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Serpent's Gaze on Steam

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Serpent’s Gaze is a punishing 1-4 player co-op third-person action game where you fight tough enemies and relentless bosses, all while uncovering the secrets of an ancient desert.

Serpent's Gaze is a early access, souls-like and action game developed and published by Feeble Minds.
Released on May 25th 2026 is available only on Windows.

It has received 837 reviews of which 747 were positive and 90 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 16.49€ on Steam.


The Steam community has classified Serpent's Gaze into these genres:

Media & Screenshots

Get an in-depth look at Serpent's Gaze 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® Core™ i5-8500 or equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia® GeForce™ GTX 1060 or equivalent
  • Network: Broadband Internet connection
  • Storage: 15 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.

43 hours played
Sept. 2026
I'm aware it is early access and changes are to be made, but these are my current criticisms/opinions of the game as it stands. It may sound pretty negative at times, but I'm passionate about this game. It's awesome! RPG or Rouge-Like? Obviously it can be both, but there should be a focus on one definitively. This feels especially obvious with the short cuts in the level, I don’t really see the point in them? There is no benefit to running past enemies (it can help save resources for boss fights, however in the long run having less blood due to not killing enemies, just simply isn't worth it). I believe with the reduction of the quantity of seeds in a run, it feels to me like a clear indicator of RPG-style progression that I do not think belongs in a rouge-like; part of the joy of a rouge-like is the feeling of a build coming together as well as feeling powerful as a result of it, both of which are improbable due to less seed quantity. To me this feels like RPG stat scaling - reducing the strength of the player so later game areas still feel difficult (this could also be partially due to the desire to make it feel like a “souls-like”), however I believe this is a step in the wrong direction, unless more ways to acquire seeds are added into runs. I believe the choice to move seed upgrades to a separate pool from the ordinary seed pool was perfect, doing well for the game's health Blocking/perfect blocking Currently, blocking is not a useful mechanic. I know with the Breathing Room seed, it becomes pretty decent, but baseline, it just isn't fun to use. The perfect block mechanic is peak, but since perfect blocking can be done with any weapon, the current blocking seeds could be altered to include a bonus if you perfect block (this would also reduce seed bloat) e.g. Birdsfoot Trefoil could give a higher damage increase on perfect blocks. I know it is still new and you are still working on it Reviving Reviving as a whole isn't that fun. Two people reviving the same downed player should increase the revive speed. Reviving progress completely emptying when cancelled is excessive. In general, reviving could be better. On another note, if all players are down, but a player still has a nectar to self-revive, THE RUN SHOULD NOT END, AND THAT PLAYER SHOULD BE FORCED TO SELF-REVIVE. Sticking with the subject of reviving, the amount of health the revived player has is too little. This does not pair well with the fact the player gets too small a temporary invulnerability window after being revived. Dead allies should additionally be able to see their bar progress when dead Fatigue No fatigue on players, I feel like there should be more fatigue on players (and a way to see it so you know when you're gonna stagger). Staggering is also way too common on the player. The tiniest attacks are able to stagger you (being able to see a fatigue bar on the player and enemies would be very helpful) Yellow health I believe the Health Recovery system feels like a mechanic that isn't fully appreciated, for example there are 0 seeds/blessings that assist with yellow health and awareness 8 just turns off this mechanic entirely (it should just reduce it) Relics There are very few opportunities to change your relic; only through shops (which appear only in the 2nd and final area of a run) and by killing bosses. I am surprised how little seeds or blessings coincide with relics considering how much of a major part of the player characters kit it is. I think the starting relics of classes can be expanded to having a choice of two relics when picking your class (sort of like character mastery similar to Risk of Rain). This is a personal opinion as well, but I feel like you should be able to carry two relics (like maybe only the buff ones, then make the other relic slot not benefit from multiple relic charges as well as have a longer cooldown), it's only because this could open up for more combo potential, build variety as well as just overall gameplay spice Classes The classes don’t feel unique enough for the choice of class to have a big impact. There could be an additional class feature or something as simple as bigger gaps in levels to make the classes feel a bit more different from one another. Many of the classes as well feel off, feeble just feels like an extra difficulty option (one of the worst types of difficulty is just a raw number increase and that's what the feeble feels like), the seedling just feels like a worst support (I feel they don’t have much stay in the game), and the summoner feels like they could be more rogue-likey (eg the summons could inherit your seeds/blessings) Animations Needs to be improved, as I feel many of them negatively affect the gameplay. Two key examples of a lack of animations: The Gatekeeper Batoush boss, when he bounces off the walls during his ramming attack, he instantly comes back. The other example is the Stone Serpent enemy; they are pure lock on, and they slide when you go around them. Enemies locking on are another issue as a whole, as it makes running around an enemy pointless, and forces rolling (if you try to run around an enemy to escape its attack, it will simply turn their whole body while still doing the animation). Both examples do not look smooth. Finally the players feel as if there is no “weight” behind character movement and inputs Visuals Crits could be more obvious; both indicators for crits are virtually unnoticeable. Players will have various volume settings, so the sound cue is not reliable, visual cues work better, such as marking the critical damage number in a different colour. Indicators for offscreen attacks, displaying current buffs and converted elemental damage would be beneficial Game modes Implementing an endless gamemode would be awesome. I understand that you are developing a new path? It would be nice to have a random mode that uses areas from all 3 paths randomly Seeds Not all seeds are built the same; many just feel like they are either incredibly bad or insanely good with little to no inbetween. Maybe some of the worst seeds can be fused into existing seeds to reduce pollution in the loot pool? The option to sell seeds at shops would be a great addition Weapons Overall I think the weapons are pretty well made (except the Malvo’s toothpick and branch which feel lazy to me). Weapon upgrades could be improved for some weapons, for example the mace as a whole is pretty weak and many of the upgrades for it do not help, as well as an option to re-roll your weapon upgrade options (at the cost of blood) Map + Quality of life Being able to teleport to shop/boss room/seed locations (once retrieved) - back to the shops/seeds then back to the boss arena can be tedious. Or just after unlocking certain parts of the areas like the seed locations. Adding optional objectives in the run (e.g. optional challenge rooms, like the room behind the gate for the Vagabond’s questline but on a much larger scale) for extra rewards (seeds, weapon upgrades, seed upgrades, extra blessings, blood). The random encounters that are combat based in the in-between stages should give you a choice of whether or not you want to do it. Currently, it is harder than it should be to avoid the encounter (especially when it is a fighting one like the firstborn). In any fighting encounter, it is virtually impossible to get a blessing without killing the enemy / enemies, which practically forces the player to participate. It should be a choice, where you can skip the encounter at the cost of losing the reward from the encounter. This would prevent forcing the player to be in a hard fight and end up losing nectar for the next area (since the only way to get healing is by entering the in-between stages after a boss). Note that the blessings should be available either way more of an in depth review into this game: https://docs.google.com/document/d/10w4xuLaSlF-E-LRelpEJZ_fih2yAJ15_UAOLI0M-TFQ/edit?usp=sharing
23 hours played
July 2026
Me and 3 others were really impressed by this game in its current Early access state. It is at times more or less difficult than a typical souls-like genre game, but the unlocks along the way make it rewarding to play through multiple times, achieving higher stats through team synergy and individual builds (which again, are subject to RNG). The options of seeds, classes, and weapons give you a lot of options when building out your character for each individual act playthrough. This is an extremely promising game that deserves more attention from the community. Graphics are quite good, soundtrack is great, combat is fluid and engaging, and the big-baddie-bosses come with distinct characteristics that informs their fighting style. I will be looking forward to future updates. I consider this game to have been well worth the $15 in its current state.
20 hours played
June 2026
It's a fun game that definitely needs more polishing, but for its EA state a month after release, it's phenomenal - especially considering the low price for the amount of content/fun you'll get. Play with friends
19 hours played
June 2026
At it's core, plays exactly like Dark Souls / Elden Ring. A full run of 4 levels takes you about 1.5hrs. Difficulty scales well with number of players. I didn't experience any notable glitches or bugs. Good performance. No matchmaking or drop-in/out. No cosmetic character customization. Although you have to start each run from the first level, you unlock soulslike shortcuts to make it easier next time.
3 hours played
June 2026
Nice game finally managed to finish a run on base difficulty Runs take around 1.5 hrs if you know where to go Level layouts don't change, only the mobs and roguelite upgrades you might get The sword feels pretty balanced and fast right now with a nice force push ability and ranged stab All the 4 bosses so far were pretty fun to fight Should turn out pretty good once the rest of the content is out and you can save the game on exit

