Compare The Land Beneath Us prices across trusted key stores and find the best deal. Developed by FairPlay Studios. Published by Dear Villagers. Released on 5/13/2024. Available on PC, Xbox. Genres: Indie, Strategy.

Welsh mythology meets chess-like dungeon crawling in a roguelite that punishes button-mashing and rewards players who stop, read the grid, and think two moves ahead.

My first hour with The Land Beneath Us nearly convinced me to shelve it. The game dumps you into Annwn, the Welsh mythological underworld, as Sven, a robot soul-harvester whose creator has been kidnapped by seven lords, and it hands you a combat system that looks deceptively simple: move up, down, left, or right on a tile grid, and if an enemy occupies that square, you attack it with whatever weapon is slotted in that direction. Four directional slots, four weapons. That sounds like a puzzle-box warm-up, not a full strategic system. By hour three, I was eating those assumptions cold. The core mechanic is genuinely novel. Because every move you make also triggers the enemies' turns simultaneously, every decision is a compound calculation: where am I attacking, what am I dodging, and does my current weapon loadout even support the direction I need to move? Equipping a Blood Axe to your left slot and a Longinus Spear to your right is not decoration, it is your build. Mixing in a Lazer Pistol for a down-slot ranged option opens angles that can save a run when you are cornered by skeletons and mages at once. Enemies telegraph their attack squares clearly, so death almost always feels like a read error rather than a luck failure, which is rare and valuable in this genre. Post-first-boss unlocks deepen things further: the teleport ability gives you a panic escape on cooldown, and the Chip system adds directional-input combo moves, like a heal or fireball, that require you to trace a specific movement pattern mid-combat. Pulling off a Chip while actively dodging three enemies at once creates genuinely tense moments that few turn-based games produce. Meta progression through Soul currency lets you expand starting health, increase relic slots, and push teleport range, so each failed run still feeds permanent forward motion at a pace that does not feel grindy. For strategy-minded players who enjoyed Crown Trick or who want the positional puzzle density of a Mystery Dungeon game without the sheer time investment, this sits in a comfortable sweet spot. Runs are structured across four zones of thirty floors each, with a mini-boss every ten floors and a full boss on floor thirty, which makes sessions feel paced rather than endless. Relic synergies are the clearest expression of build depth: stacking a full-health revive relic with trap-immunity and a crit-on-kill combo can snowball a run spectacularly, while a poor relic draw can just as easily doom one. The randomness is real but it reads as roguelite variance rather than arbitrary cruelty, which is the design tightrope the genre always walks. The weaknesses are worth naming honestly. The first boss acts as an unusually high barrier that some players will hit for over a dozen hours before clearing, and the game only starts unlocking its most interesting tools afterward, which is a sequencing problem. There is no mid-run save feature, which makes The Land Beneath Us a poor fit for anyone playing in short sessions, a real omission given how inviting the pick-up-and-play format otherwise feels. Controller sensitivity also creates a recurring frustration where an input registers twice, triggering an unintended move or floor exit, and that problem has been reported consistently enough across platforms that it reads as a systemic issue rather than player error. The writing for the companion AI, Main PC, leans heavily on emoji-speak and overfamiliar internet humour that wears thin quickly, though the brief pre-boss dialogue with Annwn's lords lands better. Visually, the pixel art is clean and readable but the floor environments lack variety across zones, making extended sessions feel visually samey in ways that stronger roguelites avoid. For the price point and the sheer originality of the directional weapon system, The Land Beneath Us earns its positive reception. It is not a long game per run, but the strategic ceiling is high enough to keep theory-crafters busy across many attempts. If you have a low tolerance for initial gates or need save-anywhere flexibility, those are real friction points. Everyone else who can tolerate a stern first zone will find a roguelite with a mechanical identity it fully owns. Diego, Scout Team

The Land Beneath Us

The Land Beneath Us

May 13, 2024FairPlay StudiosDear Villagers
GamerScout Says

Welsh mythology meets chess-like dungeon crawling in a roguelite that punishes button-mashing and rewards players who stop, read the grid, and think two moves ahead.

PCXbox
Steam Deck VerifiedProtonDB Platinum
Best Price Available
€2.88-81%
at Eneba
Lowest tracked: €2.73
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GamerScout Verdict

Strong pick for roguelite fans who want a genuinely original combat system, if they can survive the unforgiving first boss gate.

