Compare Immortal Planet prices across trusted key stores and find the best deal. Developed by teedoubleuGAMES. Published by teedoubleuGAMES. Released on 7/27/2017. Available on PC, Xbox. Genres: Action, Adventure, Indie, RPG. Metacritic score: 65/100.

A six-hour isometric Souls-like from a solo dev that nails the stamina chess and icy atmosphere, but runs out of ideas before it runs out of rooms.

My honest reaction to Immortal Planet was split right down the middle, and I think that split tells you everything you need to know before you decide whether to spend an evening with it. On one side: a genuinely atmospheric sci-fi crypt crawl, built by a single developer (Tomasz Waclawek, who also made the stylish turn-based platformer Ronin), with an isometric perspective that does something most Souls-adjacent games don't bother with. On the other: a short game that cannibalises its own best moments well before the credits roll. The combat is the real argument for playing this. Both you and every enemy share the same stamina ruleset, and crucially you can see their stamina bar at all times. That single design choice transforms fights into a kind of patience game. You bait an enemy into burning their stamina, watch the bar bottom out, and punish the opening. Light attacks, heavy strikes, well-timed parries, a relic ability you pick at character creation, and a weapon-awakening stance that hits harder but drains your stamina faster: the toolkit is lean but it clicks. You start by choosing one of three weapons (something like a polearm for range, an axe-sword for balance, a more shield-heavy defensive option) and a matching special ability, with the rest of the nine weapons scatterable throughout the world. Levelling up by spending collected Experiences (the local currency for souls) is present but oddly flat; the game wants you to get better, not just bigger. Where things curdle is in the structure. Four main areas, each with a boss, and then a second half for each area that rehashes those same zones with slightly harder versions of the same boss. For a game that clocks in at roughly five to six hours, that repetition lands hard. The platforming sections add friction without adding fun, partly because the four-directional movement grid makes reading walkable ledges genuinely unclear. Keyboard controls are a known weak point; the developer flags this themselves on boot. Play with a controller. The narrative is delivered in the classic environmental-lore fashion, sparse NPCs, cryptic signposting, and a sci-fi world of immortals eroded by endless rebirth cycles that has real atmosphere when the game lets it breathe. What it lacks is the density of world-building that makes lore-hungry players want to read every item description twice. Steam players have landed at around 81% positive on a small sample, which feels right to me. Critics were more divided, Metacritic sitting at 65, with the praise clustering around the combat innovation and the mood, and the criticism aimed squarely at repetition and shallow build variety. There is a New Game Plus that reportedly gates the true ending, but the community around this game has never quite resolved what that ending actually contains, which adds a strange, unfinished-feeling footnote to the whole thing. The art style leans into a high-resolution isometric look rather than pixel art, with a dark cyberpunk-fantasy palette that genuinely suits the frozen tomb setting. The musical direction earned consistent praise across reviews for matching the atmosphere, quiet and tense in the right places. If you are the kind of player who loves the mechanical core of Souls-style combat and wants a compact version you can finish in one long session, Immortal Planet delivers that with real craft. If you need enemy variety, deep lore payoff, or build diversity to stay invested, this one will start feeling thin by the second area. I will always defend a small game that knows what it is. This one almost knows. Kai, Scout Team

Immortal Planet

Immortal Planet

Jul 27, 2017teedoubleuGAMES
GamerScout Says

A six-hour isometric Souls-like from a solo dev that nails the stamina chess and icy atmosphere, but runs out of ideas before it runs out of rooms.

PCXbox
Steam Deck VerifiedProtonDB Gold
Best Price Available
€1.38
at Kinguin
Lowest tracked: €1.29
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GamerScout Verdict

Best for Souls fans who want a tight, atmospheric five-hour session and can forgive a structure that recycles its own bosses.

