Compare Venture to the Vile prices across trusted key stores and find the best deal. Developed by Studio Cut to Bits. Published by Aniplex Inc.. Released on 5/21/2024. Available on PC. Genres: Action, Adventure, Indie, RPG.

Rainybrook shouldn't work as a setting, and yet Studio Cut to Bits made it one of the most unsettling, oddly tender towns you'll wander through in a 2.5D metroidvania this year.

My first hour with Venture to the Vile felt like stepping into a stop-motion film that nobody greenlit but someone made anyway, out of sheer love for the strange. The opening is deliberately slow, building emotional groundwork between you and Ella before the town of Rainybrook curdles into something monstrous. Stick with it. The payoff, once the first boss reshapes what the game even is, justifies every quiet minute. Mechanically, this is a 2.5D metroidvania where the depth axis does real work. You can move into the foreground and background at designated points, and the world is designed so that if you can see something, you can generally reach it. It sounds like a gimmick on paper, but the level design treats it as a genuine storytelling tool, letting you spot objectives and lurking creatures deep in the background before you ever fight them. Traversal starts simply enough - a scything blade where your hand used to be, a basic counter with precise timing that becomes essential - but expands steadily. A grasping tentacle arm, a cudgel fist for smashing walls, a horrifying foot for breaking through floors. Each new mutation is unlocked by defeating bosses and spending materials like Dull Teeth and Broken Wings in a Mutations upgrade screen, which also responds to the day/night cycle and dynamic weather that shape which enemies appear and which side quests become available. The world breathes in a way most indie metroidvanias do not bother to implement. The boss roster is the headline attraction. From Mr. Hare chasing you through a hospital to a Vile-infected Kraken on a ghost ship, none of them feel interchangeable. They demand you use what you have actually learned rather than mash your way through. The main campaign runs roughly 8-10 hours to credits, but 40% completion by that point is entirely plausible given the volume of optional sidequests, the In Memoriam bestiary to fill, horseshoes to gather, and three distinct endings shaped by how far you let the Vile consume you. A full run closer to 20 hours is realistic for completionists. There are also unlockable outfits that alter difficulty or change loot rates, extending replayability for those who want it. The campfire save system is familiar and reliable, though the absence of a proper in-game map will frustrate players used to marking backtrack points. Some hitboxes, particularly on bosses mid-rest, have drawn community criticism for ambiguity, and launch-era achievement glitches appear to have been largely addressed in post-release patches. The soundtrack by Mike Kearney, his first game score, earns its own mention. It shifts from quietly mysterious ambient textures in the overworld to something genuinely disquieting the deeper you descend into the Vile. The characters speak in a sing-songy gibberish rather than voiced dialogue, which some players find charming and others find grating, but the eccentric NPC cast - Dr. Crow, Ernie Sparrow, Batty Badger, among forty-plus residents - carries enough personality through animation and writing alone to make the sidequests worth pursuing. The art style sits in a Gothic Victorian register that reviewers have compared to Tim Burton's stop-motion work, though it feels more handcrafted and weirder than any obvious reference point. This is the kind of game that deserved far more attention than it received at launch. Patches have smoothed the rougher edges, and what remains is a metroidvania with a genuinely distinctive identity: body horror as a progression system, moral weight tucked inside a dark fairy tale, and a world that rewards curiosity over brute-force completion. Kai, Scout Team

Venture to the Vile

Venture to the Vile

May 21, 2024Studio Cut to BitsAniplex Inc.
GamerScout Says

Rainybrook shouldn't work as a setting, and yet Studio Cut to Bits made it one of the most unsettling, oddly tender towns you'll wander through in a 2.5D metroidvania this year.

PC
Steam Deck Playable
Best Price Available
€16.46
at Kinguin
Lowest tracked: €16.46
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GamerScout Verdict

Worth it for atmosphere-first metroidvania fans who can forgive a mapless world and occasional hitbox jank.