Compare Prices(8 stores)

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StandardGlobalSteam KeyKey
€2.88-81%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€2.94
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€3.04-80%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€3.15
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StandardEurope (EU)Steam KeyKey
€3.74-75%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€4.09
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StandardGlobalSteam KeyKey
€4.41
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StandardGlobalSteam KeyKey
€12.02-20%
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Price History

Lowest tracked
€2.7329 Jul 2026
Current best
€2.88
Official storesKeyshops
€2.57€3.13€3.69€4.259 Jun1 Jul24 Jul15 Aug6 Sept
9 Jun — 6 Sept
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Screenshots & Media

About The Land Beneath Us

My first hour with The Land Beneath Us nearly convinced me to shelve it. The game dumps you into Annwn, the Welsh mythological underworld, as Sven, a robot soul-harvester whose creator has been kidnapped by seven lords, and it hands you a combat system that looks deceptively simple: move up, down, left, or right on a tile grid, and if an enemy occupies that square, you attack it with whatever weapon is slotted in that direction. Four directional slots, four weapons. That sounds like a puzzle-box warm-up, not a full strategic system. By hour three, I was eating those assumptions cold. The core mechanic is genuinely novel. Because every move you make also triggers the enemies' turns simultaneously, every decision is a compound calculation: where am I attacking, what am I dodging, and does my current weapon loadout even support the direction I need to move? Equipping a Blood Axe to your left slot and a Longinus Spear to your right is not decoration, it is your build. Mixing in a Lazer Pistol for a down-slot ranged option opens angles that can save a run when you are cornered by skeletons and mages at once. Enemies telegraph their attack squares clearly, so death almost always feels like a read error rather than a luck failure, which is rare and valuable in this genre. Post-first-boss unlocks deepen things further: the teleport ability gives you a panic escape on cooldown, and the Chip system adds directional-input combo moves, like a heal or fireball, that require you to trace a specific movement pattern mid-combat. Pulling off a Chip while actively dodging three enemies at once creates genuinely tense moments that few turn-based games produce. Meta progression through Soul currency lets you expand starting health, increase relic slots, and push teleport range, so each failed run still feeds permanent forward motion at a pace that does not feel grindy. For strategy-minded players who enjoyed Crown Trick or who want the positional puzzle density of a Mystery Dungeon game without the sheer time investment, this sits in a comfortable sweet spot. Runs are structured across four zones of thirty floors each, with a mini-boss every ten floors and a full boss on floor thirty, which makes sessions feel paced rather than endless. Relic synergies are the clearest expression of build depth: stacking a full-health revive relic with trap-immunity and a crit-on-kill combo can snowball a run spectacularly, while a poor relic draw can just as easily doom one. The randomness is real but it reads as roguelite variance rather than arbitrary cruelty, which is the design tightrope the genre always walks. The weaknesses are worth naming honestly. The first boss acts as an unusually high barrier that some players will hit for over a dozen hours before clearing, and the game only starts unlocking its most interesting tools afterward, which is a sequencing problem. There is no mid-run save feature, which makes The Land Beneath Us a poor fit for anyone playing in short sessions, a real omission given how inviting the pick-up-and-play format otherwise feels. Controller sensitivity also creates a recurring frustration where an input registers twice, triggering an unintended move or floor exit, and that problem has been reported consistently enough across platforms that it reads as a systemic issue rather than player error. The writing for the companion AI, Main PC, leans heavily on emoji-speak and overfamiliar internet humour that wears thin quickly, though the brief pre-boss dialogue with Annwn's lords lands better. Visually, the pixel art is clean and readable but the floor environments lack variety across zones, making extended sessions feel visually samey in ways that stronger roguelites avoid. For the price point and the sheer originality of the directional weapon system, The Land Beneath Us earns its positive reception. It is not a long game per run, but the strategic ceiling is high enough to keep theory-crafters busy across many attempts. If you have a low tolerance for initial gates or need save-anywhere flexibility, those are real friction points. Everyone else who can tolerate a stern first zone will find a roguelite with a mechanical identity it fully owns.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementscontroller-supporttier:sub-5Directional CombatGrid-Based MovementWelsh MythologyPermanent Meta UpgradesChip Combo SystemMid-Difficulty RogueliteRelic SynergyNo Mid-Run Save

System Requirements

Minimum

OS
Windows7 / Windows8 / Windows10 - 64bit
Memory
4 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
GeForce GTX 630 / Radeon HD 6570
Processor
2.5Ghz - Intel i3-2100 / AMD A8-5600k

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Game Info

Developer
FairPlay Studios
Publisher
Dear Villagers
Release Date
May 13, 2024

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Frequently asked questions about The Land Beneath Us

How much does The Land Beneath Us cost?

As of 6 September 2026, the cheapest in-stock offer for The Land Beneath Us is €2.88 at Eneba, 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 The Land Beneath Us cheapest?

The lowest in-stock price we track for The Land Beneath Us is €2.88 at Eneba (6 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 The Land Beneath Us available on?

The Land Beneath Us is available on PC, Xbox.

When was The Land Beneath Us released?

The Land Beneath Us was released on 13 May 2024.

Who developed The Land Beneath Us?

The Land Beneath Us was developed by FairPlay Studios and published by Dear Villagers.