Pyrene

Defeat hellish monsters and rebuild your home in Pyrene, a fast paced roguelike dungeon-crawler. Play with different heroes & spells, collect powerful relics to upgrade your deck while uncovering the mysteries behind your village’s destruction.

Pyrene is a demons, turn-based combat and choices matter game developed by Two Tiny Dice and published by Indie Asylum.
Released on September 13th 2024 is available on Windows and MacOS in 2 languages: English and French.

It has received 461 reviews of which 439 were positive and 22 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 11.83€ on Steam and has a 20% discount.


The Steam community has classified Pyrene into these genres:

Media & Screenshots

Get an in-depth look at Pyrene through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: Intel Pentium III 1200Mhz / AMD Athlon MP
  • Memory: 500 MB RAM
  • Graphics: AMD Radeon 8500 Series 64MB or NVIDIA GeForce 3
  • DirectX: Version 9.0
  • Storage: 500 MB available space
  • Sound Card: 100% DirectX9.0c compatible sound card and drivers
MacOS
  • Requires an Apple processor
  • OS: Catalina (10.15.6)
  • Processor: Apple Silicon
  • Memory: 4 GB RAM
  • Storage: 500 MB available space
  • Additional Notes: Not compatible with Intel Macs

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
An incredibly unique deckbuilder with mechanics that I've never seen like that before. In Pyrene a village was attacked and destroyed by monsters, all the villagers fled and only the player character and her mother are left. You initially search for the other villagers and later try to find and kill the one responsible for releasing all those monsters. This is a very story driven game as you will notice but it's still a roguelike, so you can expect the usual randomness and broken builds. What defines this game is how mechanically different it is to other deckbuilders. You don't play your cards like you are used to, instead they are mixed with a "danger deck" and layed out on a board. You can move your character aroudn to interact with these cards, enemies will fight you, resources will be collected and items will be picked up and used. What is worth noting here, cards from your deck are not shuffled, you pick the order of the cards and this gives you an advantage for your build. Your cards are still mixed with the enemy deck and you don't know hwen they appear but this way you can predict what the next card from your deck will be and what you can do with it, making it possible to plan your next turns ahead. Spaced on the board that were cleared are blocked for movement, which means you also have to think about the route you take, maximizing to collect all items without suffering too much damage. At any point you want you can camp at your current spot which draws new cards from the deck to fill blank spaces but also increases the HP of all monsters currently in play. This means that players want to clear as much as possible before camping so they don't make monsters too strong. Camping also costs provisions which are limited and once they run out you will lose HP for camping. This cost increases each time which further pushes you in the direction to optimize your looting route. Once the enemy deck runs out, an altar appears. And this is my favourite part of the game. The game features a "risk vs reward" system that works perfectly. Once the altar appears, enemies don't drop their usual loot anymore and will instead drop shards which charge up the altar. These charges increase the rarity of the rewards you get after completing it, making it worthwile to farm more monsters but taking the risk of dying. Altars will give you a chest with either a new card or a passive relic that is active for the entire run. The game also features a weighting system and openly tells you about it, something that other roguelikes should also do. basically, if you have specific mechanics in your deck like healing, dealing damage or status effects, the game will try to give you items that have similiar effects or work well together with it. The chance for this happening is increased by the luck stat which you can increase during your run. I absolutely love this system, it makes it more likely to get great synergies for your build instead of getting a collection of useless trash that does not work well together. The game features a distinct array of characters with very unique playstyles. The first character, the huntress, makes use of all the basic game mechanics, she has a few damage dealing cards, some supplies and healing items and that's it. She also has an ability that shoots everyone in the same column or row as her on the board. She is rather plain to play as but quite effective at clearing the board. The next character you unlock will be the priest and he has a rather unique playstyle. He has an assistant character that helps him and you can switch between those two characters to clear the board and collect items in two spots, improving your clearing performance. All the charatcers in this game has their own unique gimmick like that which makes them completly distinct from each other instead of being just another variant of the same guy. In terms of builds, this game has some completely busted mechanics that you can abuse and I mean this in a positive way. I had one build in which enemies would get poisoned whenever I moved, which meand that I could get them killed by just walking around. Another build I would kill everyone whenever I camped. Stuff like this makes the game look easy but it's actually quite challenging, which makes these overpowered builds especially fun if you can pull them off. I also like the fact that there are 12 different biomes and each biome has their own enemies, items and special gimmick that you have to be aware of. There is quite the amount of variety thanks to that since a run will take you only through four different biomes. There is one thing that bothered me however and that is the way the game progression works. When you first start out you only have one character and the game expects you to win your runs if you want to progress through the game. Each time you win, you unlock a new biome, a new character or something else and that's the main way o progress through the game. What's worse, the game will force you to play specific characters to progress further. When you unlock the second character, you have to play with it for your next run if you want to unlock the third. You can still switch to the first but that way you will only only play for fun not for progress through the story and the game elements. This is frustrating and goes against the usual roguelike mechanics. It makes sense because the devs try to tell a story with their game and it's actually a good story that isn't just an afterthought but forcing the player to play in the intended way feels wrong. But I have to admit, this won't stop me from coming back to this game, it's so much fun to play and I'm eager to unlock all the characters and cards.
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Oct. 2024
