Aethermancer on Steam - User reviews, Price & Information

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Monster Taming meets Roguelite. Become the Aethermancer and fight alongside mythical creatures. Explore the ever-changing Fractured Ruins, plan your moves in challenging turn-based battles, and watch your Monsters grow stronger from previous lives and defy death!

Aethermancer is a early access, strategy and roguelike game developed by moi rai games and published by offbrand games.
Released on September 23rd 2025 is available on Windows and Linux in 8 languages: English, French, German, Portuguese - Brazil, Simplified Chinese, Japanese, Korean and Spanish - Spain.

It has received 2,067 reviews of which 1,887 were positive and 180 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 17.59€ on Steam with a 20% discount.


The Steam community has classified Aethermancer into these genres:

Media & Screenshots

Get an in-depth look at Aethermancer through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel i5 4670 (4 Cores 4 Threads)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA Geforce GT1030 (2 GB GDDR5 VRAM)
  • DirectX: Version 10
  • Storage: 6 GB available space
Linux
  • OS: Ubuntu 14.04
  • Processor: Athlon 200GE
  • Memory: 8 GB RAM
  • Graphics: Radeon R7 260
  • Storage: 6 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2026
Positive - Core concept is great - Monsters have awesome designs - the battle system is great - the differently colored version of the monsters having a different keyword is awesome and a great use of the generic "shiny version" trope. It multiplies the possible monster combinations and keeps things fresh. - The artwork is great (and honestly stood out enough to be the deciding factor for me to buy the game) - Lurker is awesome as kind of an eldritch entity breaking through into this reality but seemingly not having destructive motives while keeping an air of mystery and also taking an interest in the main character. - The characters ooze personality and I love the consistent design patterns for the Aethermancers (colour pallete + concealed face) - I like the worlbuilding. Aethermancers, monsterkin, etc. are established early on and the things we are told about them sound very interesting so far. negative - The biome design is great but the individual level design is... palatable. It's very barren except for the core concept of each stage (wilderness with void corruption, castle turned military outpost, high society gardens). As it stands now, the procedural generation doesn't really seem worth it nor does it add enough to justify its existence, as there aren't enough elements to be shuffled around for each newly generated are to even feel remotely different than any one that came before it (within the same biome). Essentially: What is there, looks good but does nothing more than extremely basic environmental story telling for the stage. - The fights take to long. Almost all of them, categorically. Friendly HP amount and enemy damage are fairly well balanced but enemies just feel like damage sponges. I can feel in complete control of the fight, not take a single corrupting hit, generate tons of Aether and dish out attack after attack (even multiple per monster per round) and still take ages to beat the latter fights. - Adding to the last point: the reward for higher difficulties is not worth the extra time it takes to drudge through a run. It's not even that much more difficult. It just takes longer and as a reward it gives you what feels like marginally more XP for your monsters. - storytelling exclusively done via exposition dumps gets old fast. Ideas/Suggestions - Have NPCs do something when meeting them during a run, like setting up an alchemy table, rummaging through supplies, etc. That would make them feel more alive and like they aren't just in the void waiting for you to arrive. And optimally have like a handful of those they cycle through (tis last one a luxury and possibly overkill) - We need to be able to pet the monster that follows us. This is non-negotiable. - A different animation for having filled the enemies "attention bar". Atm it just freezes you until the enemy reaches you or if you are to far away, you enter combat without even touching them - It would be nice if the boss stages were different than the rest of the biome. Maybe even individual arenas for each boss. Conclusion The game is fun, looks gorgeous and shows great potential. In terms of gameplay I would like to see the pacing of the fights pick up a bit until release. The worldbuilding and characters are great from what we've seen so far but the presentation of said story and lore needs additional delivery pathways because as it stands now, this has become the first game where I actually started to skip dialogue in spite of having an interest in the worldbuiding and characters. But the paragraphs of "Did you know..." each time you get into a conversation with an NPC in combination with the long fights just made me want to get on with it and I started skipping the dialogue. Overall: Definitely recommend for everyone interested in turn-based roguelites with a side of monster collecting, especially as this is merely early access and things are just gonna improve from here.
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Dec. 2025
Family was all busy and scheduling messy, so I was alone for Christmas. This game kept me good company. I have to say, this stands out as having a pretty strong gameplay loop. There's a few things I'd like to see in the future (more bosses, alternate paths with separate monster lineups, etc.) but what's already here is an excellent start, and I'm looking forward to seeing what more comes from the devs.
