
An action-packed roguelite shooter where you battle famous works of art and each level you beat becomes a masterpiece to add to your colorful collection.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 5 → 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

Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 288reviews | 95% | — | $50.5K |
| $7.99 | — | — | — | not modelled |
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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
开发审美可以的,感觉是我玩过的最有创意的类幸存者游戏。里面的boss全是世界名画,除了有拿破仑、蒙娜丽莎、创造亚当这种大家都知道的世界名画,还有国画韩熙载夜宴图。可以可以,越玩越喜欢。而且玩起来真的很爽啊,而且把颜料怪打爆之后还能画成画,这创意绝了。
Great game but there are some things that are holding it back. 1. Item descriptions are very vague so you can't compare their power or sometimes know what they do. Also mechanics aren't explained, like that you can just lose when you don't have enough fame after a long run. 2. Balance isn't the best. Some items are must pick that help a lot in the run and others are useless and item descriptions don't help knowing which ones they are. 3. Achievements don't work frequently after a run is completed. Very annoying on the harder weapons/classes.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Japanese, Simplified Chinese, Thai, Traditional Chinese, Korean
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
爽爽爽就完事了!很难想象开发是在什么精神状态下做出的游戏(乐)感觉是美术生画画画疯了的产物!在boss战里一直在被各种世界名画暴打啊啊啊 游戏里子弹和敌人都是颜料,画面色彩特别好看!而且每关的战斗痕迹形成的画也都特漂亮!感觉可以拿来做壁纸! 总之入股不亏!
五块钱买的key 开个自动攻击就可以单手玩了 战斗不难boss挺抽象的 但是感觉局内道具没啥用
Antipaint, developed and published by Vilius Prakapas, is a vibrant and inventive roguelite shooter that transforms chaotic combat into living, abstract artwork. At first glance, it appears to be a colorful top-down action game in the tradition of arena-based survival shooters, but it quickly distinguishes itself through its central artistic mechanic. Every enemy you defeat, every dash you make, and every chaotic encounter you survive leaves behind splashes and streaks of paint, gradually turning each level into a unique visual composition. What emerges is not just a cleared battlefield, but a canvas shaped by your performance. The core gameplay revolves around tight, fast-paced arena combat. You control a small painter armed with artistic tools repurposed as weapons—brushes, rollers, sprays, and other creative implements used to dispatch waves of surreal, paint-themed enemies. The movement is responsive and fluid, with dodging playing a crucial role in survival. Combat demands constant repositioning, quick reactions, and careful crowd management as enemies swarm from multiple directions. Despite its accessible control scheme, the difficulty ramps up steadily, pushing players to master both offense and evasion. Where Antipaint truly stands apart is in how it visually tracks your journey. Each arena begins as a relatively blank space, and as enemies burst into color upon defeat, the floor fills with dynamic splatters and trails. The patterns created are not predesigned textures but the result of your movements and tactical decisions. If you kite enemies in circular motions, spirals of paint form across the floor. If you carve straight paths through dense swarms, bold streaks slash across the canvas. Every completed stage becomes a visual artifact of that particular run—an accidental painting born of strategy and chaos. The roguelite structure ensures strong replay value. Enemy compositions, item drops, and environmental elements shift between runs, keeping encounters unpredictable. Players collect various upgrades that alter weapon behavior, improve survivability, or introduce entirely new mechanics. Some items amplify damage output, others modify movement or add reactive effects, encouraging experimentation. The synergy between upgrades can dramatically alter playstyle, turning a cautious, evasive build into an aggressive paint-spreading frenzy or vice versa. This layered progression reinforces the “just one more run” loop that defines successful roguelites. Unlockable characters further deepen the experience. Each new character offers distinct starting abilities or stat distributions, subtly reshaping how runs unfold. While the core combat remains consistent, these variations introduce strategic diversity. The combination of character traits and randomized items creates a broad range of possible builds, ensuring that mastery requires adaptability rather than repetition. The visual presentation is bold and kinetic. The aesthetic leans toward retro-inspired pixel art, but the explosion of color during combat gives it a contemporary flair. Neon splashes and vibrant contrasts create a spectacle that grows more intense as the battlefield fills. Despite the chaos, the design maintains clarity, ensuring players can still track enemy movements and avoid incoming damage. The art direction balances beauty and functionality, allowing the evolving canvas to serve both as decoration and readable gameplay space. Sound design complements the visual energy. Combat effects emphasize impact and motion, while the soundtrack underscores the frantic pace of survival. The audio reinforces the rhythm of gameplay without overwhelming it, maintaining immersion during prolonged sessions. Together with the visuals, it creates a cohesive sensory experience that feels both energetic and creatively expressive. One of the game’s most compelling qualities is how it reframes success. Completion is not only about defeating waves or clearing stages, but about observing the artwork you have unintentionally created. The aftermath of each level serves as a moment of reflection, where chaos resolves into composition. This mechanic adds emotional resonance to victory, transforming the battlefield into a gallery of spontaneous, abstract pieces. It subtly rewards not only skill but style. While Antipaint excels in creativity and replayability, its arena-focused design means the gameplay loop remains centered on combat. Players seeking deep narrative arcs or extensive environmental storytelling may find it minimalist in that regard. However, the emphasis on mechanics and emergent art ensures that the experience rarely feels stale. Its simplicity is offset by build diversity and the ever-changing visual outcome of each run. Ultimately, Antipaint succeeds by fusing action and artistry into a cohesive whole. It is both a skill-driven roguelite and a generative art experiment, where every battle paints a story in color. Vilius Prakapas has crafted a game that feels joyful, chaotic, and refreshingly original within the crowded roguelite genre. For players who appreciate tight arena combat and creative visual feedback, Antipaint offers an experience that is as satisfying to watch as it is to play. Rating: 9/10
오늘의 교훈: 내가 뛰어난 화가가 될려면 다른 화가들을 없애야한다.
juego sencillo, y de cierta manera relajante cuando ya te sabes las mecanicas, (edit) estaria buenisimo un port a celulares
个人打分8/10 非常优秀的类幸存者游戏 整体是用的土豆兄弟的思路,小关卡收集资源之后进商店消费换取提升。动画很流畅,打击感也不错。除此之外,我作为一个略微了解美术史的普通人,里面很多的梗都能get到,很神金。目前该游戏最大的缺点还是体量太小,不管是道具还是事件或者BOSS都屈指可数,感觉一小时左右就能把大部分道具见完(因为我从这个时间点开始就大量遇见了重复道具,不知道是不是像以撒那样要一步步解锁)。后续如果还有大体量的更新的话建议从增加怪物和道具数量下手,毕竟世界上有那么多名画) 追评一条:BOSS的抽象碰撞箱毁了我的无伤梦 再追评一条:全程无伤已经做到了
特别有创意,美术这个方面没得说。
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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.
Related
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