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Have a Nice Death on Steam

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Have a Nice Death is a 2D action roguelike where you play as an overworked Death, whose employees have run rampant, completely throwing off the balance of souls - and his vacation plans. In order to restore order, you'll have to grab your trusty scythe and show your employees who's boss.

Have a Nice Death is a action roguelike, hack and slash and 2d game developed by Magic Design Studios and published by Arc Games.
Released on March 22nd 2023 is available on Windows, Steam Deck and Steam Machine in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese and Traditional Chinese.

It has received 9,729 reviews of which 8,270 were positive and 1,459 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 24.99€ on Steam, but you can find it for 3.13€ on K4G.


The Steam community has classified Have a Nice Death into these genres:


Here is the detailed breakdown of supported languages for Have a Nice Death:

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

Media & Screenshots

Get an in-depth look at Have a Nice Death 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 (64-Bit)
  • Processor: Intel Core i3 6100
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 650 or higher | AMD R7 360 or higher - Some crashes may occur with Integrated graphics (GPU built into the processor)
  • Storage: 2 GB available space
  • Additional Notes: Specifications are not final and are subject to change. Intel HD may crash.

User reviews & Ratings

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

35 hours played
Sept. 2026
10/10 After over 30 hours, finally I've defeated Life . Incredible game, very hard and punishing, the dialogues are amazing and the visuals are incredible.
22 hours played
Sept. 2026
You ever play a game with such a mixed to negative reception yet you have no issue with it Look. Do I think this game is for everyone?? no. Do I think this game is even particularly accessible to a wide audience??? no, even more so because of why I personally adore this game, but this isn't loving a deeply flawed game, I think this game is incredibly solid. Art and Sound Getting down to brass tacks, this game is drop dead gorgeous, its as up my alley as you can get being as halloween-ey as it, but especially with talent previously working on Rayman legends, no wonder its genuinely one of the best looking games out there of its breed. In fact, I think this game is so pretty with its gorgeous animations and painterly backgrounds that the simplistic UI, which 100% does get the job done, comes across as jarringly generic because everything else has so much personality pumped into it, which is barely a negative. And its soundtrack is just as good, its so full of personality and energy, throwing in fun oddball instruments mouth-harps and not choosing to let its halloween-ey sensibilities corner it into a complacently spooky sound, just like its visuals, its music may not hit for everyone as it has for me, but I simply don't think the quality on display can be overlooked. Its misunderstood gameplay I think its gameplay is what makes this game a fascinating case study in player reception and game execution. I really do love the gameplay on display here, most will see it as a hollow knight-esque, but I feel that treating it as this slower paced, methodical, reactive, pop in- pop out style of game like hollow knight, is the complete opposite for what I feel this game is going for, and why I think its exactly why complaints of tepid, stale or "button mashy" combat but also unbearable difficulty have been so common from what I've seen. I LOVE fighting games, and this game does scratch that itch because it really does play like one, specifically because of this games focus on cancels . If you mash your scythes attack button, you are put in an auto combo of sorts, one that does decent damage, but is pitifully slow and WILL get you hit as enemies past the first world are abrasive and mechanically tricky, and thats not even touching bosses. But what I think has been failed to see, and also failed to be explained that instead of mashing one button and being locked to an auto combo, cancelling the first two hits of your reg. sythe string into your down attack or up attack immediately opens up what this game is about. Recognising where each weapons cancel windows so you can either dodge, cancel into a down attack, and especially when getting into the spells and cloak attacks you pick up over the course of the run, you can get genuine combos with insane levels of damage and freedom. And I think this is beyond intentional because this game has a training room to lab all and any weapons that will be random given in runs, and because each main weapons cancel windows are vastly different, a reg. scythe is the most fluid where you can cancel almost anywhere in the first 3 hits of a string, but the twinsie is much slower, with its main cancel window being after the first hit, turning it into a hit confirm monster. But do not be fooled into expecting to have one combo per weapon, as you'll be making multiple combos of varying length depending on build and then situation, there truly is so much you can do here, and its not dependant on luck (obv playing with weapon builds you like would lead to better performance, and fighting with nothing but a scythe at the start of the run only makes combos layered but this is just the nature of the genre, and there is a level of choice that can still be made). Coupled with how mobile and agile the reaper is, it truly has cemented in my mind that enemy encounters were intended to be treated as almost micro speedrunning challenges, anticipating enemy attacks and acting before they even happen, using these combos to keep enemies in hitstun and dispatch as many as you can before you get swamped or even hit, an invincible dash only adding to this notion in my mind, turning the idea of individual stages not being randomized from potential slog to something that never really gets old, as enemies are randomized, and even with something as basic as the first world, it never really wears you down, as you'll slice through it and Brad, getting to the way more mechanically interesting second worlds before it could even get on your nerves. However, whilst i think the defining reason as to why the gameplay is so misunderstood is that some have potentially come in with expectations and were met with something completely different, not meeting the game at its own level and pace. But also, such a focus on cancels and speed, whilst can 100% be intuited and figured out by someone like me who loves stuff like guilty gear, I think what theyre going for here is so well done and fun, but is a bit above the average person that this game would attract... so maybe some form of elaboration on the pace your setting, beyond just "heres a training room!" would lead to people understanding and maybe even flocking to this game more... not everyone loves hitting the lab like me to figure out a game, so making it the only way to, outside of a fighting game setting where you have to be curious and creatively inclined, DOES create friction. Bosses Hands down some of the most fun and engaging boss & mini boss design I've seen in a minute. I'll also lump some of the later stage and bigger enemies in here, because whilst I've not beaten the game, I think even the first mini bosses and first Thanager in Brad already exemplify how excellent it is. Bosses unlike enemies cant be stunned easily or put in massive amounts of hitstun, and so you cant just go devil may cray and go bombo-combo, you do have to react as bosses outside take advantage of the usual playstyle through their attack patterns having tricks or being aware that you have an invincible dash and can go through them or just move around at insane speeds, but this is not swapping gameplay type A for type B. In gameplay with regular enemies, whilst I mentioned how anticipatory this games combat is, there IS an element of reaction, specifically in assessing what enemies have spawned, then leading you to decide in what order to dispatch them and what combos would be most effective, and how you'll use mana ect. Bosses take this further, leaning the slider into reacting as they hold the pace of the fight, forcing you to use cancel windows not for combo extension but rather to dash, but once acclimated to boss attack patterns, you'll soon be able to have the confidence to do a full length combo and stun bosses to then pull of some incredibly satisfying swaths of damage. These bosses are abrasive and wild, with lots of gotchas in their attacks, but nothing here isn't telegraphed or adaptable. Writing This game has really cute dialogue and seriously ingenious premise, especially when facing the Thanagers each time coming with new banter, there's so much writing here... maybe too much... I certainly appreciate the effort but sometimes with non gameplay related npcs, they can come off a bit verbose... but its nothing you cant just ignore outright, and when its good it really makes the company feel lived in instead of a selection of stages. 100% a new favourite for so many reasons, and despite my feelings of this clicking on all fronts in my weird brain as it seems most people haven't had the best of experience with this game, hopefully my perspective might make you boot up seeing the game at a new angle, or maybe pick it up if you are a fan of beautiful, tougher, incredibly fast paced games with almost fighting game like combos but not nearly as execution heavy, topped with that classic roguelite taste
163 hours played
July 2026
Fun game, I enjoy the design and game play of it. I bought on sale for like 8$ and got 163 hours out of it I would say I got my moneys worth. When ever it goes on a steam sale buy it, and for 25$ for price is still a good deal. I'd Just wish list it and wait for a summer winter fall steam sale and pick it up for under 10$, but I am just a big sale kinda guy.
8 hours played
May 2026
The usual rogue-like game that you have to repeatedly finish over and over and slowly open permanent upgrades that help you throughout the game, but this one is surprisingly very good. The art style is so cute and spooky, and the gameplay is really fast. A decent game if you are interested in this genre of games.
100 hours played
April 2026
Every rougelike enjoyer should try this game out. Was surprised at the initial difficulty and it took some time to figure things out to beat the game but It was very rewarding to finally beat the game... only to realize you needed to beat it multiple times! :P QOL improvements could be implemented to help explain the weapon upgrade system prior to visiting the control room or having a better system to allow specific curses needed to maximize your build but otherwise a solid game to grind