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Nov. 2025
Given this game is still EARLY in early access, I'd recommend it, but it does have plenty of room for improvement. Positives +++ Core gameplay is fun. Team building and talent depth is awesome. Builds feel insanely powerful with the right choices. ++ Interesting and strategic combat + Nice art, cool monsters + I get that feeling that I want to "catch them all" so I can try out all the builds Needs Improvement --- Exploration is shallow. There's no cost to explore, so I just explore every corner of every map before moving on and pick up every item. Boss battles are always the same. Runs are not unique outside of the monsters I choose. - Like many roguelites, the game gets easier and easier via basic permanent upgrades without adding anything unique (death save, more HP, etc doesn't really change how you play, it just lets you play sloppier) - The story does not interest me at all This game really shines in its combat system and team building. If you have played Monster Sanctuary, that probably sounds familiar, and like Monster Sanctuary, the overarching story and overworld don't bring anything new to the table. It feels like they are designed to get you to the next battle, and while that works in Monster Sanctuary, the lack of important overworld decisions or gameplay holds back Aethermancer by limiting its replayability. If you are a creature collector enjoyer, you'll enjoy this game in its present state, otherwise, I would recommend holding off until early access is complete.
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Oct. 2025
I'm not really a "review" kind of guy, but I owe it to this company for the sheer amount of hours I've dumped into their catalog. It's also my first review, so that should speak volumes. As a heads up, Minor spoilers ahead for gameplay and unlockables. The game (as of time of writing) is in early access and it shows, both good and bad. A lot of extremely well developed ideas, art, and gameplay is on full display, but there is definitely room for improvement. I, as of time of writing, have everything unlocked/bought and an excess of retained resources and I do play with default corruption. I'll start with the negatives. -Non-combat exploration feels good in small doses, but tends to overstay its welcome after all monsters on a map are clear and the ability to fast travel to an otherwise discovered exit isn't possible. I'm not sure if that is a bug. -The map generation sometimes puts near invisible obstacles on the ground that are a bit frustrating to deal with. -Non-combat exploration's dash doesn't feel enough. Overworld monsters have a very forgiving "leash" time, and walking is more than enough. The dash stopping at a ledge I'm trying to jump down doesn't feel the best, nor does the linked dash between elevated platforms feel consistent. -(Some) NPCs are filled with lore, but "interaction" on a non-lore basis is minimal. -The only negative I have about actual gameplay (combat) is a general note on balance. I do want to say full-throatedly that balance is hard when there is as much depth that the devs are trying to achieve, but they've absolutely knocked it out of the park with previous titles. With that said-- --I never felt that really strong team comps required equipment or artifacts and that build/run defining traits/attacks were spread out across the monsters of that team such that I could reliably complete the game without worry. --Some middling comps are make/break and require many more defining traits or abilities or that only 1/3 of the monsters actually get the build defining skills or require a significant amount of luck to get passable equipment. I've scrapped many runs after struggling to get to the third area. --Some comps, even with shared non-tank archetypes don't feel like they jive well or that it takes significant work, planning, and luck to advance. --Incoming damage can feel extremely lopsided and grow faster than your mitigation. I've intentionally avoided using tanks as proper tanks in recent history. Tanks generally don't feel beefy enough even with intentionally stacking shield/avoidance/damage reduction later in the game. --Unlike some other roguelites, what I would call "player skill" has a much lower ceiling. Much more feels like a product of RNG. --The game, as a whole seems slow when I want it to be faster(the series of a hundred procs per turn), and fast when I want it to be slow (no transition/confirmation on item buy). With the entirety of all negative things I have to say out of the way, let's move on to the positives! -Build diversity is absolutely insane, especially with all of the QOL benefits that can be unlocked between runs. Even "bad" setups can be mostly passable until the third area with judicious artifact usage. -The monster design is top notch, even the shifted variants provide a different vibe and matches very well with the difference in archetype across variants. -The gameplay (if this is your shtick) is addictive. The loop is simple, like most roguelikes, but the difference in depth when you can't guarantee your team comps and you can really push a hodgepodge of thematically/archetypically clashing (on the surface) monsters into a cohesive win-con is something else. There's only 2 "must-haves" for maybe 3 different setups that I would consider "easy mode". Past that, I would never think that I am "owed" a win for a given team comp. -The lore, the pieces that exist, are fantastic and a very solid foundation to keep building a more cohesive world that feels much more alive. -The dev team. That's it. This team has pumped out some exceptional content and supported their previous titles well past a "reasonable" time after release/DLC roll-outs. While the number of negatives outweighs the number of positives, this is still very much a game that I will be playing in its current state, through EA, and beyond any content release. What this game does, it does exceptionally well, and you can see where the dev team has put scaffolding/framework in to further build this game for future content.
