boss
  • Move to client-side hit detection or rollback-style netcode so non-hosts are not penalised
  • Add an epilepsy warning and a flashing-effects toggle, plus other accessibility options such as OLED-friendly text colors and a way to disable hold-to-continue prompts
  • Rebalance evasion/defense builds and healing scarcity so tanking and offensive builds are viable; tune boss telegraphs and invulnerability phases
  • Reduce the artificial progression gates (some chapters require extra runs for small lore rewards) and speed up meta-progression and rewards for winning runs
  • Improve translations and add more post-1.0 content (players noted little changed between Early Access and release); a voting system for which floor to take in co-op was also suggested

Summarised from Steam reviews and community discussion.

Steam tags

MultiplayerAction RoguelikeInventory ManagementRogue-litePixel GraphicsRogue-likeTop-DownFantasyCuteProcedural Generation

Similar games

More runs with shared subgenres and Steam tags.

Sparklite
Not yet ranked78.4% Steam
ActionCo-op