
Diabolic
A pocket-sized top-down slasher that earns its Steam goodwill through unpretentious charm and a hauntingly mismatched piano soundtrack - if you go in knowing what it is, it delivers.
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About Diabolic
My first honest reaction to Diabolic was surprise at how uncomplicated it dares to be. This is a one-developer pixel slasher from 2018 that makes no attempt to disguise its seams, and somehow that honesty is almost refreshing. You play a nameless knight hacking through ten top-down maps of dark fantasy terrain - skeletons, wolves, undead hordes, magic trees - all building toward a final dragon boss. There is no elaborate lore, no cutscenes, no hand-holding. The loop is: enter level, kill things, find the exit portal, repeat. It sits somewhere between an old Gauntlet arcade session and a stripped-back Action RPG, and it knows which side of that line it prefers. The build system is the one mechanical hook worth leaning into. There is no class selection at the start - instead, gold earned from kills and secondary quests flows into a talent tree that lets you push toward a melee tank, a long-range archer, or a mana-burning mage who flings fire and ice. The secondary quests themselves are minimal, usually handed out by a single NPC tucked somewhere in the level, and the reward is typically bonus gold or a chest with health and ammunition. Loot variety is thin: ammunition, gold, health potions, mana. Do not come expecting itemisation depth. Come expecting a short, loopable progression curve that feels satisfying within its narrow scope. Death only docks a slice of your earned gold rather than resetting progress entirely, which keeps the experience from punishing casual play. Where Diabolic genuinely earns its "Very Positive" Steam rating is in two places that surprised me. First, the level designs do quiet clever work with lockdown mechanics - colour-keyed barriers, bullseye targets placed elsewhere on the map - that give later stages a mild puzzle texture without overcomplicating anything. Second, and this is the part I keep thinking about, the soundtrack. Soft, slightly melancholic piano pieces play across every level, totally disconnected from the frantic mob-killing happening on screen, and the disconnect is weirdly perfect. It creates a contemplative mood that the dark pixel art alone could not manage. Multiple reviewers have independently noted this quality, and I think it is the game's one genuine artistic personality. The weaknesses are real and worth naming clearly. Environments repeat their tile patterns too aggressively, especially in the middle levels. Early stages can be completed by sprinting to the exit without engaging a single enemy - a design gap that only closes around stage three when lockdowns force confrontation. The talent tree, while useful, is sparse enough that investment decisions rarely feel weighty. There is no voice acting, barely any narrative tissue, and the loot physics occasionally let coins drift outside the playable area boundaries. Reviewers are split on whether this is charming roughness or just unfinished craft, and both camps have a point. For the right player - someone who wants a genuinely short, low-friction dark fantasy session that clocks in well under five hours and asks nothing of their patience or lore appetite - Diabolic is a quietly effective little thing. It is not trying to be Diablo. It is trying to be an evening spent alone with some pixel monsters and surprisingly good piano music, and on those terms it mostly succeeds. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP and newer
- Memory
- 512 MB RAM
- Storage
- 20 MB available space
- Graphics
- Integrated Graphics
- Processor
- 2.0+ GHz
- Sound Card
- Integrated Audio
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Game Info
- Developer
- MyDreamForever
- Publisher
- Red twice potato
- Release Date
- Mar 26, 2018