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KinguinBest price
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€1.38
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€1.40
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StandardGlobalSteam KeyKey
€1.50-7%
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StandardGlobalSteam KeyKey
€1.70-89%
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StandardEurope (EU)Steam KeyKey
€1.73
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StandardEurope (EU)Steam KeyGift copy
€9.33-11%
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Price History

Lowest tracked
€1.296 Jul 2026
Current best
€1.38
Keyshops
€1.27€1.35€1.43€1.517 Jun30 Jun23 Jul15 Aug7 Sept
7 Jun — 7 Sept
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Screenshots & Media

About Immortal Planet

My honest reaction to Immortal Planet was split right down the middle, and I think that split tells you everything you need to know before you decide whether to spend an evening with it. On one side: a genuinely atmospheric sci-fi crypt crawl, built by a single developer (Tomasz Waclawek, who also made the stylish turn-based platformer Ronin), with an isometric perspective that does something most Souls-adjacent games don't bother with. On the other: a short game that cannibalises its own best moments well before the credits roll. The combat is the real argument for playing this. Both you and every enemy share the same stamina ruleset, and crucially you can see their stamina bar at all times. That single design choice transforms fights into a kind of patience game. You bait an enemy into burning their stamina, watch the bar bottom out, and punish the opening. Light attacks, heavy strikes, well-timed parries, a relic ability you pick at character creation, and a weapon-awakening stance that hits harder but drains your stamina faster: the toolkit is lean but it clicks. You start by choosing one of three weapons (something like a polearm for range, an axe-sword for balance, a more shield-heavy defensive option) and a matching special ability, with the rest of the nine weapons scatterable throughout the world. Levelling up by spending collected Experiences (the local currency for souls) is present but oddly flat; the game wants you to get better, not just bigger. Where things curdle is in the structure. Four main areas, each with a boss, and then a second half for each area that rehashes those same zones with slightly harder versions of the same boss. For a game that clocks in at roughly five to six hours, that repetition lands hard. The platforming sections add friction without adding fun, partly because the four-directional movement grid makes reading walkable ledges genuinely unclear. Keyboard controls are a known weak point; the developer flags this themselves on boot. Play with a controller. The narrative is delivered in the classic environmental-lore fashion, sparse NPCs, cryptic signposting, and a sci-fi world of immortals eroded by endless rebirth cycles that has real atmosphere when the game lets it breathe. What it lacks is the density of world-building that makes lore-hungry players want to read every item description twice. Steam players have landed at around 81% positive on a small sample, which feels right to me. Critics were more divided, Metacritic sitting at 65, with the praise clustering around the combat innovation and the mood, and the criticism aimed squarely at repetition and shallow build variety. There is a New Game Plus that reportedly gates the true ending, but the community around this game has never quite resolved what that ending actually contains, which adds a strange, unfinished-feeling footnote to the whole thing. The art style leans into a high-resolution isometric look rather than pixel art, with a dark cyberpunk-fantasy palette that genuinely suits the frozen tomb setting. The musical direction earned consistent praise across reviews for matching the atmosphere, quiet and tense in the right places. If you are the kind of player who loves the mechanical core of Souls-style combat and wants a compact version you can finish in one long session, Immortal Planet delivers that with real craft. If you need enemy variety, deep lore payoff, or build diversity to stay invested, this one will start feeling thin by the second area. I will always defend a small game that knows what it is. This one almost knows.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayercontroller-supporttier:sub-5Stamina ManagementIsometric CombatSingle-DevSci-Fi Dark FantasyNew Game PlusWeapon AwakeningChallenge RoomsLore Fragments

System Requirements

Minimum

OS
Windows 7 or later.
DirectX
Version 9.0
Graphics
If it can run Crysis then it it should be fine.

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Reviews & Ratings

Metacritic
65

Game Info

Developer
teedoubleuGAMES
Publisher
teedoubleuGAMES
Release Date
Jul 27, 2017

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Frequently asked questions about Immortal Planet

How much does Immortal Planet cost?

As of 7 September 2026, the cheapest in-stock offer for Immortal Planet is €1.38 at Kinguin, out of 10 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Immortal Planet cheapest?

The lowest in-stock price we track for Immortal Planet is €1.38 at Kinguin (7 September 2026). We compare 10 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Immortal Planet available on?

Immortal Planet is available on PC, Xbox.

When was Immortal Planet released?

Immortal Planet was released on 27 July 2017.

Who developed Immortal Planet?

Immortal Planet was developed by teedoubleuGAMES.

Is Immortal Planet worth buying?

Immortal Planet holds a Metacritic score of 65/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.