Gal Guardians: Servants of the Dark on Steam - User reviews, Price & Information

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Take control of the demon sisters Kirika and Masha as they attempt to revive their Demon Lord Maxim and rebuild their castle in this 2D action Metroidvania adventure!

Gal Guardians: Servants of the Dark is a action, adventure and metroidvania game developed and published by INTI CREATES CO. and LTD..
Released on March 26th 2025 is available only on Windows in 10 languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean, French, Italian, German, Spanish - Spain and Portuguese - Brazil.

It has received 402 reviews of which 249 were positive and 153 were negative resulting in a rating of 6 out of 10. 😐

The game is currently priced at 28.49€ on Steam.


The Steam community has classified Gal Guardians: Servants of the Dark into these genres:

Media & Screenshots

Get an in-depth look at Gal Guardians: Servants of the Dark 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
  • Requires a 64-bit processor and operating system
  • OS: Windows 10, 11
  • Processor: 2Ghz or faster processer
  • Memory: 8 GB RAM
  • Graphics: 2GB VRAM (NVIDIA GeForce)
  • DirectX: Version 11
  • Storage: 5 GB available space

User reviews & Ratings

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

April 2025
The short of it is, this game is fun to play and pretty well put together. It also has a few points that don't work as well. Like mentioned by others, quick travel seems to have been an afterthought. A big difference with this game and the previous one is that this one gives you more freedom on how to approach things. You'll be exploring and experimenting a lot more, but this also makes it feel like a less cohesive whole. You will get lost from time to time, but finding your way again is satisfying. Now for a more detailed description: It's a fun metroidvania with some interesting tweaks in the rpg elements. You don't level by defeating foes, but by collecting bones. in each area a certain number of bones can be found. Most of them are dropped by foes. As you gain levels you gain more abilities that help you reach new area's. However the game does allow you to break sequences if you know what to look for. What I like about this game's rpg system is that most upgrades don't replace each other, they stack. You can equip all atk upgrades, but then you might not have enough room for defence upgrades or movement upgrades. Then again, during a boss fight you might not care. Getting around is fun enough, but I'm pretty sure the running upgrade needs a fix or two as I was able to clip through walls. Pretty sure this is Inti Creates first own metroidvania. The map needed a few more tweaks. Getting around is a bit more of a chore then it needs to be, because some of the layout isn't...great. Would have been nice if quick travel locations where in a more central place in the areas and there was a safe point nearby. Another nitpick is that managing items is more of a chore then it needs to be. You'll be throwing out a lot of stuff and it would have been nice to be able to select them en do this in one go. Now you have to confirm each item individually. Buying multiple items by holding the button does work nicely though. The sprite work looks nice and I very much hope Inti makes another Metroidvania from what they learned with this installment.
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April 2025
Unlike the first game, I do recommend this as a coop experience. Going over my complaints from the first game: 1. The second character’s move set is more like a temporary power boost than a full time job; more damage in melee but with less HP. In this game, both characters have the same amount of HP. They also both have unique combat abilities that makes them equally fun to play at the same time. 2. The abilities the second character unlocks seem to be more “utility” than fun. Abilities have transformed into sub-weapons in this game, and what you would consider "utility" in this game, rare though they are, are shared. Both characters get unique sub-weapons that are both fun in their own ways. 3. Death pits kill one of the characters until the next checkpoint, leaving the fallen player with nothing to do. The death pits get especially numerous starting with stage 3. Death pits are no longer a situation where the second player has to put down the controller for 10 minutes while waiting for their turn to play, which is much appreciated. 4. There is a system where you can jump on the other character to reach higher places. This is always active, which means you frequently accidentally jump onto your coop partner mid combat (and then sometimes continuing into the death pits mentioned above) This is still the case, but rarely an issue in this game, because of the aforementioned death pit changes. 5. Boss HP is not scaled for both characters to be doing damage at the same time. They die incredibly quickly. This doesn't feel so egregious this time. Overall, the game is much more forgiving than the first one, but in some ways this was necessary. Going away from strict comparison, there are some new things to consider. The map is truly sprawling, where almost every room spreads to an alternate path or a hidden treasure. This can be overwhelming at times, but it's not something to complain about in my mind. Progression wasn't really an issue, except for a puzzle involving freezing water where I'm still not sure what the intended solution is. The combat feels great throughout, although not really challenging on the Veteran mode. There is a harder difficulty I did not try. The only combat-related complaint I can think of is that the final boss flashes red across the entire screen when hurt, which is almost seizure-worthy. The biggest downside with the game is that it seems like it's 90% finished. There are some red herring treasures, the secrets are poorly explained, and some NPCs feel quite useless. The first game had multiple post-game treasure hunts, which may have been a necessity because of the minimal amount of content, but it still feels weird when it's gone in this sequel. As for annoying bugs; when you move through room transitions, sometimes the coop player will be put in a crazy position. As some platforming stretches across room boundaries, this can be a source of frustration. All in all, I enjoyed it and I'm looking forward to more. Keep up the good work.
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March 2025
This game has a lot of flaws and it's really hard to ignore them. A map with a bunch of useless forks, very poor fast travel system, an overcomplicated inventory and countless backtracking turn this game into a "meh-troidvania". But somehow I enjoyed it. Personally, I like it more than the Demon Purge mostly because of the interesting characters, fun dialogues and the ability to explore the map. I got all the achievements and upgraded the legendary maid weapon to the point it destroys the final boss in 4 hits. It was so fun! I understand people who did not like Servants of the Dark, but I really can't call it a bad game. And honestly, I hope we see the demon maids again in the next Gal Guardians game.
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March 2025
This is a much better entry than the first one, there is more to explore and there is a very interesting but clunky crafting system that can help you make some funny weapons. However, there are no tutorials for much of the advanced stuff and you can complete the game without even knowing how to do a charge attack (because there is no tutorial for it). A lot is left up to the player to explore, which can be good or bad depending on how old you are and how much you remember Castlevania. The game starts out very slow but as movement options are unlocked you can get from one place to the other pretty fast, many are complaining about the options of fast travel but after a certain point this becomes a non issue to be honest. You will forget stuff easily if you don't use the marker system, maybe they could have added some icons in the map for objects you cannot yet go through. Some things require farming for money and even though it respawns in many sections of the game and you can autopick it in 3 seconds by leaving and re-entering the area...I just wonder what the point of it is. There are many interesting things to do in the game but you don't ever need it unless you are trying to 100% the title. The combat is good, the movement is good, the co-op is good, you will not find many titles with quadruple air jumps and double air dashing in 2025.
