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Crimson Moon Launches Today on Steam as a Co-Op Souls-Like from ProbablyMonsters

ProbablyMonsters has released Crimson Moon on Steam today, bringing a blood-soaked action RPG to PC players who crave demon-slaying co-op combat. The game launches at $19.99 USD and drops you into the ruins of Gildenarch, a once-holy city overrun by vampires, undead, and otherworldly abominations.

You play as a Nephilim, a human-angel hybrid created to hold back the forces of Hell. The combat is fast and visceral, built around melee weapons, supernatural abilities, and angelic transformations that let you turn the tide against waves of enemies. Whether you tackle missions solo or team up with friends for co-op, the game’s dynamic difficulty system scales challenges to match your skill level.

Between missions you return to the Church, which serves as a home base for upgrading your character, interacting with NPCs, and planning your next move from the War Table. Higher difficulties bring greater rewards, giving the game a risk-reward loop that should keep players coming back for one more run.

Crimson Moon is the first major release from ProbablyMonsters’ new studio, and it arrives at a time when the Souls-like genre continues to dominate PC gaming. The co-op angle is a notable differentiator, letting players experience the campaign together rather than facing every challenge alone. If the execution lives up to the promise, this could be a solid addition to the genre for players who want something a bit more accessible than the usual punishment.

The game requires a 64-bit Windows 11 system with at least a GTX 1070 or RX 5700, 16 GB of RAM, and 50 GB of storage. Recommended specs call for a RTX 3070 or RX 6700 XT with 32 GB of RAM. You can find Crimson Moon on Steam now.

View Crimson Moon on Steam

Illustrated portrait of Dan Kowalski

Dan Kowalski reviews games by listening to what they do before believing what they promise. He cares about responsive combat, purposeful sound design, satisfying movement, and whether a game respects the player’s time. Dan will forgive technical roughness when the underlying experience is exceptional. He will forgive almost anything for a brilliant combat system—but never a tutorial that refuses to stop talking.

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