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Frequently Asked Questions

Serpent's Gaze is currently priced at 16.49€ on Steam.

No, Serpent's Gaze is currently not on sale. You can purchase it for 16.49€ on Steam.

Yes, Serpent's Gaze received 747 positive votes out of a total of 837 achieving a rating of 8.41.
😎

Serpent's Gaze was developed and published by Feeble Minds.

Yes, Serpent's Gaze is playable and fully supported on Windows.

No, Serpent's Gaze is not playable on MacOS.

No, Serpent's Gaze is not playable on Linux.

This information about Serpent's Gaze is not available yet.

This information about Serpent's Gaze is not available yet.

No, Serpent's Gaze does not support VR.

Serpent's Gaze offers both single-player and multi-player modes.

Serpent's Gaze includes Co-op mode where you can team up with friends.

Yes, there is a DLC available for Serpent's Gaze. Explore additional content available for Serpent's Gaze on Steam.

No, Serpent's Gaze does not support mods via Steam Workshop.

No, Serpent's Gaze does not support Steam Remote Play.

Yes, Serpent's Gaze 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 Serpent's Gaze.

Data sources

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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 20 September 2026 14:17 UTC
SteamSpy data 24 October 2026 00:35 UTC
Steam price 26 October 2026 04:38 UTC
Steam reviews 19 October 2026 07:45 UTC

If you'd like to dive deeper into the details about Serpent's Gaze, 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 Serpent's Gaze
  • SteamCharts - Analysis of Serpent's Gaze concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Serpent's Gaze compatibility
Serpent's Gaze
Rating
8.4
747
90
Game modes
Multiplayer
Features
Online players
43
Developer
Feeble Minds
Publisher
Feeble Minds
Release 25 May 2026
Platforms