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Watch trailer on Steam ↗Death Must Die
Realm Archive · Published by Realm Archive
Very Positive — 90% positive (21,774 reviews) · 59 achievements
Last updated 27 Sept 2026
Descend the nether in search of Death himself! Choose from God-given powers to slay his hordes of minions. Unlock new heroes, collect powerful items and create game-breaking synergies in this roguelite hack and slash survivors game.
£5.89
Lowest price we've ever recorded
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Price history
Action, Indie, RPG, Early Access, Casual · 2023 · More £5 - £15 games
Embark on a descent into darkness where each choice shapes your destiny. With God-given powers and endless item combinations, Death Must Die challenges you to outwit and overpower hordes of foes in this intense indie RPG from Realm Archive.
About this game
"Many heroes throughout history had taken on the journey to The High Mount to enter into Death's realm and end his reign. None to return.
Yet this time, an unsung higher power had chosen to back our heroes in their quest. Toss a coin in my hat here traveler, if you wish to hear The Saga of Death's Demise."
~The Bard
Death Must Die is a roguelite RPG bullet heaven in which you play as the heroes trying to defeat Death.
A pantheon of gods guides the heroes in their quest, each granting different powerful blessings.
Learn why the gods have decided to stand against one of their own and uncover the personal stories behind each of the heroes as you explore the Underworld.

Features:
- Destroy the thousands of minions of Death
- Face off and defeat the Guardians protecting each circle
- Discover ancient shrines, mythical creatures and the other inhabitants of the Underworld
- Choose from hundreds of god blessings to create synergetic and varied builds
- Collect randomized and unique items to make highly varied builds and ease your next attempts
- Increase your odds of finding lost relics, at the cost of empowering Death's legions
- Attempt runs with a varied cast of heroes, each endowed with game altering traits
- Unlock unique and hard to access achievements
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 (64 bit)
- Processor: Intel Core i3-3210
- Memory: 4 GB RAM
- Graphics: DirectX 10 capable GPU
- Storage: 3 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel Core i5-4690
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 660 or AMD Radeon R7 265
- Storage: 3 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Act 4 News
INTROHello everyone, it's been a long time since our last post.We're still working on the game and the overhauls we mentioned previously (you can find the previous post here: ).TLDR: We are behind schedule but making progress and wanted to share how things are shaping up.GOD BLESSINGSIn terms of gameplay content we're adding in a TON of new god blessings and item abilities.With Act 2 and 3 we kept adding new gods and blessings, which diluted pools and synergies. What was working with Act 1 just didn't scale well. Rerolls and alterations became a cheap solution for deeper, more fundamental issues.Now the entire God system has been rebuilt from the ground up. Slots have been removed and instead god blessings focus on inherent synergies rather than slot separation. Here's what we aimed to solve, and how it turned out:Buildmaking and Synergies: We've added both within-god and cross-god mechanics with which you can either make a tall build or combine the common mechanics of the gods in many different ways. For example, Mort can harvest and store souls, while Leigong's blessings release powerful bursts of static electricity - and both can be empowered with status rituals from any god.Minimizing bad RNG: The cross-god buildmaking, the removal of slots and the fact that you can now choose your god after combat should severely reduce the need for rerolls and alterations. Alongside this we've implemented bad RNG protection.Customize your Playstyle: Some people have expressed the concern that the addition of inputs would make the game too active, whilst others would like more action expression in our game. For others still it may be based on a run-by-run mood. Skill upgrades allow you to dynamically adjust this and take the skill towards any playstyle or synergy direction you prefer.SKILL UPGRADESNow every active skill has it's own upgrade tree, that can be built in many different ways.For example, all active skills can be made inactive or have their playstyle reinforced:Or ju...Read full article on Community Announcements (Realm Archive)Patch NotesOfficial
Snowswatch is here!
