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Savara on Steam - User reviews, Price & Information

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In this colorful action roguelite, participate in the festivities organized for the pleasure of the warrior god. Equip your best weapons, prove your valor against powerful monsters, and permanently engrave your name in history!

Savara is a action roguelike, dungeon crawler and souls-like game developed by Doryah Games and published by Ankama Games.
Released on May 06th 2025 is available only on Windows in 4 languages: English, French, Spanish - Spain and Portuguese - Brazil.

It has received 341 reviews of which 311 were positive and 30 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Savara into these genres:

Media & Screenshots

Get an in-depth look at Savara 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: Core i5-4690 or Ryzen 3 2300U
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 970 or Radeon R9 290X
  • DirectX: Version 11
  • Storage: 7 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.

55 hours played
Aug. 2026
Criminally underrated, compact, cheap, combat-first roguelite. However you wanna slice it, Savara is fantastic - especially if you enjoy a wealth of varied and impactful builds, ROCK-SOLID combat, a brisk pace, and a game that doesn't overstay its welcome. There are a few design issues that can cause tedium here and there, but so long as you're willing to go just a LITTLE out of your way, the overall experience more than makes up for it. The common shorthand comparison is that Savara is a mix between Hades and Monster Hunter. It's a little cliché, but it's more apt than not. The gameplay loop is nearer to Hades (level layouts, boons, meta progression), while the weapon types, combat tempo, and buildcrafting are moreso Monster Hunter. I think the reason people argue with the comparison largely stems from Hades being associated more with its strong narrative and character focus (which are BARELY present in Savara, and only during prestige runs) than with its gameplay loop. Instead of a narrative and endless content, Savara is a (genre comparatively) short experience that takes the basic structure of a roguelite and fills it to the brim with simple-yet-refined combat. In line with its size, Savara has few bosses, fewer zones, simple weapons, and a small pool of enemies to work with - but thanks to the clever use of assets, the fun combat, and the eventual speed at which you blitz through levels, it manages to keep these limited assets feeling valuable and engaging, rather than sparse and repetitive for most (if not all) of it's runtime. It DOES have a few minor issues worth mentioning that can keep you from fully enjoying the game though. Savara (like most games) starts slower, as the systems you have at your disposal unlock and upgrade over time. The most notable of these systems are your weapons - of which you can equip two of at any given time. When a weapon is upgraded to +5 (and again at +10), it gains a passive that affects your character for as long as it's equipped (even if it's not the active weapon you're holding in combat). This is a HUGE increase in your power, AND in the complexity / flexibility of your builds, as the interplay between your two weapon passives and the rest of your equipment largely defines your playstyle. However, if you play Savara without making a point to unlock these weapon passives, you can hit the midgame weaker than you should be, which in turn can make the game feel slow, repetitive, and disproportionately punishing. The problem here is two-fold. One, the weapon upgrade UI that's meant to communicate the value of weapon passives is both obtuse to view and cumbersome to navigate. It's NOT awful, but it IS an obstacle. As a result, it's easy to either not see or not fully understand the system. Second, the beginning weapons feel FAR more costly to upgrade than latter weapons (a result of player skill, character power, later multipliers on resources gained, and raw numbers). This means - during the transition from early to midgame - you could be one quick upgrade from getting both the power and mechanical variety you need to keep Savara from feeling stale and just not know it (leaving you stuck in tedium until you fall off). Or, you could be well aware of weapon passives, but be so behind on the required resources that you have to grind out runs for the upgrade (tedious transition to midgame). Best case scenario, you upgrade your weapon to +5 without much hassle and transition to midgame easily - but the resource investment required can make you feel somewhat trapped, unhappy or unwilling to trade the sunken costs and raw power for the novelty and fun of another weapon. BELIEVE me when I say this is a problem that resolves itself later on (and isn't as damning as I might make it out to be), but to mitigate the potentially damning issue in the early game, I'd recommend: - Experiment with multiple weapons in the beginning until you find a couple you like - Set aside materials to upgrade at least one of them to +5 before spreading your upgrades too thinly - If things start to feel repetitive, fight the urge to keep your strongest weapon, and swap to a different weapon type entirely - even if you have to lose passives and power in the process. The boons you get per room are also not as interesting as you'd see in other roguelikes, but they're still interesting enough to be fun and warrant experimentation. Each category of boon mainly caters to a few select playstyles or weapon types, so it's usually obvious what category you're hunting down when you start a run, based on what you have equipped. That doesn't mean your choices are practically made for you, but it usually shakes out that there's a boon category you'll always go for, a few you'll be happy to see, and one you'll avoid at all costs. Thankfully, the game is aware of this, and provides a form of player control via "rerolls" (changing the boons offered to you in a specific category) and "alterations" (changing the category of boon offered to you entirely) so you don't feel screwed over by luck. At times though, it can seem like you're given too much control over the boons you pick, which can make runs start to feel the same - monotonous IF you allow them to be. It's a shame too, because oftentimes two "mediocre" or presumably "inapplicable" boon categories (when picked enough) will eventually combine into both interesting and powerful combination boons that retroactively and refreshingly power up your entire kit. Sometimes, I'll want a fresh experience and intentionally pick a boon category I usually avoid, and often end up surprised by its power in the end. But it's hard to remember to pursue those novelty powers when you can just as easily use the flood of tools you're given to find exactly the boons you're looking for. By far the most interesting (and powerful) boons you can get are called "Contracts". Seen only thrice per run, and accessible only if you forego a visit to the shop (which often results in 3-5 boons per visit), Contracts give you massive bumps in power (at the cost of an equally massive drawback) and drastically change the way you play. It's a classic risk v reward, and there's nothing wrong with that - but Savara is (for the most part) easy enough to not require the risk at all. So practically, the choice is between risky and unnecessary novelty, or easy consistency, and over time, that easy consistency can become a little... boring. Tedious. The solution is simple, and obvious, but not always instinctive in the heat of the moment. Don't let my obsessive nitpicking fool you - Savara is awesome. It looks good, sounds good, plays well, etc. Once a game is good enough, it's more interesting (and I think useful) to point out faults than to sing obvious praises. The worst I can say is that sometimes (like in the examples above), Savara will inadvertently create little ruts and grooves and well-trod paths you can get stuck in. Savara is good despite these brief tedious traps - but so long as you're willing to put in the smallest amount of legwork when these small flaws arise, you'll have a great time from start to finish.
23 hours played
March 2026
Bought this game because one of the review said it was Hades + Monster Hunter. And it really is :) There are perfect timings for attacks and perfect dodges for dodge rolls. And there is even the fall and get up mechanic where you don't take damage for a bit while lying there. Quicker game than Hades with a lot of combinations too. Do recommend.
23 hours played
Feb. 2026
Fantastic game! Hades meets Monster Hunter. You're not fighting to save the world or anything grand like that, you're just a warrior fighting for glory and self-improvement and having a good time. It's refreshing to have a lighter-hearted tone for the game. Weapon variety is amazing, the effects of each weapon and each trinket have a noticeable impact and you can make some very interesting builds combined with the boons in-run. The monsters reactions to getting hit, injuring them by breaking some of their parts, and the crowd cheers feel amazing. Music and sound effects are good (especially the main menu and bossfights), voice acting is great! Slight minus if you don't know the Ankama universe as you'll miss some context and knowledge of the world and the characters, but it's still self contained, clear and fun. Difficulty is about 6/10 starting out, run modifiers can push it up quite a lot, but as you get upgrades i'd say it stabilizes at a solid 8/10 later in the game if you're pushing the challenge (note : the timer challenge mod is evil.) It's a bit short maybe, as I finished the main part of the story in about 12h, but it's well executed and not boring. Great game, no bugs, 9.5/10 would fight again.
10 hours played
Nov. 2025
don't play this game expecting it to be like hades. the only thing similar between the two in gameplay are the boons/blessings. savara is significantly slower paced and combat is meant to be methodical and more cautious. basically monster hunter where you have a go-to combo that you'll do every 5-10 seconds. but don't mistake that as it being boring, the build potential in this game is just as dopamine inducing. the game gets significantly better after the first few hours. if you're the type of person to drop a game based off first impressions i wouldn't spend the $20. otherwise, its a great game with even greater potential updates.
18 hours played
Nov. 2025
I feel this game is criminally misunderstood and some of the reviews genuinely infuriate me. First: This is not a hades-like, if you go in based on that , you will hate it. Combat is very deliberately balanced around a tight stamina bar, a weapon swap mechanic and a part break system with 3 distinct damage types. It favours precision and anticipation , if you want to just press attack until monster dies you will have a bad time. Second: Upgrades are important, there's a reason the game encourages you to break monster parts and trade your currency for them. Especially weapons, their level 5/10s perks give incredible benefits if you tune them to your playstyle. Most complains about 'hp sponges' come from people who have every weapon (and there's a lot) on level 2/3 and missing like 200-300% dmg while also attempting the harder scaling modifiers. Third: Weapon archetypes and their playstyles are very unique, if you don't vibe with one (such as the twin/greatsword combo from the tutorial, which I don't think is super good until later), try another! Just like a game like Monster Hunter, the difference between a new player and a veteran on what openings to exploit and how to prepare burst takes hours and leads to a massive snowball effect due to how stagger/stun works in this game. Overall an excellent game if you like slower, methodical combat and a light sprinkle of rpg-like progression. I echo the sentiment of relatively little variety but what is there is good, satisfying and leaves hours to get better at, including the typical roguelite progression loops and an evolving story. Even as someone not familiar with the wak-fu setting, the french dub was charming and affectionately weird. For one of their first ever games, i consider it an excellent success and i wish the devs good luck on their future endeavours (which i will check out with great interest).

