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Aethermancer on Steam

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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 roguelike, creature collector and turn-based game developed by moi rai games and published by offbrand games.
Released on September 23rd 2025 is available on Windows, Linux, Steam Deck and Steam Machine in 8 languages: English, French, German, Portuguese - Brazil, Simplified Chinese, Japanese, Korean and Spanish - Spain.

It has received 2,617 reviews of which 2,381 were positive and 236 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 25.99€ on Steam.


The Steam community has classified Aethermancer into these genres:


Here is the detailed breakdown of supported languages for Aethermancer:

UI Subtitle Audio
English
German
French
Korean
Spanish - Spain
Simplified Chinese
Japanese
Portuguese - Brazil

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: 16 GB RAM
  • Graphics: NVIDIA Geforce GT1030 (2 GB GDDR5 VRAM)
  • DirectX: Version 10
  • Storage: 8 GB available space
Linux
  • OS: Ubuntu 14.04
  • Processor: Athlon 200GE
  • Memory: 16 GB RAM
  • Graphics: Radeon R7 260
  • Storage: 8 GB available space

Steam Price & Best Deals

User reviews & Ratings

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

40 hours played
Sept. 2026
I have played quite a few roguelike games, and this one scratched a very good itch for my "tame and fight" style of gaming. Normally I would only put in a few hours into a roguelike that was just.. fun, but lacked substance. THIS game has exactly what I want- monsters to tame, SHINY versions of those monsters to tame, BOSSES to tame, SHINY BOSSES to tame, all the while with a ever growing village based on my actions throughout it and a well thought out combat and upgrade system. Kudos to the great people who made this game, and I will continue to play each and every update they have. P.S- this is my very first review I've ever made on steam. I just like it that much.
97 hours played
April 2026
Incredible rogue creature tamer. Interesting story, solid challenge, cool aesthetic. Deep gameplay without being overly complex. I am extremally impressed. Feedback which doubles as a tip to others: The game encourages you to capture a wide array of monsters, however doing so dilutes your pool, you are much better off being extremely picky about what you capture. Keeping your pool very small so that you can reliably get the best monsters available with a synergistic team seems to be the pro play. On one hand I appreciate having this ability, but on the other hand it does feel like this goes against the games intention and takes away from its rogue aspect, given the abilities, traits, and equipment provide incredible variety even if you keep your monster pool small. The game does feel like it punishes you for capturing creatures, it would be nice if there was a way to manually limit your pool so that you could capture more with impunity, although of course you should not be able to perfectly curate your monster pool either. Will be a tough thing to implement. There is a pretty solid amount of content for early access, and I greatly look forward to updates, although with only the three difficulty modes it does feel a bit short, even if it does seem like I have a small amount of story to discover still.
21 hours played
March 2026
I''m leaving a positive review, but ATM game really lacks content - there are no variety of biomes, not many monsters to summon and little to no meta-progression (just really basic stuff to shot 'hey, we have it!'). Overall it gets kinda repetitive too fast and new difficulties each adding +% HP to mobs not helping with that - its just makes combat drag on longer, but adds nothing else to the game. Also once you find out best for you monster combo - there is no point of trying other combination cuz u just faceroll enemies and game just lets you do that cuz, again, lack of variation.
16 hours played
March 2026
Please give the game x2 or x3 speed, I wasted so much time waiting for every aura and skill to proc. Dashing is a bit clunky. Nevertheless, the game is fun with a fun twist of collecting monsters in a rogue-like.
82 hours played
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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Frequently Asked Questions

Aethermancer is currently priced at 25.99€ on Steam.

No, Aethermancer is currently not on sale. You can purchase it for 25.99€ on Steam.

Yes, Aethermancer received 2,381 positive votes out of a total of 2,617 achieving a rating of 8.71.
😎

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

Yes, Aethermancer is playable and fully supported on Windows.

No, Aethermancer is not playable on MacOS.

Yes, Aethermancer is playable and fully supported on Linux.

Yes, Aethermancer is playable and fully supported on Steam Deck.

Yes, Aethermancer is playable and fully supported on Steam Machine.

No, Aethermancer does not support VR.

Aethermancer is a single-player game.

No, Aethermancer does not currently offer any DLC.

No, Aethermancer does not support mods via Steam Workshop.

No, Aethermancer does not support Steam Remote Play.

Yes, 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 28 September 2026 21:30 UTC
SteamSpy data 16 October 2026 07:40 UTC
Steam price 26 October 2026 20:10 UTC
Steam reviews 20 October 2026 09:57 UTC

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
2,381
236
Game modes
Features
Online players
129
Developer
moi rai games
Publisher
offbrand games
Release 23 Sep 2025
Platforms