Compara los precios de Daily Espada en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Pidroh. Publicado por Pidroh. Lanzado el 30/9/2015. Disponible en PC, Mac. Géneros: Action, Indie.

A solo-developed boss-rush from Brazil that fights creatures most Western players have never heard of, backed by combat that draws more from Monster Hunter than it does from anything safe or familiar.

I have a soft spot for games that arrive without a press budget and quietly dare you to take them seriously, and Daily Espada is exactly that kind of title. Pidroh, a one-person studio out of Brazil, built this 2D action game around a single obsession: making every boss encounter feel genuinely earned. The inspiration list is telling, ranging from the punishing pattern-reading of Demon's Crest to the monster-fatigue loop of Monster Hunter, and that lineage is felt in every arena. This is not a game about clearing rooms. It is about learning a creature well enough to stop fearing it. The creatures themselves are the real draw. Instead of the usual parade of dragons and demons, you are squaring off against figures pulled from Brazilian folklore: the Saci, the Headless Mule (a fire-wreathed horse that became a minor personal nemesis), and several others that carry genuine cultural weight. The developer's stated goal was to do for Brazil what Shin Megami Tensei did for Japanese mythology, and at the level of creature design, that ambition lands. Each boss is talkative in the Steam version, with dialogue that adds texture to the lore without demanding you engage with it if you'd rather just dodge fireballs and swing your sword. The combat toolkit includes both the blade the title promises and a gun, plus an Espada form that shifts the tempo of fights when you need a gear change. The narrative frame is stranger and more affecting than it sounds. You are not saving a kingdom. You are a family man competing on a twisted game show because the prizes are what your household actually needs: money for your daughter's college tuition, comfort for your wife. Between battles, emails arrive, some warm, some corrosive. The domestic pressure sitting inside a monster-fighting game creates a tonal contrast that lingers longer than the action itself. The developer notes that almost nobody has reached the real ending, and given how layered the game's hidden depth apparently runs, that claim carries weight rather than sounding like a marketing tease. Where it stumbles is honesty about its rougher edges. This is a solo passion project that went through multiple overhauls and a Steam Greenlight campaign, and it shows in the pacing of its early sections. Community feedback noted that the opening can leave players confused before the design's internal logic clicks. The difficulty is also genuinely unforgiving in places, so if you need clear checkpoint logic and tutorial scaffolding, Daily Espada will test your patience before it tests your reflexes. The game is also tagged as short by a portion of its playerbase, though the developer's own note about almost no one seeing the true ending suggests that surface-level brevity and actual completion depth are two very different numbers here. For players who care about where games come from culturally, who want boss encounters with teeth, and who can tolerate a low-budget aesthetic in service of something with genuine authorial intent, this is the kind of small game that rewards patience. It came out of one person from a small Brazilian town who loved hard fights and made something personal from that love. That counts for a lot in my book. Kai, Scout Team

Daily Espada

Daily Espada

30 sept 2015Pidroh
GamerScout opina

A solo-developed boss-rush from Brazil that fights creatures most Western players have never heard of, backed by combat that draws more from Monster Hunter than it does from anything safe or familiar.

PCMac
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I have a soft spot for games that arrive without a press budget and quietly dare you to take them seriously, and Daily Espada is exactly that kind of title. Pidroh, a one-person studio out of Brazil, built this 2D action game around a single obsession: making every boss encounter feel genuinely earned. The inspiration list is telling, ranging from the punishing pattern-reading of Demon's Crest to the monster-fatigue loop of Monster Hunter, and that lineage is felt in every arena. This is not a game about clearing rooms. It is about learning a creature well enough to stop fearing it. The creatures themselves are the real draw. Instead of the usual parade of dragons and demons, you are squaring off against figures pulled from Brazilian folklore: the Saci, the Headless Mule (a fire-wreathed horse that became a minor personal nemesis), and several others that carry genuine cultural weight. The developer's stated goal was to do for Brazil what Shin Megami Tensei did for Japanese mythology, and at the level of creature design, that ambition lands. Each boss is talkative in the Steam version, with dialogue that adds texture to the lore without demanding you engage with it if you'd rather just dodge fireballs and swing your sword. The combat toolkit includes both the blade the title promises and a gun, plus an Espada form that shifts the tempo of fights when you need a gear change. The narrative frame is stranger and more affecting than it sounds. You are not saving a kingdom. You are a family man competing on a twisted game show because the prizes are what your household actually needs: money for your daughter's college tuition, comfort for your wife. Between battles, emails arrive, some warm, some corrosive. The domestic pressure sitting inside a monster-fighting game creates a tonal contrast that lingers longer than the action itself. The developer notes that almost nobody has reached the real ending, and given how layered the game's hidden depth apparently runs, that claim carries weight rather than sounding like a marketing tease. Where it stumbles is honesty about its rougher edges. This is a solo passion project that went through multiple overhauls and a Steam Greenlight campaign, and it shows in the pacing of its early sections. Community feedback noted that the opening can leave players confused before the design's internal logic clicks. The difficulty is also genuinely unforgiving in places, so if you need clear checkpoint logic and tutorial scaffolding, Daily Espada will test your patience before it tests your reflexes. The game is also tagged as short by a portion of its playerbase, though the developer's own note about almost no one seeing the true ending suggests that surface-level brevity and actual completion depth are two very different numbers here. For players who care about where games come from culturally, who want boss encounters with teeth, and who can tolerate a low-budget aesthetic in service of something with genuine authorial intent, this is the kind of small game that rewards patience. It came out of one person from a small Brazilian town who loved hard fights and made something personal from that love. That counts for a lot in my book.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:indieBoss RushBrazilian MythologyTokusatsu-InspiredSword and Gun CombatEspada FormDomestic NarrativePattern-Based CombatSolo DeveloperUnforgiving Difficulty

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
Storage
150 MB available space
Graphics
512MB VRAM
Processor
1.66 GHz
Sound Card
Any

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Información del juego

Desarrolladora
Pidroh
Distribuidora
Pidroh
Fecha de lanzamiento
30 sept 2015

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¿En qué plataformas está disponible Daily Espada?

Daily Espada está disponible en PC, Mac.

¿Cuándo se lanzó Daily Espada?

Daily Espada se lanzó el 30 de septiembre de 2015.

¿Quién desarrolló Daily Espada?

Daily Espada fue desarrollado por Pidroh.