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March 2025
The short version: - Give it a try at a discount. - This second game more or less meets the expectations I had of the first, which is a positive. - Completionists (or otherwise) are advised to go into the game with some patience due to the absence of some commonplace QoL features and polish. "Metroidvania" enthusiasts may experience friction here if viewing this game through that genre's lens (hence the quotation marks). - People skipping the first game to play this need not worry about story or missing context. The long(er) version: I was ambivalent toward the first Gal Guardians title, and I'm ambivalent about this one. The main difference is that I'm leaning mildly positive this time despite the quality between both games landing on the same plane, crudely speaking. I mentioned missing QoL features and some missing polish earlier, so I'll get that out the way: 1) Progression tracking (a lack of number-based displays for chests discovered/opened, weapon types gained, Demonglyphs acquired, etc.) 2) Button commands for tutorials (Patched) 3) Boss scripting (for one boss in particular) 4) A sense of reward for exploration and/or creative traversal 5) An answer behind the hidden friction between bone-collecting and increased survival 6) A slightly larger soundtrack 7) Balance between characters Recent patches have addressed the second point. I'll cover the bullet points in descending order. The lower they are down the list, the less they matter. Progression tracking is left to you, and the more you collect, the harder that'll become. To clarify, the map has clearly defined indicators for the locations of chests, for example, but if you want to know if you have 60 out of 125 chests, you'll find no such info. On the bright side, there is no achievement for discovering and opening all chests. The negative side, for completionists at least, is that your sole resource--the map--can only offer you vague truths. You can't necessarily trust that you've discovered and opened every chest; you can only account for the chests which have appeared as an icon on your map. These icons don't appear unless you get within reasonable proximity of a chest, a few of which require frankly abstract solutions to even discover, let alone reach. I'm more than willing to excuse the lack of tracking for Demonglyphs, as you can determine their number by counting the stone doors, which are not many nor hidden. Overall, the lack of numbers for tracking makes troubleshooting take a lot longer than it otherwise would, especially if you reach a point of not knowing where to go or how to get there. Sometimes, just having a number is enough of a clue for how to set your priorities, whether that's looking for bones, chests, Demonglyphs, or something else. For the boss-scripting part, I refer to the named boss in the desert. There's an attack which places spiked balls onto the ground in randomized locations. To cut the explanation short, those hazards can linger for over a minute, and depending on how the boss' follow-up attacks play out, the overlap can force you to take damage from the old hazards or the new attack(s). As an Inti Creates fan and former Gunvolt/Mega Man Zero super-enthusiast, this is unsightly coming from Inti Creates. For decades, they specialized in creating attack patterns that appear to be "checkmate" situations but have a skillful solution to weave through them unscathed. No matter how difficult a boss was designed to be, the consequence of taking damage was reserved purely for those who either fell short of the skill demand or have yet to figure out a solution to evade. I never expected this desert boss to impose even one scenario where the object of avoiding damage relied this much on luck. It's just enough that I believe this was not intentional, especially since only this one boss has that problem and all others before and after that do not. For the sense of reward point, this is consistently belittled by chests awarding you trash. The very last chest I discovered in my playthrough contained a Demonglyph. The very last. I can't tell you how many chests I had to open, just praying it wouldn't contain a trash sub weapon that was outclassed by average enemy drops, or money which I had no use for, or consumables which I never used once. Even some of the most out-of-the-way chests can contain something with no practical or even intangible (sense of completion) value. In that sense, it feels more along the lines of checking off boxes sans a true sense of progression. The sense of exploration is there, but your sense of progression relies pretty heavily on bones or things which lead to the possibility of bones, since these are used to unlock abilities and powers essential to completing the story. On the flip side, now that I've completed a playthrough and now know what I'm doing, I would almost certainly enjoy my second playthrough more than my first by an order of magnitude, because I've come to terms with the fact that bones are the most high-value thing in the game. For the friction between bone-collecting and survival, there are several points in the game where bosses can kill you so convincingly (usually due to your damage being low, not their damage being high), it forces you to rethink if your level is too low for the challenge. This is not a problem in itself, but when you combine this with the bone supply suddenly drying up in a given region (be it from chests or from enemies), it leaves you questioning where you're supposed to be in order to collect the amount of bones needed to survive. Not necessarily a negative, but I do think it stirs a bit of temporary confusion when bones go back and forth between seeming finite, then infinite, then back to finite. Again, this could all be avoided if the game tracked progression by telling you how many bones and chests exist in total, and how many you've gotten. For the last one, Masha's good enough that Kirika takes a backseat. Why? I don't know what to call it. Walk canceling? Masha has a standard combo for which you press the attack button thrice. It's powerful but not very good. Instead, hold forward and press attack only once, doing just the first strike of the combo. When that strike's animation ends, Masha runs due to you holding forward, which allows you to use the first whip strike again. Whip, walk, whip, walk, whip. Essentially, what you get is Masha's high damage at nearly the speed of Kirika's bullets. If your target is grounded, Masha is the better of the two and it's not even close. I wouldn't know how to address that. Lower Masha's HP? Give the first strike of her combo longer recovery to force people to commit to the full combo? Make the first strike a bit weaker? As it stands, there's no reason to use the combo because the damage from walk canceling is higher. There's also no reason to use Masha's backdash with this technique because the first whip strike of her combo is extremely fast (and rightfully so). It's fun to do, so I vote for leaving it as is. Outside of that, by all common metrics--story (and humor), gameplay mechanics, world/level design, art style, music, voice acting, replayability, exploration, overall length--this game has either met or slightly exceeded my expectations, albeit the bar was somewhat low. There are things a class above which I would recommend over this, whether you care about this genre or not; Shantae and the Pirate's Curse if you do, Ys ORIGIN if you don't (along with Felghana and Napishtim if you like Origin). If you want to kill time with Gal Guardians, this is a solid choice. If they make a third Gal Guardians game, I wouldn't say no. They did well enough with these two titles that I didn't regret my time with either of them, high marks from someone who generally doesn't care about this genre of game.
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Frequently Asked Questions

