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Cinderia on Steam - User reviews, Price & Information

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A fast, brutal action roguelite with razor-sharp controls and insane build freedom. Fuse embers, skill cards, and gear into wildly overpowered combat styles — and break each run in a world consumed by the Ash Witch.

Cinderia is a early access, action roguelike and hack and slash game developed by MyACG Studio and published by MyACG Studio and NPC Entertainment.
Released on March 30th 2026 is available only on Windows in 11 languages: Simplified Chinese, English, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Japanese, Portuguese - Brazil and Korean.

It has received 4,676 reviews of which 4,100 were positive and 576 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 17.49€ on Steam, but you can find it for 8.28€ on Gamivo.


The Steam community has classified Cinderia into these genres:

Media & Screenshots

Get an in-depth look at Cinderia 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 I5-12600KF
  • Memory: 16,384 MB RAM
  • Graphics: NVIDIA GTX 1066
  • DirectX: Version 11
  • Storage: 4096 MB available space

User reviews & Ratings

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

8 hours played
June 2026
Now that I have finally cleared the final boss, I believe it is appropriate to write a review. Overall, my review is positive , but, it definitely has a good bit of negative to it too that I hope to see improved upon in the future. The Positive Character Selection The character diversity is pretty neat, and almost every run feels entirely different when it comes to the builds. From one character relying on shadows, to another on blocking and parrying, so on and so forth, it feels pretty well rounded and very fun to play all the characters. I really am hoping for more in the future, but four for Early Access is really neat. The designs are also really tasteful and cute looking. The Shelter / NPCs Building the shelter is really fun and brings in that addictive part of playing this game. It reminds me a lot of Cult of the Lamb where you are looking for villagers / npcs in the runs to send them back and help you along your quest in the future. It also is addicting because I believe each run will provide you with the perfect amount of materials to maaaaybe build another building, obtain a blessing, or unlock something for the future runs. Thus, creating an endless feedback loop of, get npc, build, get material, build, need more material, run, build, need more, etc. The Abilities I really really reaaaaaaally love the abilities and have probably nearly used each one at least once. They're all unique and fun and can really make or break your run. They can also make one run completely different than the previous one even on the same character. I would definitely love to see more and more abilities come out to create even more unique runs. I really enjoy that each character right now has at least 2 minimum movesets from abilities. The Negative Hit boxes I have seen other reviews (both positive and negative) complaining about hit boxes, and I entirely agree with them. There are some late game enemies that can quite literally hit you despite being nowhere near you. Prime example of this, in the 4th area with the pyramid head-like enemies, their swing is already massive as it is but it can hit you nearly two character lengths away. This makes the game a tad unfair, and unpredictable. As another review stated, you have to use all your dashes all the time just to avoid the large hit boxes. The Powerscaling Now let me preface: I don't have every single upgrade unlocked, I don't have every single item found, every building built, etc. That being said, the power scaling of enemies can get pretty wack pretty fast. I have 3 revives currently, and going into the fight with the Cinder Witch with all three of them was quickly depleted as she does 20+ damage per hit. I was very lucky to beat her with 5 hp remaining, but all of this to say that I didn't have debuffs that allow me to take extra damage, or the boss to do more damage. When enemies in the 2nd floor are already doing 9-14 damage per hit on the 2nd stage and you only start with a max of 70 hp.. it's a little bit of a power scaling issue. You're basically required to either be a glass canon, or a tank that does no damage with no abilities with the final two bosses definitely being a HP/DPS check. The Add Spam Maybe this is a bit of a skill issue on my part, but The Darkmoon Court Fairy Queen gave me the hardest trouble with how much she spams Adds that have ranged attacks, while also spamming a mass amount of bullet hell herself. It makes it extremely difficult to dodge anything. On top of that, with her clones you would figure attacking the clones would make them disappear / stop attacking; this is not the case and there is no incentive to trying to clear her clones. Late game as well, more waves are stacked on and just feel particularly endless when they're doing a minimum of 15 damage, with 6+ big enemies in the room (and invisible ones as well), you can walk in with 150hp and leave with 5 in seconds. The inability to read or anticipate attacks. Cinderia has a lot of enemies that give plenty of notice that they're about to attack and where they're attacking from early game . However, the further you press on into the game the less anticipation you're provided (I would say around the 3rd area). From enemies leaving exploding rocks behind when they die, to hogs instantly attacking once you force the goat off them, to birds anticipating where you will be at any moment.. and don't even get me started on The Twins. I think just adding a little more visual keys would do a lot. For early access, this is one of the more fleshed out games I have seen in a while. Very addicting and fun to play but can be decently frustrating at times, and satisfying to win as well.
207 hours played
May 2026
I will not claim to know roguelites very well. Most of my 500+ hours spent within this genre is split amongst a few titles so I cannot say I know a great deal about most entries. However, Cinderia does something I haven't seen in any other roguelite that made me retroactively change the way I view all those other titles. I think roguelites tend to sell this appeal of near-endless replayability: "no two runs are the same". However, we understand instinctively that this is varies between exaggeration at best and complete deception at worst. Games advertise "permutations" as if it were synonymous with "variety" i.e if you have 4 slots then the number of possible builds is X * X-1 * X-2 * X-3, which isn't the case because not every combination is worth using. Runs often feel like you are comparing the fullness of your build to the optimal setup or average performance of the build. Too much consistency and it becomes too easy to "force a build" at will. Too little consistency with not enough chemistry between components and you simply can't make a build at all. The former is obviously preferable to the latter but it requires more work to be put in to manually create breadth of options. What I'm trying to get at is Cinderia manages to break free of this common paradox. It takes virtually every type of action a character can do and turns it into a tag, then gives most Spells (and to an extent Abilities) two or more tags. Spells that seem mediocre on the surface often undergo complete transformations after upgrading, sometimes gaining further tags. Abilities act as the glue that bridges different tags and therefore Spells. Put together, there's a strong sense of reward for experimentation and a desire to learn as mechanics that appear underwhelming at first glance unlock very strong Abilities that, even if not useful to this current run, get your brain thinking about how this could've been useful on a previous build or perhaps a future build. Let me use an example with the starting character- Rue. Her basic character skill is Knife Throw, which has the associated tag Knives. She has 3 different Spells that directly generate Knives as well. Knives generally require the usage of Energy, Rue's character resource. Because of this, its actually not recommended to put all the Spells together. Each one of them can be the "damage carry" of their own builds, so instead you're encouraged to look for ways of enabling them further, generally through sources of Energy restoration. Then there's Shade generating Spells, of which there are 3 and an honorary 4th. Doesn't seem like there's any connection except one Shade-related Ability is by far the best Energy generator Rue has, period. This by default inextricably ties Knives to Shades, meaning if you wanted to do a Knife run in general you'd have 3 options for Spell 1, 4~ options for Spell 2, and either 3 options for Spell 3 if you want to go further in on Shades or you could reasonably slot in something else. 2 of the Shade generating Spells are Thrust-based which has strong Abilities associated with direct damage (lightning) and damage over time (Poison). 1 of the Knife Spells is associated with Poison. You can use the 2 Thrust Shade Spells with the Poison Knife Spell. Poison is loosely associated with Cross-Slash because an Ability will burst all stacks of Poison on the target to deal instant damage. As you can see there are many ways you can build this already. Poison Knives can focus more on Knives, or it can go hybrid with Thrust, or it can squeeze in Cross-Slash for burst. Now apply this same concept to multiple builds and multiple characters. What Cinderia has done is create a roguelite where you don't try and force a specific build each run, but instead pivot between different trees based on what shows up. It does not claim that every single permutation every single combination is worth using, but compared to other roguelites I've play it has significantly more combinations that are. Cinderia is a game that I feel confident recommending to my friends because it deserves the recognition for what its done, and if I can recommend it to my friends, I can recommend it to you.
52 hours played
April 2026
I really enjoy the core mechanics of Cinderia, but the current item and skill distribution system is frustrating. With so many items, skills, and cards, it is nearly impossible to complete a desired build. I often go multiple runs without seeing a specific item even once. The limited number of rerolls is simply not enough to counter the massive RNG. To improve the player experience, I strongly suggest implementing: A Ban System: To remove unwanted items from the pool. A Pick System: To allow players to choose or guarantee a specific item under certain conditions. Increased Reroll Limits: To give players more agency over their builds. Many players in the community share this frustration. Please consider these changes to make the game more strategic and less about pure luck.
44 hours played
April 2026
Just from a few runs I can say this is a good skeleton for what's to come. The aesthetic is easy to look at and pleasing, the music for the first two areas that I've gotten to I enjoy. It's given me the same feeling I got when I first played Dead Cells. I look forward to the future.
6 hours played
March 2026
So far so good. The potential's definitely there. [!] = Edit Some pros from an hour and a half - Pretty good build variety even with only a few unlocks. More relics get unlocked from doing certain actions. So far 5 of my "good" runs were completely different from each other. First run focused on mobility and stealth, second run knives and poison, fifth run was trying out the second playable character. - Soundtrack is awesome. - Art is nice. - It's got the "one more run" aspect down pretty nice. - [!] All four characters play extremely differently from each other, plus the amount of passives, relics (items), and abilities are pretty good and offer a lot of variety. Not to mention the abilities can be levelled up 3 times and each level-up has you choose between 2 upgrade choices. And some nitpicks - Some text hasn't been translated yet but that's fine. - Can't seem to adjust voice volume? It's greyed out both mid-run and in the monastery. - [!] You can barely see anything in the later chapters (3 and 4). Mostly because some of the enemies are gargantuan in size, plus the amount of effects happening on the screen makes it hard to know what's going on. Will update once I put in more playtime.