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Frequently Asked Questions

Have a Nice Death is currently priced at 24.99€ on Steam.

No, Have a Nice Death is currently not on sale. You can purchase it for 24.99€ on Steam.

Yes, Have a Nice Death received 8,270 positive votes out of a total of 9,729 achieving a rating of 8.28.
😎

Have a Nice Death was developed by Magic Design Studios and published by Arc Games.

Yes, Have a Nice Death is playable and fully supported on Windows.

No, Have a Nice Death is not playable on MacOS.

No, Have a Nice Death is not playable on Linux.

Yes, Have a Nice Death is playable and fully supported on Steam Deck.

Yes, Have a Nice Death is playable and fully supported on Steam Machine.

No, Have a Nice Death does not support VR.

Have a Nice Death is a single-player game.

Yes, there are 2 DLCs available for Have a Nice Death. Explore additional content available for Have a Nice Death on Steam.

No, Have a Nice Death does not support mods via Steam Workshop.

No, Have a Nice Death does not support Steam Remote Play.

Yes, Have a Nice Death 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 Have a Nice Death.

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 27 September 2026 09:23 UTC
SteamSpy data 20 October 2026 11:09 UTC
Steam price 26 October 2026 19:29 UTC
Steam reviews 21 October 2026 09:46 UTC

If you'd like to dive deeper into the details about Have a Nice Death, 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 Have a Nice Death
  • SteamCharts - Analysis of Have a Nice Death concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Have a Nice Death compatibility
Have a Nice Death
Rating
8.3
8,270
1,459
Game modes
Features
Online players
91
Developer
Magic Design Studios
Publisher
Arc Games
Release 22 Mar 2023
Platforms
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