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€16.46
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€17.78
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StandardGlobalSteam KeyKey
€17.80-27%
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€20.67-11%
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€20.73
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€24.50
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Price History

Lowest tracked
€16.4617 Aug 2026
Current best
€16.46
Lowest since we started tracking
Keyshops
€16.28€16.91€17.53€18.165 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
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Screenshots & Media

About Venture to the Vile

My first hour with Venture to the Vile felt like stepping into a stop-motion film that nobody greenlit but someone made anyway, out of sheer love for the strange. The opening is deliberately slow, building emotional groundwork between you and Ella before the town of Rainybrook curdles into something monstrous. Stick with it. The payoff, once the first boss reshapes what the game even is, justifies every quiet minute. Mechanically, this is a 2.5D metroidvania where the depth axis does real work. You can move into the foreground and background at designated points, and the world is designed so that if you can see something, you can generally reach it. It sounds like a gimmick on paper, but the level design treats it as a genuine storytelling tool, letting you spot objectives and lurking creatures deep in the background before you ever fight them. Traversal starts simply enough - a scything blade where your hand used to be, a basic counter with precise timing that becomes essential - but expands steadily. A grasping tentacle arm, a cudgel fist for smashing walls, a horrifying foot for breaking through floors. Each new mutation is unlocked by defeating bosses and spending materials like Dull Teeth and Broken Wings in a Mutations upgrade screen, which also responds to the day/night cycle and dynamic weather that shape which enemies appear and which side quests become available. The world breathes in a way most indie metroidvanias do not bother to implement. The boss roster is the headline attraction. From Mr. Hare chasing you through a hospital to a Vile-infected Kraken on a ghost ship, none of them feel interchangeable. They demand you use what you have actually learned rather than mash your way through. The main campaign runs roughly 8-10 hours to credits, but 40% completion by that point is entirely plausible given the volume of optional sidequests, the In Memoriam bestiary to fill, horseshoes to gather, and three distinct endings shaped by how far you let the Vile consume you. A full run closer to 20 hours is realistic for completionists. There are also unlockable outfits that alter difficulty or change loot rates, extending replayability for those who want it. The campfire save system is familiar and reliable, though the absence of a proper in-game map will frustrate players used to marking backtrack points. Some hitboxes, particularly on bosses mid-rest, have drawn community criticism for ambiguity, and launch-era achievement glitches appear to have been largely addressed in post-release patches. The soundtrack by Mike Kearney, his first game score, earns its own mention. It shifts from quietly mysterious ambient textures in the overworld to something genuinely disquieting the deeper you descend into the Vile. The characters speak in a sing-songy gibberish rather than voiced dialogue, which some players find charming and others find grating, but the eccentric NPC cast - Dr. Crow, Ernie Sparrow, Batty Badger, among forty-plus residents - carries enough personality through animation and writing alone to make the sidequests worth pursuing. The art style sits in a Gothic Victorian register that reviewers have compared to Tim Burton's stop-motion work, though it feels more handcrafted and weirder than any obvious reference point. This is the kind of game that deserved far more attention than it received at launch. Patches have smoothed the rougher edges, and what remains is a metroidvania with a genuinely distinctive identity: body horror as a progression system, moral weight tucked inside a dark fairy tale, and a world that rewards curiosity over brute-force completion.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaBody Horror ProgressionDay-Night Cycle ImpactMultiple EndingsDepth-Axis PlatformingBestiary CollectiblesOutfit ModifiersGothic VictorianCampfire Save SystemSoulsvania-Adjacent

System Requirements

Minimum

OS
Windows 10
Memory
12 GB RAM
Storage
8 GB available space
Graphics
NVIDIA GeForce 1050Ti or AMD equivalent
Processor
Intel Core i5-7400 3.00GHz or AMD Ryzen 5 1400 3.20GHz

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Game Info

Developer
Studio Cut to Bits
Publisher
Aniplex Inc.
Release Date
May 21, 2024

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Frequently asked questions about Venture to the Vile

How much does Venture to the Vile cost?

As of 7 September 2026, the cheapest in-stock offer for Venture to the Vile is €16.46 at Kinguin, out of 6 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Venture to the Vile cheapest?

The lowest in-stock price we track for Venture to the Vile is €16.46 at Kinguin (7 September 2026). We compare 6 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Venture to the Vile available on?

Venture to the Vile is available on PC.

When was Venture to the Vile released?

Venture to the Vile was released on 21 May 2024.

Who developed Venture to the Vile?

Venture to the Vile was developed by Studio Cut to Bits and published by Aniplex Inc..