Pyrene is one of the most complete Rougelikes deck-builders I played in years. The amount of well crafted, thought out content you are getting here is pretty astonishing - there are many characters, each playing very differently to another. There are 12 biomes, countless cards and relics, multiple builds you can absolutely snap into overwhelming death dealing super-combos. But the biggest strength lies, for me, in the astonishing degree of customization. You can edit your character stats. Difficulty is freely adjustable with many, MANY options. You can make runs as easy as you wish or as deadly and demanding... as well as in between, as you can both enable positive boons and huge negatives at the same time. Once you complete the rather solid storyline, you're given 20 challenges to cross off, each character having one easier one and another, more daunting one. It can be a 10-20 hours game... or 50-100, depending on what difficulty tweaks you'll work with as your default for the runs. And even if you started soft, nothing stops you from challenging yourself more and more with trimming down the helping stuff and enabling negative boons, one by one. Great game. One of the best Rouges this year.
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Sept. 2024
Best deckbuilder since Slay the Spire. This is a very satisfying fusion of mechanics from other card-builders and roguelikes: - A Hades-esque main hub that's upgradable between runs - Slay the Spire-esque enemies, statuses, cards, and relics - Inscryption-esque boards and card modification - Balatro-esque ridiculous scaling and numbers - Binding of Isaac-esque floor maps and non-combat rooms And this blend works extremely well, but it's not unoriginal either. What I haven't seen in the others above: - A turn-based system where cards fill the board each turn and draw order is set by player - Special moves and abilities at the cost of a specific currency which can activate at any time - Loot cards dropped by enemies - A survival-esque mechanic for rounds with nothing to do with enemies, which fits snugly into the flow of the game and can offer just as much challenge and strategy as enemies themselves - Movement based on specific character mechanics or at base, through moving into cards to play them, with positioning and card use working in tandem for strategy - Surprisingly in-depth modular control of special moves, character stats, starter decks, weather, stage biomes, and more via town unlocks or the 8ish merchant types mid-run And it's great. The art, UI and animations are perfect, the music is stellar (with maybe one exception), the moveset is satisfying, the 12 playable characters are mostly diverse and sometimes radically different which feels fresh; the game is extremely well designed. It's the closest to Slay the Spire I've ever found after my since StS-release-long search for anything remotely close to Slay the Spire. After 27 hours so far and half of that being after I'd beaten the story, I have very little complaints which is surprising because I'm usually very critical of deckbuilders. But if I had to list them and with constructive criticism in mind: - There are a noticeable amount of English typos though they're all very minor - The balancing is pretty off even in the beta. You either skate by or skyrocket into a demigod where nothing is remotely challenging. I've had runs dealing over 1 million damage per hit despite the bosses at most having 30HP. There's no rhyme or reason for why numbers go as high as they do; number caps feel arbitrary if even existing at all. The game allows you to do this and even encourages you, but it doesn't have a way to reward you for doing so in any satisfying way (even in final score), and the lack of modest number caps like preventing players being over double-digits in things like dodge (or ways for enemies to combat statuses like that) are a fundamental reason why the balancing will never even out in my mind. - Bouncing off the above, there's no 999HP Corrupted Heart at the end who can dispel themselves and prevent me wiping them in a single turn. There's no Balatro-esque Boss Blind who can take away my relics or cards and force limitation on a perfect build, no Binding of Isaac mirror that uses my own cards against me, etc. The bosses are **trivially** easy due to lack of balancing to the point that I'd wipe final bosses out in my first turn on the very first encounter of them. No boss in the game has ever been even remotely close to a challenge in any run where I'd made it that far to begin with. - My only gripe game design-wise: with the large pool of relics, trinkets, and cards and how the game is so modular, there aren't any real standout unique effects, relics, cards, or etc. Almost every card and relic has an equivalent variation for a different status or a different currency; gain one gold per shield, gain one gold per bleed, gain one gold per spirit, and so on; but hardly any effect which isn't replicated many times over in some other form in the game. It would be nice if Legendary relics and cards were all unique, not replicated in other forms -- that's what would make them legendary after all. The game offers perhaps too many characters and features like weather which, maybe if these special conditions and effects had been diluted into being rare relics or cards instead of standalone features, would diversify the item pool more instead of it ending up feeling like a bunch of differently-colored but otherwise identical chocolate bars in a candy store. Overall this is a fantastic game with surprising depth and a great foundation, but the absolute freedom given to the player and the resulting power gap does feel far too lenient. Still the best deckbuilder since StS and immediately puts Two Tiny Dice on my radar for following in future.
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Sept. 2024
I'd recommend it as I enjoyed it, beat the story, and there is still some more to unlock. However I dislike how snowball heavy it is. The first three fights matter more than anything else in the game, which is the first 5% of a run. If you can leave the first zone with what I'd consider one of the insta-win legendary cards (of which IMO there are way more than there should be), you know the run has a 99% chance of winning. If you don't it's 50/50. And even then it's all dependent on zone2 since if you haven't hit a giga card by then your run will likely fizzle out. Not sure how I'd go about fixing this. It's satisfying when you get them but kinda ruins the rest of the mechanics when because of the first zone every future chest is 10+. IMO bosses need to be significantly harder, if you make it to the boss you're almost always strong enough for it to be trivial. With ~20 runs, never failed in zone 4+ since by that point you're always strong enough to have a 100% chance to finish it. Unrelated, caves kinda unfun. Always avoided it if possible.
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Sept. 2024
Their previous game, Forward Escape the Fold was just excellent. I had the chance of trying Pyrene's demo a little while ago and it seemed to be a really good improvement. It's exactly my type of game and I'm happy to report that it plays very well and seems to have tons of content. Gotta catch back to where I was in the demo but I just want more of it.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 28 November 2024 01:19
SteamSpy data 18 December 2024 21:18
Steam price 23 December 2024 12:18
Steam reviews 21 December 2024 15:46
Pyrene
8.8
439
22
Online players
29
Developer
Two Tiny Dice
Publisher
Indie Asylum
Release 13 Sep 2024
Platforms