Compare Voidsayer prices across 50+ stores and find the best deal. Developed by Pavel Auseitasau. Published by indie.io. Released on 6/2/2025. Available on PC. Genres: Indie, RPG, Strategy.

Darkest Dungeon ate a Pokemon game and spat out something grimmer, leaner, and far less forgiving. Worth your time if you can handle the teeth.

I went into Voidsayer expecting a cozy creature-collector with edgy window dressing. What I got instead was a resource-scarce, decision-heavy roguelite that punishes complacency from the first expedition and doesn't ease up. The Pokemon-meets-Darkest-Dungeon comparison floating around the community is accurate enough to be useful: the expedition-and-return loop, the settlement upgrades, the all-or-nothing mission structure - all of it pushes you toward tight, deliberate play rather than casual grinding. The core of the game is assembling a team from a roster of over one hundred tameable Entities, each defined by a genetics system and distinct personality traits that shape combat performance in meaningful ways. Some run aggressive, some favour defensive positioning, and those tendencies interact with an elemental type chart that the game actually teaches you through a full-screen reference chart accessible at any time - a small design decision that I genuinely respect. The turn-based combat layers attack moves, passives, and status effects on top of that type system, and by the midgame you are absolutely reading the spreadsheet before every boss encounter. Bosses are not stat-padded reskins either: each one arrives at the end of a dedicated procedurally generated level and can restructure the underlying rules of the fight, forcing your team to adapt or wipe. The settlement system gives you something to build toward between runs. Materials from expeditions fund building upgrades that unlock things like free healing items at expedition start, expanded entity storage, and a creature index (the "dex") for tracking what you have seen and caught. None of it is complex enough to distract from the monster management, but the incremental pull is real and keeps the meta-progression feeling purposeful rather than arbitrary. That said, the all-or-nothing mission design is where the game divides opinion. If you die mid-expedition, you reload from before you left town. No checkpoint, no partial progress. Reviewers have correctly flagged this as the sharpest edge in the design - it can feel punitive when a bad random event cripples your team deep into a run. The procedural event system does build in a luck stat that rises as you take damage from bad rolls, which softens the worst-case scenarios, but newer players will still run headfirst into brick walls before they learn to read the map's colour-coded event connections and use the Scouting buff to avoid the genuinely nasty nodes. Atmosphere is the game's most unambiguous win. The creature designs lean corrupted and unsettling, the Gothic visual language runs from the fonts down to the color palette, and the music maintains tension without becoming irritating over long sessions. This is not a world that wants you comfortable. For strategy players who already log time in games where every resource decision matters, that pressure is the fun. For players coming from more relaxed creature-collectors like Cassette Beasts, the difficulty curve will likely feel steep and the UI can be briefly confusing while you learn which icons mean what. Steam user scores are sitting in mixed territory with roughly 68% positive at launch, which tracks: the design is committed and coherent, but it is not for everyone, and the difficulty without mid-mission saves will produce refund requests from the wrong audience. Diego, Scout Team

Voidsayer
IndieRPGStrategy

Voidsayer

Jun 2, 2025Pavel Auseitasauindie.io
GamerScout Says

Darkest Dungeon ate a Pokemon game and spat out something grimmer, leaner, and far less forgiving. Worth your time if you can handle the teeth.

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About Voidsayer

I went into Voidsayer expecting a cozy creature-collector with edgy window dressing. What I got instead was a resource-scarce, decision-heavy roguelite that punishes complacency from the first expedition and doesn't ease up. The Pokemon-meets-Darkest-Dungeon comparison floating around the community is accurate enough to be useful: the expedition-and-return loop, the settlement upgrades, the all-or-nothing mission structure - all of it pushes you toward tight, deliberate play rather than casual grinding. The core of the game is assembling a team from a roster of over one hundred tameable Entities, each defined by a genetics system and distinct personality traits that shape combat performance in meaningful ways. Some run aggressive, some favour defensive positioning, and those tendencies interact with an elemental type chart that the game actually teaches you through a full-screen reference chart accessible at any time - a small design decision that I genuinely respect. The turn-based combat layers attack moves, passives, and status effects on top of that type system, and by the midgame you are absolutely reading the spreadsheet before every boss encounter. Bosses are not stat-padded reskins either: each one arrives at the end of a dedicated procedurally generated level and can restructure the underlying rules of the fight, forcing your team to adapt or wipe. The settlement system gives you something to build toward between runs. Materials from expeditions fund building upgrades that unlock things like free healing items at expedition start, expanded entity storage, and a creature index (the "dex") for tracking what you have seen and caught. None of it is complex enough to distract from the monster management, but the incremental pull is real and keeps the meta-progression feeling purposeful rather than arbitrary. That said, the all-or-nothing mission design is where the game divides opinion. If you die mid-expedition, you reload from before you left town. No checkpoint, no partial progress. Reviewers have correctly flagged this as the sharpest edge in the design - it can feel punitive when a bad random event cripples your team deep into a run. The procedural event system does build in a luck stat that rises as you take damage from bad rolls, which softens the worst-case scenarios, but newer players will still run headfirst into brick walls before they learn to read the map's colour-coded event connections and use the Scouting buff to avoid the genuinely nasty nodes. Atmosphere is the game's most unambiguous win. The creature designs lean corrupted and unsettling, the Gothic visual language runs from the fonts down to the color palette, and the music maintains tension without becoming irritating over long sessions. This is not a world that wants you comfortable. For strategy players who already log time in games where every resource decision matters, that pressure is the fun. For players coming from more relaxed creature-collectors like Cassette Beasts, the difficulty curve will likely feel steep and the UI can be briefly confusing while you learn which icons mean what. Steam user scores are sitting in mixed territory with roughly 68% positive at launch, which tracks: the design is committed and coherent, but it is not for everyone, and the difficulty without mid-mission saves will produce refund requests from the wrong audience. Diego, Scout Team

Tags

singleplayercloud-savestier:sub-5Darkest Dungeon-likeGenetics SystemEntity EvolutionExpedition LoopSettlement UpgradeLuck MechanicAll-or-Nothing MissionsEldritch Aesthetic

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows XP, Vista, 7, 8/8.1, 10
Memory
2 GB RAM
Storage
2 GB available space
Graphics
1Gb Video Memory, capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
Processor
2.0 Ghz

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Game Info

Developer
Pavel Auseitasau
Publisher
indie.io
Release Date
Jun 2, 2025

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What platforms is Voidsayer available on?

Voidsayer is available on PC.

When was Voidsayer released?

Voidsayer was released on 2 June 2025.

Who developed Voidsayer?

Voidsayer was developed by Pavel Auseitasau and published by indie.io.