Compare Ravenswatch Year One Edition prices across trusted key stores and find the best deal. Developed by Passtech Games. Published by Nacon. Released on 9/26/2024. Available on PC, Xbox. Genres: Action, Adventure. Metacritic score: 84/100.

A timer-driven action roguelike where fairy-tale heroes fight a Nightmare, best played with three friends and a tolerance for runs that collapse in the last ten minutes.

The store page sells you fallen fairy-tale heroes making a last stand against a Nightmare that has eaten their world, and I assumed the folklore was decoration on a standard arena roguelike. Half of that is right. This is an isometric action roguelike from Passtech Games, the studio behind Curse of the Dead Gods, and it moves the way you would expect: dash, dodge, dump cooldowns, grab loot, level up, repeat. What the marketing undersells is the clock. Every run is split into chapters, each a fixed stretch of day and night that ticks down whether or not you are doing anything useful, and when it runs out a boss shows up regardless of how underleveled you are. That one design choice reshapes the entire game. So the real loop is not combat, it is triage. You drop onto an open map dotted with events, elite camps, side objectives and chests, and you have to decide what you can actually reach before nightfall. Nights make everything more dangerous and more rewarding, which turns the back half of each cycle into a running argument with yourself about how greedy to be. While that is happening you are assembling a hero. Each character has a compact kit of abilities plus an ultimate, and every level-up offers a choice of talents that modify those abilities, sometimes hard enough that two runs with the same hero barely resemble each other. Magical objects found out in the world stack on top. Scarlet, the Little Red Riding Hood one, flips into a werewolf after dark and effectively becomes a second character depending on the time of day, which is the clearest example of how much thought went into the roster. Beowulf is a blunt brawler, the Snow Queen locks down crowds, the Pied Piper drags a swarm along behind him. There is real range and no obvious correct pick. Co-op is where it comes alive and also where it gets messy. Up to four players online, no couch option, and enemy health scales with the party, so a full squad is not easy mode. When it clicks it is genuinely great: someone freezes a pack, someone else detonates it, the timer pushes you to split up and cover more ground, and you regroup at the boss with wildly different builds. When it does not click, the screen becomes a light show. Four sets of particle effects layered over a boss's telegraphs makes attacks hard to read, and a full lobby of underleveled players against a chapter boss is a long, grinding slog nobody enjoys. Solo is tighter and far more legible, but it also strips out the safety net that makes the clock feel survivable. The complaints are real and they cluster in the same spot. The time pressure is excellent in theory and stressful in a way not everyone signed up for. If your ideal roguelike lets you clear a map and take stock, this will irritate you constantly. Chapter maps recycle layouts and events faster than the run length justifies, so a long session starts to feel same-y in the middle. Hero balance is uneven, with a few characters snowballing hard and a couple needing favorable drops to function once the difficulty climbs. And that climb past the default setting gets steep quickly, which is where a lot of the negative sentiment lives: people who bounce off tend to bounce at that wall, not in the first hour. The Year One Edition packaging is what it sounds like, the game plus the content added across its first year, so you are at least playing the fuller version rather than the build people spent early access arguing about. Who is it for? Players who liked Hades but wanted more room to move and a co-op button, or anyone who found Curse of the Dead Gods too rigid and wants that studio's combat in a looser shape. If you have three friends who will reliably show up, bump whatever score you had in mind. If you play roguelikes alone, mostly for the meta-progression grind, there is less of that scaffolding here than genre habit expects, and the clock will keep hurrying you along. I would rather have a roguelike with one strong opinion than five soft ones, and the day-night timer is a very strong opinion. Alex, Scout Team

Ravenswatch Year One Edition

Ravenswatch Year One Edition

Sep 26, 2024Passtech GamesNacon
GamerScout Says

A timer-driven action roguelike where fairy-tale heroes fight a Nightmare, best played with three friends and a tolerance for runs that collapse in the last ten minutes.

PCXbox
Best Price Available
€8.95-64%
at YuPlay
Lowest tracked: €8.95
Track this price

GamerScout Verdict

Grab it for co-op action roguelike runs with real time pressure; skip it if you like exploring every corner unhurried.

Compare Prices(4 stores)

Edition:
YuPlayBest price
StandardRest of worldSteam KeyKey
€8.95-64%
Priced in EUR by the store
Buy
Year OneRest of worldSteam KeyKey
€16.68
Priced in EUR by the store
Buy
Year OneGlobalSteam KeyKey
€24.74
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€25.00-50%
Priced in EUR by the store
Buy
Year OneEurope (EU)Steam KeyKey
€33.82
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€42.39-15%
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€8.9530 Aug 2026
Current best
€8.95
Lowest since we started tracking
Official storesKeyshops
€7.72€11.94€16.17€20.3926 Aug29 Aug1 Sept3 Sept6 Sept
Tracking prices since 26 Aug 2026
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Screenshots & Media

