
20 Minutes Till Dawn is a survival roguelite where endless hordes of creatures lurk from the dark. Craft an array of overpowering builds and eradicate waves of Lovecraftian nightmares. Will you be able to survive the night?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4/day in the week to Sep 1 → 3.57/day in the week after.
About
Genres
Sums Steam only; Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 966 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like twin stick shooters, arena shooters and roguelites mechanics. I love Brotato, and decided to give this one a try. It really have a great potential. Look at the trailer... this is not the game i played! After 2 and a half hour playing it with the first character and all his weapons unlocked, i just feel frustrated... some options are really good but too rare. In general, enemies are overwhelming me much faster than i manage to level up and get good upgrades, forget the bullet hell from the trailer, i didn't see any of that yet. I didn't survive any run so far, and don't feel any motivation to continue playing. Again, this game have a huge potential, and no features are missing, just BALANCE, and mabe more luck. Losing each run will not make me want to play more of it. I'll get another try if the game receive a patch. Now on the good side, this game have wonderful art and great music! The game is well polished, if we put aside the balance issue.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.7M | 7.5K | 95% | $19.99 | |
| $3.7M | 4.4K | 90% | $24.99 | |
| $3.7M | 7.6K | 80% | $24.99 | |
| $3.7M | 7K | 66% | $19.49 | |
| $3.7M | 5.8K | 84% | $29.99 | |
| $3.7M | 5.4K | 82% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.9K | 77 | 83% | $3.99 | |
| $26.6K | 297 | 73% | $3.99 | |
| $22K | 149 | 90% | $4.99 | |
| — | 0 | — | — | |
| $2.7K | 20 | 100% | $4.99 | |
| $2.2K | 26 | 96% | $3.14 |
Reviews, worldwide (the counter carries no country): 160.75/day in the week to Jul 19 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Polish, Russian, Spanish - Latin America, Traditional Chinese +3 more
| $4.99 |
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 972 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great Game.
This is yet another game that took VS and made it boring. I don’t have a ton to say about it; it just wasn’t fun. Once again, we see the choice to go with An Aesthetic (TM) without considering the effect it will have on gameplay. The entire game, enemies and environment are in various shades of dark green; it’s basically a green-tinted greyscale. As should have been immensely obvious, this makes quickly parsing the environment a huge pain in the ass. I actually had an unusually hard time with hitboxes in this game; I’m not sure if this is a function of the flat color palette alone or if there was also some wonkiness with the hitboxes, but I haven’t had this issue is any other VS knockoff, so something was up. Oh, also, the game makes the baffling choice to have colliding with trees damage you, which was infuriating, especially when I didn’t have any idea that was going to happen and you only get 4 HP. Having a run ruined because I accidentally hit a damn tree was just horrible. The other unnecessary change it made was of the “why limit weapons?” variety, a mistake Nomad Survival also made (though NS at least compensated for it by giving you tons of rerolls). I had an incredibly hard time telling which upgrades were for which item, and each upgrade tree only has two nodes, so you’re just churning through small weapon upgrades in a way that felt really pointless. It felt more like grabbing random stuff than an intentional build, and the similarity of so many of them was also odd (this is a summon that shoots things; this is a different summon that shoots things). To quote myself, I think sometimes, when people copy ideas from games they like instead of building their own thing from the ground up, they don’t stop to consider that the reason something was being done a certain way wasn’t because no one thought of another option, but because it worked really well the way it was. The reason for the weapon limits in VS wasn’t because they weren’t thinking big enough; it was because that makes for a better, more focused player experience, one in which the player feels in control of their run. Also a couple of the designs were weirdly tits-first, it was like grimdark lovecraft greyscale and then the art took to time to let us know the women were in push-up bras. Thanks, I guess? I also find it squicky when you have a cast that’s all white women, but also one or two Asian ones. I makes the Asian characters feel very fetishy to me, like, “We know y’all like *this* kind of nonwhite lady, winkwink nudgenudge.” Anyway I did three or four runs of this, found it deeply unfun, and then saw that each of the dozen characters has FIFTEEN difficulty levels you were supposed to work through, and just, lol no.
I really want to like this game, because there’s a lot to like. The game’s control feel is wonderful, the art style is really striking, the powerup structure and upgrade tree design is both inspired and imaginative, I could go on. There’s a lot to enjoy; I remain incredibly conflicted because I’m not enjoying this game at all. I think the problem is simple. The game’s system mechanics, enemy spawn rate, damage creep, lack of meaningful health restoration and its myriad of different options leave the game feeling tense…at first. And that’s a good thing, right? Tension creates an engaging experience, doesn’t it? The issues is, when you put the player through the exact same kind of tension for an extended period of time, it takes the tension that makes for a fun and engaging experience and turns it into its antithesis: [b]tedium.[/b] 20 Minutes Till Dawn is a [b]tedious[/b] game. You don’t really feel progression happening because there’s very little progression that’s allowed. I’ve played the game for almost six hours of the game’s twenty minute bursts, and I’ve only managed to clear a stage three times. And it was with the same exact character, going for the same exact build. Every other attempt has been a failure. No matter the character, no matter the weapon, no matter the experimentation. You just get the same end result, and that’s a feeling of failure without anything resembling meaningful progression. You’re pretty much punished for experimenting, because most upgrade options aren’t effective enough to create significantly different results. Survival is a foregone conclusion; you’re going to fail, because the enemy spawn rate is too great compared to the paltry amount of damage you do and the even weaker amount of damage you’re able to take, especially when your hurtbox is larger than it seems and enemies just kind of home in on you faster than you’re able to meaningfully evade them. Just about every choice you make in this game boils down to “which of these is least bad for this attempt at a build.” You’re always fighting against disempowerment, not [i]towards[/i] empowerment, and I think that’s where this game really gets it wrong. As such, despite being a very fun and engaging twin stick survival shooter at a surface level, I can’t recommend this game to anyone because it’s ultimately a waste of time which is, in actuality, one of the most grievous insults one can make to another human being. It’s a shame, because this game has the sauce. It just doesn’t know how to make it taste right.
Да
dopamina 20000000000
吸血鬼倖存者類 場外成長有, 但需要大量時間農 十多個角色, 直接花錢解鎖 符文系統強化也是花錢 合成系統有但不多 角色間差異大, 有些有第二攻擊 美術色調偏暗有特色 音樂音效普通, 上癮感還好 偏困難, 需要場外成長後變強 地圖三張, 模式偏少, 整體小品 元素拆解: 吸血鬼倖存者類 偏農, 靠成長才能爽 整體系統較單純 主要學習點: 理解角色間的Build -符文搭配, 角色專有升級特性, 選擇的升級路線 -懶得研究可直接上網查攻略 缺點: 系統變化較少, 較單調 太農, 初期爽感不夠
Хороший реиграбельный рогалик. Приятный и простой дизайн. Геймплей построен на хитром сочетании комбинаций способностей
All the characters are girls, the gameplay is fun, the art style rules, buy it!
Очень мало контента, многие текста дают неверную информацию, большинство апгрейдов бесполезные. Арты девочек прикольные, и в целом происходящий буллетхелл забавляет, но играть на уровнях тьмы не рекомендую, душное и не интересное
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.