Gal Guardians: Servants of the Dark is currently priced at 28.49€ on Steam.

Gal Guardians: Servants of the Dark is currently not on sale. You can purchase it for 28.49€ on Steam.

Gal Guardians: Servants of the Dark received 249 positive votes out of a total of 402 achieving a rating of 6.00.
😐

Gal Guardians: Servants of the Dark was developed and published by INTI CREATES CO. and LTD..

Gal Guardians: Servants of the Dark is playable and fully supported on Windows.

Gal Guardians: Servants of the Dark is not playable on MacOS.

Gal Guardians: Servants of the Dark is not playable on Linux.

Gal Guardians: Servants of the Dark offers both single-player and multi-player modes.

Gal Guardians: Servants of the Dark includes Co-op mode where you can team up with friends.

There are 2 DLCs available for Gal Guardians: Servants of the Dark. Explore additional content available for Gal Guardians: Servants of the Dark on Steam.

Gal Guardians: Servants of the Dark does not support mods via Steam Workshop.

Gal Guardians: Servants of the Dark supports Remote Play Together. Discover more about Steam Remote Play.

Gal Guardians: Servants of the Dark 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 Gal Guardians: Servants of the Dark.

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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 15 May 2025 00:11
SteamSpy data 12 May 2025 05:10
Steam price 15 May 2025 20:55
Steam reviews 15 May 2025 02:00

If you'd like to dive deeper into the details about Gal Guardians: Servants of the Dark, 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 Gal Guardians: Servants of the Dark
  • SteamCharts - Analysis of Gal Guardians: Servants of the Dark concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Gal Guardians: Servants of the Dark compatibility
Gal Guardians: Servants of the Dark
6
249
153
Game modes
Multiplayer
Features
Online players
9
Developer
INTI CREATES CO., LTD.
Publisher
INTI CREATES CO., LTD.
Release 26 Mar 2025
Platforms
Remote Play