Compara los precios de Breath of Death VII en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Zeboyd Digital Entertainment LLC. Publicado por Zeboyd Digital Entertainment LLC. Lanzado el 13/7/2011. Disponible en PC. Géneros: Indie, RPG.

A five-hour undead romp that squeezes more wit and mechanical cleverness out of JRPG parody than most full-length retro throwbacks manage in twenty.

I have a soft spot for games that know exactly what they are and refuse to apologize for it. Breath of Death VII is one of those games. Zeboyd built the entire thing around a single honest design philosophy: old-school JRPG structure, stripped of every tedious inch of padding, and then lightly set on fire with genre self-awareness. The title itself is the first joke. There are no parts one through six. The name is a riff on the habit of long-running RPG franchises to launch numbered sequels that bear no story connection to their predecessors, and that wry tone carries through every line of dialogue. Your party is Dem the skeleton knight (a silent protagonist with no tongue, whose inner thoughts Sara the ghost historian helpfully misinterprets aloud), Lita the vampire techie, and Erik the zombie prince. The world they wander is a post-nuclear Earth now populated entirely by the undead, and the writing leans into that premise with genuine fondness for the genre it parodies. Fourth-wall breaks land consistently, RPG tropes get skewered without cruelty, and the referential humor holds up better than you might expect for something written in 2010. A few gags show their age, but the core wit stays dry rather than meme-reliant. The combat is where the design earns real respect. On the surface it reads as first-person turn-based JRPG, but two interlocking systems pull it away from passivity. First, enemies grow stronger by roughly ten percent each round, which functions as a soft clock on every fight and punishes stalling. Second, landing hits charges a combo gauge that powers up certain special attacks, but spending those combo abilities resets the counter entirely, so you are constantly making micro-decisions about when to cash out. Each character also levels up frequently, with the player choosing between two branching ability options at each level, nudging Dem, Sara, Lita, and Erik toward slightly different builds. Unite techniques, which link multiple party members into a single combined move, add another layer without overcomplicating things. HP restores fully after every battle; resource management shifts entirely onto MP, which regenerates only partially based on how quickly you won, rewarding efficiency over endurance. It is a tighter loop than the genre usually bothers with. The honest limitations are real too. Town exploration is sparse, dungeons are short with two or three branching paths at most, and gear progression is a simple numerical escalator with little personality. The world map is linear by design, and the absence of battle animations means combat is almost purely text and imagination. Some players will find the castle dungeon in the mid-game punishingly spiky compared to everything around it, and there is no autosave to soften the blow of a wipe. The game also caps random encounters per area, which is a genuinely clever quality-of-life call that feels ahead of its time, but it does mean that if you exhaust encounters in a tough dungeon you can end up in a rhythm of menu-forcing battles near a heal point rather than actually exploring. Pacing wobbles in places, though Zeboyd themselves acknowledged as much. For a certain type of player, Breath of Death VII is close to ideal: four to six hours, no grinding, frequently funny, mechanically honest, and priced accordingly. It sits a tier below its sibling Cthulhu Saves the World in terms of world-building and polish, and the community broadly agrees with that ranking. But as a pocket-sized JRPG parody with genuine ideas inside the combat, it punches well above its weight. If you grew up with Dragon Warrior, early Final Fantasy, or Phantasy Star, there is a good chance this will make you smile more than once. Kai, Scout Team

Breath of Death VII

Breath of Death VII

13 jul 2011Zeboyd Digital Entertainment LLC
GamerScout opina

A five-hour undead romp that squeezes more wit and mechanical cleverness out of JRPG parody than most full-length retro throwbacks manage in twenty.

PC
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I have a soft spot for games that know exactly what they are and refuse to apologize for it. Breath of Death VII is one of those games. Zeboyd built the entire thing around a single honest design philosophy: old-school JRPG structure, stripped of every tedious inch of padding, and then lightly set on fire with genre self-awareness. The title itself is the first joke. There are no parts one through six. The name is a riff on the habit of long-running RPG franchises to launch numbered sequels that bear no story connection to their predecessors, and that wry tone carries through every line of dialogue. Your party is Dem the skeleton knight (a silent protagonist with no tongue, whose inner thoughts Sara the ghost historian helpfully misinterprets aloud), Lita the vampire techie, and Erik the zombie prince. The world they wander is a post-nuclear Earth now populated entirely by the undead, and the writing leans into that premise with genuine fondness for the genre it parodies. Fourth-wall breaks land consistently, RPG tropes get skewered without cruelty, and the referential humor holds up better than you might expect for something written in 2010. A few gags show their age, but the core wit stays dry rather than meme-reliant. The combat is where the design earns real respect. On the surface it reads as first-person turn-based JRPG, but two interlocking systems pull it away from passivity. First, enemies grow stronger by roughly ten percent each round, which functions as a soft clock on every fight and punishes stalling. Second, landing hits charges a combo gauge that powers up certain special attacks, but spending those combo abilities resets the counter entirely, so you are constantly making micro-decisions about when to cash out. Each character also levels up frequently, with the player choosing between two branching ability options at each level, nudging Dem, Sara, Lita, and Erik toward slightly different builds. Unite techniques, which link multiple party members into a single combined move, add another layer without overcomplicating things. HP restores fully after every battle; resource management shifts entirely onto MP, which regenerates only partially based on how quickly you won, rewarding efficiency over endurance. It is a tighter loop than the genre usually bothers with. The honest limitations are real too. Town exploration is sparse, dungeons are short with two or three branching paths at most, and gear progression is a simple numerical escalator with little personality. The world map is linear by design, and the absence of battle animations means combat is almost purely text and imagination. Some players will find the castle dungeon in the mid-game punishingly spiky compared to everything around it, and there is no autosave to soften the blow of a wipe. The game also caps random encounters per area, which is a genuinely clever quality-of-life call that feels ahead of its time, but it does mean that if you exhaust encounters in a tough dungeon you can end up in a rhythm of menu-forcing battles near a heal point rather than actually exploring. Pacing wobbles in places, though Zeboyd themselves acknowledged as much. For a certain type of player, Breath of Death VII is close to ideal: four to six hours, no grinding, frequently funny, mechanically honest, and priced accordingly. It sits a tier below its sibling Cthulhu Saves the World in terms of world-building and polish, and the community broadly agrees with that ranking. But as a pocket-sized JRPG parody with genuine ideas inside the combat, it punches well above its weight. If you grew up with Dragon Warrior, early Final Fantasy, or Phantasy Star, there is a good chance this will make you smile more than once.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttier:sub-5JRPG ParodyCombo SystemCapped Random EncountersBranching Level-UpUnite TechniquesPost-ApocalypticSilent ProtagonistGenre SatireShort-Form RPG

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7
Processor
1.6Ghz or higher
Memory
1GB Hard Disk Space: 200 MB Video Card: DirectX 9.0c compatible DirectX®: 9.0c compatible Sound: DirectX 9.0c compatible Additional: Current version of…

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Información del juego

Desarrolladora
Zeboyd Digital Entertainment LLC
Distribuidora
Zeboyd Digital Entertainment LLC
Fecha de lanzamiento
13 jul 2011

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¿En qué plataformas está disponible Breath of Death VII?

Breath of Death VII está disponible en PC.

¿Cuándo se lanzó Breath of Death VII?

Breath of Death VII se lanzó el 13 de julio de 2011.

¿Quién desarrolló Breath of Death VII?

Breath of Death VII fue desarrollado por Zeboyd Digital Entertainment LLC.