
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 | $3.99−50% | 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
My first hour I spent thinking "wow this is a fun game, shame I have a universal skill issue and can't get very far", not that I thought any less of the game for that. But I carried on because of the fun gameplay, the fun art theme and all the general fun, and was still enjoying my lack of much progress, when I found a setting that turns the game into a single-stick survivorslike that was such a boon that my skill issue felt a lot less like an issue (although not completely, the chaos can still be hard to deal with and feel like a challenge). Unique and very replayable, with lots of references that art history nerds will love and enough variety to keep it entertaining even if you're not big into the art themes.
You're far from starved for choice should you want to play a roguelite, and I usually don't. But this is one of the few exceptions. It's got an original concept that doesn't waste your time; you'll immediately know if it clicks, whether you see yourself going on another run. The controls are fluid and satisfying, with a wide variety of potential builds. Even as tons of enemies and projectiles paint the screen, I have no issue keeping track of myself. The brass band soundtrack fits the action perfectly. I do think there are too many flat-colored vector shapes in places that could look less simplistic, and the text/fonts/typography could be livelier, but the game has a remarkably fun, playful identity either way.
Media

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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
整体是推荐的,但是深度不够,尤其是后期冲刺进阶 总体来说胡局是真的割草,人物各有优劣但是武器平衡性太差了,近战清杂优秀但boss战斗简直就是大份,尤其是遇到大蛇这种不规则碰撞体积,没远程基本就是等死。此外这游戏实际上清杂并不是很难的事情,近战对比下来就是一坨,哪怕升级效果也没有很大优势。打全成就简直就是折磨
感觉社区不是很有活力,缺少部分引导。我觉得可以加入一些道具图鉴和锁定物品的解锁方法,像以撒的创意工坊那样。希望官方能够让社区活起来
wacky, engaging, colourful. it gives the same feeling that littlebigplanet did waaaay back in the day. 10/10.
this is singlehandedly the most creative and underrated roguelite concept i have ever seen. bravo
One of the best roguelikes I have ever played, the colors, the insane builds, the hyperspeed fish.
当你想要成为世界上最厉害的画家时,但你所创作的画又怪异又抽象,在自己眼里根本称不上艺术(抽象派不好吗),而人类已经有了那么多伟大的画作,仔细想想自己根本无法比拟,但如果这些伟大的画作通通消失了,自己的画岂不就成为了世界上最伟大的画作,抱着这样的心理,玩家所操控的“艺术家”踏上了消灭所有画作的旅程…… [h2] 简单易上手 [/h2] 在《美术危机》中,玩家将在一块块不同样式的画布上与各种颜料战斗,将它们击败会在画布上留下各种颜色,从而提高自己的名望,创作出一幅幅奇异的画作保留在画廊之中。玩家能在开始游戏前选择颜料盘作为这次画作的主要颜色,接下来选择人物和武器作为本次作画的艺术家,不同人物初始有着不同属性和能力,武器有着不同攻击方式,它们会在局内达成条件后逐渐解锁,从而可以创作颜色更加丰富艳丽的画作,组合成多样的战斗玩法。 局内战斗就是在一块有限空间的画布上面对四面八方涌来的多样颜料敌人,在首轮结束后会进入道具房间选择道具,第二轮结束会前往商店,在商店可花费金钱购买道具、买饮料、升级武器、用奖券抽奖、“以物易物”之类的,当然游戏也有着一些隐藏要素在道具房和商店,它们通常都非常明显这就要靠玩家自己探索了。 而在经历几次道具和商店后就能挑战游戏非常有特色的BOSS了,所有BOSS都是比较知名的画作进行了比较抽象的改版,什么古埃及壁画、拿破仑翻越阿尔卑斯山、蒙娜丽莎等等,不过虽然BOSS都有一些机制,但挑战起来没什么难度,唯一要注意的是所有BOSS都是躺着的纸片人,整个身体都是实体,触碰体积较大,稍微擦个边都可能会受伤。 [h2] 总结 [/h2] 总体来说,《美术危机》的创意十分有趣,各种搞怪的名画BOSS为游玩时带来了有趣的体验,但相反游戏重复可玩性其实并不高,不同角色、武器之间的差异并不大,角色也只是数值、属性以及携带的道具不同,稍微有些变化的武器在局内也没有太丰富的构筑体验,但对于喜欢这种轻松的肉鸽游戏的玩家来说,十分推荐入手尝试,体验一下不怎么需要脑子的创作乐趣。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
I feel like there arent a lot of quick-to-finish rougelikes/lites out in the world. I love Hades and Wildfrost but a single run can last for upwards of an hour. I can play through Antipant in like 20 minutes and its goofy art direction gives it so much longevity. Even when I do get hit by an unfair attack, I just can't stay mad because I can get back to where I was very easily. Edit: The water ballons feel too slow, which functionally limits their range to the point of feeling very weak. I feel a large part in this going seemingly unadressed is because they are unlocked by only 18 percent of players, meaning there is less feedback on it compared to every other weapon in the game.
很有趣,设置玩法打开自动攻击就可以开启官方外挂,解放大脑。 不好的一点在于怪多了,眼就容易花,小怪就容易贴脸。 整体没什么难度,boss无伤难度低,但是多周目的重复性很低,实际体验下来就是不断的一周目,除了debuff多了亿点没什么区别 总之33小亏,游玩时间2小时左右(1、2周目),但是少见的美术题材可以略微弥补。
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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