
99 Waves to Die is a twin stick arcade shooter, inspired by the arcade games, and 8-bit home consoles & computers of the 1980's.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 6 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"99 Waves to Die" ist ein 2D Twin-Stick Arcade Wellen-Shooter. Damit ist eigentlich schon der gesamte Inhalt beschrieben. Auf einer begrenzten Fläche bewegen wir unser schießendes Raumschiff und müssen jeweils eine bestimmte Anzahl an Gegnern zerstören, um die Stage zu schaffen. Dafür steht uns sowohl ein Dauerlaser zur Verfügung als auch Smart-Bombs, die den ganzen Bildschirm leerräumen. Davon haben wir allerdings nur drei. Es gibt auch einige wenige Power-Ups, die man von vernichteten Gegnern einsammeln kann. Die Gegner sind vor allem langsam, dafür aber zahlreich. In den ersten Leveln ist das Ausweichen ziemlich simpel, später versperren die Gegner durch ihre pure Masse Bewegungsmöglichkeiten. Diese Gegner sind allerdings auch eines der Probleme des Spiels. Denn die ersten Level sind sehr simpel. Verlieren wir später unsere drei Leben müssen wir wieder von ganz vorne anfangen und uns wieder mehrere Minuten durch die zu einfachen ersten Level langweilen. Mechanisch funktioniert das Spiel. Unser Schiff läßt sich gut und relativ präzise steuern. Die Voxel-Grafik ist durchaus nostalgisch und auch die Musik erinnert an 16-Bit-Klassiker. Das Spiel ist auf einem Niveau eines Budget-Titels auf dem C64. Auf der einen Seite ist das sehr wenig, unspektakulär und bietet verdammt wenig Abwechslung. Auf der anderen Seite funktioniert das Spiel und macht eigentlich nichts grundlegend falsch. [h1]Wertung:[/h1] 5/10 Atmosphäre -/10 Story 6/10 Grafik 6/10 Sound 6/10 Spielmechanik 4/10 Balancing 6/10 Spielspass [h1]Fazit:[/h1] Eigentlich zu wenig... [h1][b]6/10 Gesamtwertung
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
拿背景来了
wow so retro
弱智级的清版射击游戏,毫无乐趣,纯粹是浪费时间的闯关 另外垃圾开发者/发行商为了让玩家觉得打折入手划算还故意把原价提了数倍
不是领背景这个价格制作方自己玩笑没笑
Simple wave-based action that gets intense fast. Great for players who enjoy quick reflexes, score-chasing, and arcade-style chaos.
Died 98 times with flair. On the 99th, I became the wave. No respawn needed - just salt and style
99 Waves to Die, developed by SpookyFish Games and published by My Way Games, is a stripped-down twin-stick shooter that fully embraces the intensity and design philosophy of classic arcade survival games. Built around a single, uncompromising objective—survive through 99 increasingly brutal enemy waves—the game focuses on reflex mastery, spatial awareness, and endurance rather than narrative progression or layered mechanics. It is, at its heart, a high-score chase wrapped in retro aesthetics. From the first wave, the gameplay establishes its rhythm. Players control a ship with independent movement and aiming, allowing fluid 360-degree combat as enemies spawn from all sides. The twin-stick control scheme is responsive and intuitive, emphasizing precision and positioning over flashy mechanics. Early waves function as a warm-up, introducing enemy patterns and giving players room to adjust. However, this brief breathing space quickly disappears as later waves escalate in speed, density, and aggression, turning the screen into a storm of hostile movement. Enemy variety increases steadily, with new formations and attack behaviors introduced to disrupt predictable play. Some foes rush directly toward the player, while others attack from range or split into multiple threats upon destruction. This layering of enemy types creates moments where prioritization becomes critical—should you eliminate the fast-moving swarm closing in, or the distant shooter chipping away from safety? The game rewards decisive action and punishes hesitation, maintaining constant pressure as waves stack upon each other. Visually, 99 Waves to Die leans into a voxel-inspired retro presentation. The blocky enemy designs and vibrant explosions evoke arcade-era simplicity, yet the clean visual clarity ensures readability even during chaotic moments. The dark backgrounds allow colorful projectiles and enemies to stand out sharply, reducing visual confusion when the action intensifies. Paired with chiptune-inspired audio effects and energetic sound cues, the presentation reinforces its old-school identity without sacrificing functionality. Power-ups and limited-use abilities offer brief relief from overwhelming situations, but they are deliberately scarce. Smart bombs can clear space when surrounded, and temporary boosts can shift momentum, yet reliance on these tools alone is insufficient. Long-term survival depends almost entirely on player skill—movement discipline, accurate aiming, and the ability to anticipate enemy patterns before they become overwhelming. The design avoids artificial safety nets, reinforcing the game’s unforgiving arcade ethos. The titular 99-wave goal serves more as an aspirational milestone than a commonly achieved endpoint. Reaching the later waves requires both mechanical mastery and sustained concentration. Each restart invites incremental improvement, encouraging players to refine their strategy and push slightly further each time. There are no campaign chapters or evolving story arcs; the entire experience revolves around repetition, improvement, and leaderboard progression. This singular focus is both the game’s greatest strength and its primary limitation. Players who enjoy pure arcade endurance challenges will appreciate the clarity of purpose. The absence of narrative interruptions or extensive upgrade systems keeps attention squarely on gameplay. However, those seeking variety, character progression, or evolving environments may find the experience narrow in scope. The replayability hinges entirely on personal motivation to improve scores and survive longer. Ultimately, 99 Waves to Die stands as a concentrated tribute to classic survival shooters. It does not attempt to modernize or soften its arcade roots. Instead, it embraces relentless escalation and skill-based progression. For players drawn to the thrill of pushing reflexes to their limit and mastering increasingly chaotic combat scenarios, it offers a challenging and focused experience that celebrates the enduring appeal of high-intensity arcade design. Rating: 6/10
Хорошая аркадная игрушка, когда нечем убить время.
динамичный геймплей, яркий пиксель арт и отличная музыка создают захватывающий аркадный опыт. Игра идеально подходит для коротких, но напряжённых сессий
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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