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Frequently Asked Questions

Cinderia is currently priced at 17.49€ on Steam.

No, Cinderia is currently not on sale. You can purchase it for 17.49€ on Steam.

Yes, Cinderia received 4,100 positive votes out of a total of 4,676 achieving a rating of 8.47.
😎

Cinderia was developed by MyACG Studio and published by MyACG Studio and NPC Entertainment.

Yes, Cinderia is playable and fully supported on Windows.

No, Cinderia is not playable on MacOS.

No, Cinderia is not playable on Linux.

Cinderia is a single-player game.

Yes, there is a DLC available for Cinderia. Explore additional content available for Cinderia on Steam.

No, Cinderia does not support mods via Steam Workshop.

No, Cinderia does not support Steam Remote Play.

Yes, Cinderia 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 Cinderia.

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 17 August 2026 08:32 UTC
SteamSpy data 17 August 2026 20:07 UTC
Steam price 19 August 2026 10:57 UTC
Steam reviews 18 August 2026 02:00 UTC

If you'd like to dive deeper into the details about Cinderia, 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 Cinderia
  • SteamCharts - Analysis of Cinderia concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Cinderia compatibility
Cinderia
Rating
8.5
4,100
576
Game modes
Features
Online players
182
Developer
MyACG Studio
Publisher
MyACG Studio, NPC Entertainment
Release 30 Mar 2026
Platforms
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