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Sept. 2025
It's the beginnings of something great, but needs a lot of polish before it gets REALLY good. Devs, if you're reading this, the game REALLY needs 1.5x/2x combat SPD ASAP. Combat is taking too long to resolve, which kills the pacing of each run - which is fatal to a roguelike. Now on to the rest of the review. Full disclosure, I'm a huge fan of Monster Sanctuary. As in, 8+ full playthroughs from my last count, with almost 200 hours in it since it was first launched in EA. That said, I cannot recommend Aethermancer blindly to anyone who liked MonSanc - they're two totally different beasts despite having similar roots. I also played the demo for 10 hours or so. The Good: Aethermancer's wide array of mechanics, strategy and randomness is amazing. Every run feels different (though very restricted by RNG), the difficulty is very well-tuned (compared to the demo). Honestly, it has some crazy depth for turn-based combat roguelikes, and one of the few in the space with proper teambuilding. The game is worth purchase for this aspect alone. The monster designs are beautiful, with clean animations (for the most part). Shifting is a 10/10 addition so far. Can't wait to see what else is next, considering there are classes etc. and more content coming. The Mid: Balance isn't great at the moment - some units/mechanics are clearly better than others (biggest offenders are Shield, Force and Regen + Shield). This is expected of EA, so not a big deal. Visuals feel a tad too dark, but that's subject to personal preference. The color grading feels a bit 'off' to me, but again, that's a personal thing. Similarly, the music is this game is... not it. After a couple of hours I've lowered it to barely audible as it doesn't enhance the game in a meaningful way. Rather than ambient tracks, I'd much rather the tracks in this game have more individual character. The Bad: Platforming feels useless in this game. Unlike MonSanc, where there is exploration and secrets to be found, the platforming in Aethermancer leaves much to be desired. Your monsters don't have unique exploration abilities, so it all just feels like going through the motions. The game basically does not NEED platforming, it just seems to be there for its own sake. Equipments are way too "one-and-done". A single equipment slot means there are no exciting combinations are available - I'd rather half each equipment's power and double the number of slots. As of right now, it just feels like if you don't RNG the single piece you need, you're kinda done. And worst still, if you have the pieces you already need, finding more equipment brings zero excitement - and you can hit that point very early in the run. Runs are FEELING too long as a result of pointless platforming and slow-ish combat. Conclusion: As of right now, Aethermancer is a good game and worth your money... IF you are already into the team-building genre. Think along the lines of MonSanc, LoT2, and Siralim Ultimate. There are too many speedbumps, slogs, and pain points for me to say it will convert newcomers to the genre, or even Roguelike lovers, despite how amazing the core game/mechanics are. I'll be frank, if the first 2 hours/demo don't capture you, the rest of the game at time of review won't. Thus, it is unfortunately not a game that I can blindly recommend to anyone outside of it. While I personally enjoy it, not everyone will. Fact is, my experience of this game is somewhere between "It's great, but..." and "Feels like a slog. Do I wanna do something else?" Ultimately, however, it is still a thumbs up rather than a thumbs down and certainly worth a try. I have full confidence in Moi Rai to deliver a fantastic product by the end of its development cycle - and this game will certainly be an all-timer eventually.
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Frequently Asked Questions

Aethermancer is currently priced at 17.59€ on Steam.

Aethermancer is currently available at a 20% discount. You can purchase it for 17.59€ on Steam.

Aethermancer received 1,887 positive votes out of a total of 2,067 achieving a rating of 8.71.
😎

Aethermancer was developed by moi rai games and published by offbrand games.

Aethermancer is playable and fully supported on Windows.

Aethermancer is not playable on MacOS.

Aethermancer is playable and fully supported on Linux.

Aethermancer is a single-player game.

Aethermancer does not currently offer any DLC.

Aethermancer does not support mods via Steam Workshop.

Aethermancer does not support Steam Remote Play.

Aethermancer is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Aethermancer.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 05 March 2026 18:15
SteamSpy data 11 March 2026 20:41
Steam price 14 March 2026 20:48
Steam reviews 13 March 2026 13:56

If you'd like to dive deeper into the details about Aethermancer, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Aethermancer
  • SteamCharts - Analysis of Aethermancer concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Aethermancer compatibility
Aethermancer
Rating
8.7
1,887
180
Game modes
Features
Online players
229
Developer
moi rai games
Publisher
offbrand games
Release 23 Sep 2025
Platforms
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