The Snowsfather has returned once again to spread joy and laughter (and presents)! Enjoy the winter scenery and have a happy holiday season!P.S.: The Snowsfather also cut down some of the trees in the moor.Hotfix 0.8.7: Fixed Snowswatch items not spawning on some savesRead full article on Community Announcements (Realm Archive)AnnouncementsOfficial
Roadmap News
INTROIt's been a while since our last post, so we wanted to communicate what we've been working on and expand on the roadmap ahead.In short, we are making sweeping changes, increasing the scope of the game to create a bigger and more cohesive experience.ENVIRONMENT & ARTThe world of Death Must Die started as an infinite plane, with a few objects scattered throughout. This is missing the sense of exploration and adventure we want to bring.Which is why we are developing a real environment, with large open areas, winding pathways, passages to secret rooms, special encounters and expansive scenery. To do all of this we are building a proper map editor, tools to procedurally generate dungeons and updating the enemy pathfinding. But most of the work is creating art assets - walls, props and such, for all 3 current acts + the upcoming act 4.GAMEPLAYWe've always imagined the game as an Action Roguelite + Bullet Heaven + ARPG. Mixing genres successfully is about taking the best elements and weaving them in the right proportions. Getting this formula right is key and we’ve spent a lot of time identifying what we are missing, what the current weak points are and how we intend to resolve them:◆ Action - This is a very underserved aspect for ARPG and Action Roguelite players. With autoattack on, the only other “skill” players have is dashing - which is quite limiting. We are making a new skill system, where players can choose to make builds with anywhere from 0 to up to 5 buttons. For this new ARPG system of spellcasting, we are making a LOT of active blessings for each god, supported by new animations for every character - casting, channeling, charging up spells, etc.(And as an alternative to Active skills - Rituals, a new blessing type which opens up powerful synergies)◆ Playstyles - The game currently has different builds, but most of them are stat-based and somewhat similar. With the addition of active skills and rituals, we enable truly varied ways to play the game - engin...Read full article on Community Announcements (Realm Archive)Patch NotesOfficial
Patch 0.8.5
TL;DR - This patch adresses some major bugs, fixes the exploding fungus behaviour, adds further improvements to the environment overall and quality of life features to the Armory. Armory QoL: • You can now move items from the Armory to your character Inventory • Improved sorting when in a preset tab, surfacing most relevant items first • Added more featured affixes, e.g. "Heal on Level" to the Defensive preset • Added filtering by item tier • Transfer to stash now ignores lore books Environment: • Decreased Act 3 global darkness so areas with 0 light sources won't be pitch black • Reordered all the trees on Act 3 and cut some for better pathfinding • Increased the distance at which trees detect they should fade when players come near Unique Items: • Cipher reworked Blessings: • Stone Golem summon count scaling 100% > 20% • Tidal Force chance 60% > 100% (last lvl) • Sickles of Mort 120% > 150% Attack Damage Enemies: • Fungus plays windup animation before explosion • Fungus now only deals damage on explode, not death • Fungus explode has attack warning Optimizations: • Performance improved on preloading mobs Bugs: • Fixed map objects becoming non-interactable. • Fixed Lady of the Lake getting stuck and freezing in place • Fixed enemy mobs as well as Lady of the Lake sometimes going out of boss arenas • Fixed Act 2 bosses not teleporting inside black fire arena • Fixed summon count bugs • Fixed ranger not being able to shoot at the top of the boss arenas • Fixed Necromancer teleport glitch • Fixed Djinn teleport glitches • Fixed arbiters infinite damage bugRead full article on Community Announcements (Realm Archive)Patch NotesOfficial
Patch 0.8.4
Enemies: • Wraiths Dash-Attack cooldown scaling 100% > 50% • Wraith Dash now has a windup animation • Moss Guardians now can't spawn more than 2 in a wave • Fungi damage reduced by half • Frog King tongue skill damage scaling from darkness 100% > 33%; Base damage -30% Summons: • Stone Golem now has proper Spawn & Death animation Blessings: • Sickles Attack Damage scaling improved +100% (6% > 12%, etc.) • Infusions will now no longer be a certain roll Talents: • Druid Maniac now gives Dash Recharge Speed % • Extra Thick! renamed to Freedom! and now required for Eagle form (Since it enables flying over roots without getting stuck and in that sense is essential for the Eagle form) • Warchief Attack Damage 80% > 90% • Cooldown 1.2s > 1.0s Shop: • Doubled mythic drop rate progression in shop Locations: • A certain location now drops Jade Rabbit to help with achievement hunting Darkness: Summary: Made easier on higher darkness to support more builds • Monster Darkness Scaling returned to linear again • Monster Darkness Life Scaling at 100 made easier - From 170% > 1360% to 170% > 340% over the course of the 20 minutes to support more builds & playstyles • Monster Darkness Damage Scaling at 100 made easier - From 50% > 133% to 25% > 66% over the course of the 20 minutes to support more builds & playstyles • Base Monster Darkness Damage scaling slightly reduced • Base Monster Percent Damage Resistance scaling reduced • Selectable Darkness Area Max 40% > 30% • Selectable Duration Max 120% > 60% • Selectable Boss Cooldowns -300% > -200% • Selectable Projectile Count for Bosses & Minions replaced with Less Pick Up drops • Selectable Heals Reduction replaced with Heals Reduction from locations Localization: • Fixed broken localizations Affixes: Can no longer spawn: • Heal on Attack-Kill • Summon Generation • Rarity Upgrade Offers • New Blessing Offers • Level-Up Blessing Offers • Attack Angle % Adjusted: • Heavily reduced roll chance for some minor affixes, eg. projectile veloc...Read full article on Community Announcements (Realm Archive)






