Compare Eternal Step prices across 50+ stores and find the best deal. Developed by Once More With Gusto. Published by Green Man Gaming Publishing. Released on 10/16/2015. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie, RPG.

A tower-climbing roguelite that punishes gear mismanagement harder than it punishes dying - worth a look if you find loot economy puzzles more satisfying than narrative payoffs.

I went in expecting a lightweight dungeon runner and came out genuinely surprised by how much equipment decision-making sits at the core of every run. Eternal Step puts you inside an endless, procedurally generated tower and asks you to fight upward through over one hundred randomly selected floors using a compact but meaningful action combat kit - shield blocks, dodge rolls, charged weapon attacks, and a rotating set of loot cards that drop from enemies and chests. The roguelite DNA is real: runs end, progress is partial, and the tower reconfigures each time. What sets it apart is a per-floor inventory rule where you choose what to carry forward and what to bank, meaning every floor transition is a small equipment puzzle. Lose a boss fight and the gear you had equipped during that attempt evaporates, which is where the frustration concentration lives. The combat itself holds up better than the presentation might lead you to believe. Twitch-based and top-down, it pulls from a Dark Souls-adjacent philosophy - telegraphed attacks, MMO-style floor markers warning you of AoE zones, and enemy audio cues you can actually use to pre-charge a weapon before rounding a corner. Boss encounters are the sharpest edge in the game. The first boss alone can halve your health bar in moments if you haven't landed pixel-timing on dodge rolls, and the game front-loads checkpoints before those fights without restoring your gear - so arriving under-equipped is effectively a soft reset. Some players will call that ruthless. I call it a gear-check system with a transparency problem: the game doesn't always tell you clearly that your build is behind before the boss tells you violently. Visually, Eternal Step is the definition of a trade-off. The environment art is flat and repetitive, and certain design choices create odd logical gaps - the sort of small things that chip away at immersion over a long session. Against all of that, the animation work on the hero character is genuinely expressive, and the soundtrack is the game's quiet standout. Each track carries the feeling of ascending something ancient and indifferent, a low-grade dread that turns the repetitive floors into something more atmospheric than their geometry earns on its own. If you play with headphones, the soundscape does heavy lifting. The loot card system and crafting layer add more customisation depth than the surface suggests. Monsters drop weapon and item cards that feed into a simple but interesting crafting loop, and the main inventory storage persists between runs so discarded gear isn't always gone for good. The tutorial is functional and covers enough of the weapon variety and ability interactions that first-time roguelite players won't feel dropped cold. That said, the Steam community sits at a mixed reception, and the criticisms that surface consistently - uneven boss difficulty scaling, flat environments, some technical roughness on Linux - are not unfair. This is a game that rewards the kind of player who finds loot economy satisfying on its own terms, not one who needs strong world-building or aesthetic polish to stay engaged. Kai, Scout Team

Eternal Step
ActionAdventureIndieRPG

Eternal Step

Oct 16, 2015Once More With GustoGreen Man Gaming Publishing
GamerScout Says

A tower-climbing roguelite that punishes gear mismanagement harder than it punishes dying - worth a look if you find loot economy puzzles more satisfying than narrative payoffs.

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About Eternal Step

I went in expecting a lightweight dungeon runner and came out genuinely surprised by how much equipment decision-making sits at the core of every run. Eternal Step puts you inside an endless, procedurally generated tower and asks you to fight upward through over one hundred randomly selected floors using a compact but meaningful action combat kit - shield blocks, dodge rolls, charged weapon attacks, and a rotating set of loot cards that drop from enemies and chests. The roguelite DNA is real: runs end, progress is partial, and the tower reconfigures each time. What sets it apart is a per-floor inventory rule where you choose what to carry forward and what to bank, meaning every floor transition is a small equipment puzzle. Lose a boss fight and the gear you had equipped during that attempt evaporates, which is where the frustration concentration lives. The combat itself holds up better than the presentation might lead you to believe. Twitch-based and top-down, it pulls from a Dark Souls-adjacent philosophy - telegraphed attacks, MMO-style floor markers warning you of AoE zones, and enemy audio cues you can actually use to pre-charge a weapon before rounding a corner. Boss encounters are the sharpest edge in the game. The first boss alone can halve your health bar in moments if you haven't landed pixel-timing on dodge rolls, and the game front-loads checkpoints before those fights without restoring your gear - so arriving under-equipped is effectively a soft reset. Some players will call that ruthless. I call it a gear-check system with a transparency problem: the game doesn't always tell you clearly that your build is behind before the boss tells you violently. Visually, Eternal Step is the definition of a trade-off. The environment art is flat and repetitive, and certain design choices create odd logical gaps - the sort of small things that chip away at immersion over a long session. Against all of that, the animation work on the hero character is genuinely expressive, and the soundtrack is the game's quiet standout. Each track carries the feeling of ascending something ancient and indifferent, a low-grade dread that turns the repetitive floors into something more atmospheric than their geometry earns on its own. If you play with headphones, the soundscape does heavy lifting. The loot card system and crafting layer add more customisation depth than the surface suggests. Monsters drop weapon and item cards that feed into a simple but interesting crafting loop, and the main inventory storage persists between runs so discarded gear isn't always gone for good. The tutorial is functional and covers enough of the weapon variety and ability interactions that first-time roguelite players won't feel dropped cold. That said, the Steam community sits at a mixed reception, and the criticisms that surface consistently - uneven boss difficulty scaling, flat environments, some technical roughness on Linux - are not unfair. This is a game that rewards the kind of player who finds loot economy satisfying on its own terms, not one who needs strong world-building or aesthetic polish to stay engaged. Kai, Scout Team

Tags

singleplayercontroller-supporttrading-cardscloud-savestier:sub-5Tower ClimberLoot CardsTwitch CombatEquipment ManagementDodge-Roll MechanicsPer-Floor InventoryProcedural TowerBoss Rush-Adjacent

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
Storage
1 GB available space
Graphics
Intel HD 4400 graphics or similar
Processor
Core i3 / AMD A6 1.9Ghz

Recommended

OS
Windows 7
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce GTX 480 / AMD Radeon HD 7850.
Processor
Core i5 / AMD FX 2.4Ghz

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Game Info

Developer
Once More With Gusto
Publisher
Green Man Gaming Publishing
Release Date
Oct 16, 2015

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What platforms is Eternal Step available on?

Eternal Step is available on PC, Mac, Linux.

When was Eternal Step released?

Eternal Step was released on 16 October 2015.

Who developed Eternal Step?

Eternal Step was developed by Once More With Gusto and published by Green Man Gaming Publishing.