About Ravenswatch Year One Edition

The store page sells you fallen fairy-tale heroes making a last stand against a Nightmare that has eaten their world, and I assumed the folklore was decoration on a standard arena roguelike. Half of that is right. This is an isometric action roguelike from Passtech Games, the studio behind Curse of the Dead Gods, and it moves the way you would expect: dash, dodge, dump cooldowns, grab loot, level up, repeat. What the marketing undersells is the clock. Every run is split into chapters, each a fixed stretch of day and night that ticks down whether or not you are doing anything useful, and when it runs out a boss shows up regardless of how underleveled you are. That one design choice reshapes the entire game. So the real loop is not combat, it is triage. You drop onto an open map dotted with events, elite camps, side objectives and chests, and you have to decide what you can actually reach before nightfall. Nights make everything more dangerous and more rewarding, which turns the back half of each cycle into a running argument with yourself about how greedy to be. While that is happening you are assembling a hero. Each character has a compact kit of abilities plus an ultimate, and every level-up offers a choice of talents that modify those abilities, sometimes hard enough that two runs with the same hero barely resemble each other. Magical objects found out in the world stack on top. Scarlet, the Little Red Riding Hood one, flips into a werewolf after dark and effectively becomes a second character depending on the time of day, which is the clearest example of how much thought went into the roster. Beowulf is a blunt brawler, the Snow Queen locks down crowds, the Pied Piper drags a swarm along behind him. There is real range and no obvious correct pick. Co-op is where it comes alive and also where it gets messy. Up to four players online, no couch option, and enemy health scales with the party, so a full squad is not easy mode. When it clicks it is genuinely great: someone freezes a pack, someone else detonates it, the timer pushes you to split up and cover more ground, and you regroup at the boss with wildly different builds. When it does not click, the screen becomes a light show. Four sets of particle effects layered over a boss's telegraphs makes attacks hard to read, and a full lobby of underleveled players against a chapter boss is a long, grinding slog nobody enjoys. Solo is tighter and far more legible, but it also strips out the safety net that makes the clock feel survivable. The complaints are real and they cluster in the same spot. The time pressure is excellent in theory and stressful in a way not everyone signed up for. If your ideal roguelike lets you clear a map and take stock, this will irritate you constantly. Chapter maps recycle layouts and events faster than the run length justifies, so a long session starts to feel same-y in the middle. Hero balance is uneven, with a few characters snowballing hard and a couple needing favorable drops to function once the difficulty climbs. And that climb past the default setting gets steep quickly, which is where a lot of the negative sentiment lives: people who bounce off tend to bounce at that wall, not in the first hour. The Year One Edition packaging is what it sounds like, the game plus the content added across its first year, so you are at least playing the fuller version rather than the build people spent early access arguing about. Who is it for? Players who liked Hades but wanted more room to move and a co-op button, or anyone who found Curse of the Dead Gods too rigid and wants that studio's combat in a looser shape. If you have three friends who will reliably show up, bump whatever score you had in mind. If you play roguelikes alone, mostly for the meta-progression grind, there is less of that scaffolding here than genre habit expects, and the clock will keep hurrying you along. I would rather have a roguelike with one strong opinion than five soft ones, and the day-night timer is a very strong opinion.

Alex
Alex · Scout Team

Catch-all

Tags

auto-admittedIsometric ActionDay-Night Cycle4-Player Online Co-opRun-Based ProgressionFairy Tale ReimaginingTimed RunsTalent TreesBuild VarietyChapter Bosses

System Requirements

Minimum

OS
Windows 10 x64 (Version 1909 or newer)
Processor
Intel Core i5-4670K (4 * 3400) / AMD FX-8350 (4 * 4000)
Memory
8 GB RAM
Graphics
GeForce GTX 960 (204…

Recommended

OS
Windows 10 x64 (Version 1909 or newer)
Processor
Intel Core i7-6700K (4 * 4000) / AMD Ryzen 5 1500X (4 * 3500)
Memory
8 GB RAM
Graphics
GeForce GT…

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Community Discussion

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Reviews & Ratings

Metacritic
84
Steam
80%(22,467)

Game Info

Developer
Passtech Games
Publisher
Nacon
Release Date
Sep 26, 2024

Features

Single-playerMultiplayerCo-opOnline Co OpFull controller supportDualShock Controller SupportDualSense Controller SupportSteam Cloud+1 more

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Frequently asked questions about Ravenswatch Year One Edition

How much does Ravenswatch Year One Edition cost?

As of 30 August 2026, the cheapest in-stock offer for Ravenswatch Year One Edition is €8.95 at YuPlay, out of 7 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Ravenswatch Year One Edition cheapest?

The lowest in-stock price we track for Ravenswatch Year One Edition is €8.95 at YuPlay (30 August 2026). We compare 7 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Ravenswatch Year One Edition available on?

Ravenswatch Year One Edition is available on PC, Xbox.

When was Ravenswatch Year One Edition released?

Ravenswatch Year One Edition was released on 26 September 2024.

Who developed Ravenswatch Year One Edition?

Ravenswatch Year One Edition was developed by Passtech Games and published by Nacon.

Is Ravenswatch Year One Edition worth buying?

Ravenswatch Year One Edition holds a Metacritic score of 84/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.