Compare Sin Slayers: Reign of The 8th prices across trusted key stores and find the best deal. Developed by Goonswarm Games. Published by Goonswarm Games. Released on 11/25/2024. Available on PC, Mac, Linux. Genres: Adventure, Indie, RPG, Strategy.

A dark roguelite with a clever sin-economy mechanic that punishes greed and rewards pattern recognition, held back by thin combat depth and a progression system that takes too long to show its hand.

My spreadsheet instincts lit up the moment I understood the Sinometer. Every action in Sin Slayers: Reign of The 8th feeds a sin counter, and pushing it higher earns better loot while making your enemies progressively more dangerous, right up until the regional Sin Lord himself comes calling. On paper, that risk-reward dial is exactly the kind of decision-making lever I want in a tactics-adjacent RPG. The problem is that the dial is more interesting than most of what surrounds it. The party-building side starts promisingly. You pull together a four-hero squad from a pool of classes including knights, rogues, witches, and nuns, each with their own equip slots and skill trees. Procedurally generated maps scatter traps, fountains, tombs, and interactable objects across every region, and those environmental elements actually nudge encounter difficulty up or down in ways that feel meaningful early on. Each Sin Lord boss is a region-specific manifestation of a cardinal sin, and learning their weaknesses through repeated runs is the closest the game gets to genuine strategic depth. The haunting dark-fantasy aesthetic and the soundtrack land well and do real work keeping the atmosphere intact. Here is where the gap between concept and execution gets uncomfortable. Each character starts with a single active skill, with a second unlocking over time and a third passive arriving slowly after that. The spacing between unlocks means that for a significant chunk of early-to-mid play, combat decisions are essentially "use your one move, wait for rage, use your slightly bigger move." Reviewers in the community have flagged this directly, noting that fights can devolve into repetitive exchanges rather than the tactical puzzles the boss design implies. The crafting system exists but rarely produces gear that competes with drops, inventory management has friction, and the UI communicates item information poorly. Pacing within the act structure has drawn criticism too, with narrative beats arriving out of sequence in ways that flatten story momentum. Who is this for, then? Patience-heavy roguelite players who prioritize atmosphere and lore-driven world design over mechanical density will get the most out of it. If you bounced off early Darkest Dungeon because the systems felt overwhelming, Sin Slayers is a gentler on-ramp, though it risks going too far in the opposite direction. The Sinometer is a genuinely original design idea that deserves a tighter game built around it. As it stands, the foundation is solid and the aesthetic is committed, but the combat toolkit thins out precisely where a turn-based dungeon crawler most needs it to hold firm. Steam reception sits in mixed territory at a 67% positive rate from a small review pool, which tracks with the experience: something to like, something to wish were better. Diego, Scout Team

Sin Slayers: Reign of The 8th

Sin Slayers: Reign of The 8th

Nov 25, 2024Goonswarm Games
GamerScout Says

A dark roguelite with a clever sin-economy mechanic that punishes greed and rewards pattern recognition, held back by thin combat depth and a progression system that takes too long to show its hand.

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Historical low: €0.27

GamerScout Verdict

Worth a look for atmosphere-first roguelite fans who can tolerate thin early combat, but strategy purists will hit a ceiling fast.

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Price History

Historical low
€0.2726 Jun 2026
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€0.20€0.45€0.70€0.958 Jun19 Jun1 Jul12 Jul23 Jul
8 Jun — 23 Jul
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About Sin Slayers: Reign of The 8th

My spreadsheet instincts lit up the moment I understood the Sinometer. Every action in Sin Slayers: Reign of The 8th feeds a sin counter, and pushing it higher earns better loot while making your enemies progressively more dangerous, right up until the regional Sin Lord himself comes calling. On paper, that risk-reward dial is exactly the kind of decision-making lever I want in a tactics-adjacent RPG. The problem is that the dial is more interesting than most of what surrounds it. The party-building side starts promisingly. You pull together a four-hero squad from a pool of classes including knights, rogues, witches, and nuns, each with their own equip slots and skill trees. Procedurally generated maps scatter traps, fountains, tombs, and interactable objects across every region, and those environmental elements actually nudge encounter difficulty up or down in ways that feel meaningful early on. Each Sin Lord boss is a region-specific manifestation of a cardinal sin, and learning their weaknesses through repeated runs is the closest the game gets to genuine strategic depth. The haunting dark-fantasy aesthetic and the soundtrack land well and do real work keeping the atmosphere intact. Here is where the gap between concept and execution gets uncomfortable. Each character starts with a single active skill, with a second unlocking over time and a third passive arriving slowly after that. The spacing between unlocks means that for a significant chunk of early-to-mid play, combat decisions are essentially "use your one move, wait for rage, use your slightly bigger move." Reviewers in the community have flagged this directly, noting that fights can devolve into repetitive exchanges rather than the tactical puzzles the boss design implies. The crafting system exists but rarely produces gear that competes with drops, inventory management has friction, and the UI communicates item information poorly. Pacing within the act structure has drawn criticism too, with narrative beats arriving out of sequence in ways that flatten story momentum. Who is this for, then? Patience-heavy roguelite players who prioritize atmosphere and lore-driven world design over mechanical density will get the most out of it. If you bounced off early Darkest Dungeon because the systems felt overwhelming, Sin Slayers is a gentler on-ramp, though it risks going too far in the opposite direction. The Sinometer is a genuinely original design idea that deserves a tighter game built around it. As it stands, the foundation is solid and the aesthetic is committed, but the combat toolkit thins out precisely where a turn-based dungeon crawler most needs it to hold firm. Steam reception sits in mixed territory at a 67% positive rate from a small review pool, which tracks with the experience: something to like, something to wish were better.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Sinometer Risk SystemParty CompositionSin Lord BossesDark AtmosphereSlow Burn ProgressionPixel Art Dungeon CrawlerMoral Choice Difficulty

System Requirements

Minimum

OS
Windows 7/8/10/11 (64bit)
Memory
2 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
GeForce 210 or similar
Processor
CPU 2100 MHz

Recommended

OS
Windows 7/8/10/11 (64bit)
Memory
4 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
GeForce 420 or similar
Processor
CPU 2400 MHz

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Game Info

Developer
Goonswarm Games
Publisher
Goonswarm Games
Release Date
Nov 25, 2024

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What platforms is Sin Slayers: Reign of The 8th available on?

Sin Slayers: Reign of The 8th is available on PC, Mac, Linux.

When was Sin Slayers: Reign of The 8th released?

Sin Slayers: Reign of The 8th was released on 25 November 2024.

Who developed Sin Slayers: Reign of The 8th?

Sin Slayers: Reign of The 8th was developed by Goonswarm Games.