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Frequently Asked Questions

Savara is currently priced at 19.50€ on Steam.

No, Savara is currently not on sale. You can purchase it for 19.50€ on Steam.

Yes, Savara received 311 positive votes out of a total of 341 achieving a rating of 8.41.
😎

Savara was developed by Doryah Games and published by Ankama Games.

Yes, Savara is playable and fully supported on Windows.

No, Savara is not playable on MacOS.

No, Savara is not playable on Linux.

This information about Savara is not available yet.

This information about Savara is not available yet.

No, Savara does not support VR.

Savara is a single-player game.

Yes, there are 2 DLCs available for Savara. Explore additional content available for Savara on Steam.

No, Savara does not support mods via Steam Workshop.

No, Savara does not support Steam Remote Play.

Yes, Savara 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 Savara.

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 24 August 2026 20:18 UTC
SteamSpy data 07 September 2026 17:29 UTC
Steam price 11 September 2026 18:53 UTC
Steam reviews 10 September 2026 17:52 UTC

If you'd like to dive deeper into the details about Savara, 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 Savara
  • SteamCharts - Analysis of Savara concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Savara compatibility
Savara
Rating
8.4
311
30
Game modes
Features
Online players
0
Developer
Doryah Games
Publisher
Ankama Games
Release 06 May 2025
Platforms