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 6 → 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
A Surreal Puzzle Shooter Adventure Fueled By Madness! Experience a never-seen-before psychedelic art style with a unique puzzle-solving mechanic in an open-world setting.
Experience a psychedelic adventure through first-of-its-kind mind altering core gameplay mechanics, beyond visual and auditory designs!
Immerse yourself in a visually striking game that dances with a fusion of intense colors and mind-altering, psychedelic elements.
A work of art is a puzzle; when solved, it exposes the hidden layers of meaning and symbolism.
The whole world is your drum kit!
Dive into a world of structures as puzzles, where tutorials are optional and discovery is key! The game rewards observant players and humbles the unobservant with frustration, a form of punishment that spurs discovery, rather than closing off all alternative solutions. There are multiple ways to solve each structure, it's up to the player to choose. After all... Puzzles are your canvas in this game!
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 65reviews | 77% | — | $26.5K |
| $14.99 | — | — | — | 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 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ART IS RIFLE positions itself as an experience that blurs the line between game and interactive artwork, inviting players into a surreal first-person universe where bullets function less as instruments of violence and more as tools of expression, transformation, and discovery. Developed and published by Arman Pakan, the game presents an unconventional fusion of abstract aesthetics, puzzle exploration, and rhythmic interaction. Rather than leaning on traditional FPS structure, it encourages players to reinterpret shooting, movement, and spatial awareness within a psychedelic framework that feels deliberately disorienting, meditative, and at times overwhelmingly sensory. From the outset, ART IS RIFLE communicates that it has no interest in guiding players with hand-holding or linear instruction. Instead, it drops you into open, dreamlike spaces built from shifting geometry, vibrant color palettes, and floating architectural fragments that bend or reconfigure themselves when influenced by your bullets. Shooting becomes a way of probing the environment: each impact produces visual ripples, rhythmic pulses, or changes in perspective that reveal hidden paths or alter the nature of a puzzle. The world reacts almost musically to your interactions, reinforcing the idea that your weapon is a rhythm instrument as much as a navigational device. This interplay between action and reaction forms the foundation of the game’s mechanical identity, making exploration feel intuitive, improvisational, and curious rather than strictly objective-driven. The visual presentation is one of ART IS RIFLE’s most striking qualities. Environments resemble a collage of experimental digital art, with neon gradients, stark geometric silhouettes, and constantly shifting textures that evoke a sense of controlled chaos. Light and color behave like living elements: they smear across the field of view, pulse in reaction to shots, or distort space in ways that intentionally challenge perception. It is an art style built to provoke a visceral response—sometimes awe, sometimes confusion. The lack of clean, realistic edges means players must rely on instinct rather than environmental cues, and this contributes both to the game’s unique charm and its potential difficulty. When the visuals and mechanics harmonize, the world feels like a giant canvas responding to your creative impulses. When they don’t, the experience can slide into sensory overload. The puzzle design reflects this same philosophy. Instead of offering explicit clues or structured objectives, ART IS RIFLE relies on visual symbolism, environmental rhythm, and spatial logic. Progress often depends on realizing how certain surfaces respond differently to gunfire, or noticing subtle changes in color, shape, or sound that signal a hidden mechanism. Each area tends to follow a theme—patterns that unfold as you experiment with angles, distances, and timing—but the game rarely forces one specific solution. This openness encourages experimentation and rewards players who treat puzzles as conversations with the environment rather than rigid problems to be solved in one “correct” way. At the same time, the abstract nature of the puzzles means that some players may find themselves stuck not because of difficulty, but because the game refuses to clarify what the goal actually is. The soundscape plays a major role in shaping the game’s atmosphere. Every shot produces a rhythmic beat, and the environment layers additional audio cues—percussive echoes, shimmering tones, ambient hums—that blend with your actions to create a dynamic musical texture. This reinforces the game’s identity as a kind of visual-auditory instrument. The rhythm is not tied to traditional timing windows or musical challenges, but rather to the emotional tone of exploration, helping each action feel synchronized with the world’s constantly shifting energy. Together with the visuals, the sound design creates a hypnotic feedback loop that can feel almost trance-like when the player is fully immersed. Still, ART IS RIFLE is not a universally accessible experience. Its refusal to explain itself, while artistically intentional, can frustrate players who prefer clear objectives or mechanical consistency. Some puzzles depend on quirks of perspective that may feel unintuitive, and the abstract art style, while beautiful, can make depth perception and environmental readability difficult. The game’s brevity—often only a few hours long—means that those unable to connect with its abstract language may feel as though the experience ends before it fully develops. For others, however, the short length works in its favor: it presents a dense, cohesive burst of creativity without dragging its experimental mechanics past their natural lifespan. Despite its quirks and limitations, ART IS RIFLE stands as a distinctive, memorable project. It’s the kind of game that embraces ambiguity as a feature, asks players to engage through intuition rather than instruction, and treats every shot fired as a stroke on a larger artistic canvas. Those who resonate with its blend of abstraction, spatial puzzle-solving, and sensory experimentation will find a world worth getting lost in. Those who prefer structure, clarity, or traditional FPS conventions may find it more challenging to parse. In the end, ART IS RIFLE is best understood as a unique form of interactive art—one that uses the language of shooting games to build something contemplative rather than destructive. It offers an experience that is expressive, enigmatic, and occasionally bewildering, but always driven by a clear artistic vision. For players willing to surrender to its rhythms and embrace the unknown, it delivers an evocative and thought-provoking journey unlike almost anything else in the medium. Rating: 7/10
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, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Thai
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a very good puzzle game! With great visuals, music, and design. Despite the simplicity in mechanics, each area feels like a new challenge. All you really do is line up shots, and sometimes my own stubbornness made that hard... But I still beat the game in around 6 hours! If the trailer looks good, and you just want a more casual puzzle game experience, short but sweet, this is for you!
♥♥♥♥'s trippy as hell. amazing for when on acid, 8/10
Genuinely great, better than I expected. Thought it was just another puzzle game that would be kind of cool and a quick playthrough and forget about it but its genuinely very artsy and feels like it has a lot of heart put into it. Sometimes lining up shots can make you crazy but you can also find ways to cheese it. I am DUMB and spent ages doing things WAY harder than I needed to (did not get the kill your first painter achievement until after I beat the game for a reason -_-) but as long as you play like a normal person and don't obsess over every little thing you wont spend ages trying to do something impossible that's actually just a part of a later puzzle </3.
Do you love psychedelic puzzle games? Then yes it's for you. Do you enjoy games like antichamber or manifold garden? Then, again, this is for you. Visually delightful, highly relaxing, and good amount of puzzles for this kind of game.
That game is really peaceful and quite hard sometimes, your brain will be challenged. But be careful to NOT be an epileptic person, otherwise you'll probably die from that game ToT It's really great to play, and a lot of mechanics are really fun to use or play with, I highly reccommend it :)
first of, i didn't finish yet because AIR is freaking hard at times!! It's a brain breaker, but in a way that if you find the solution, you immediately think: "how could I've not seen that!", so if your up for a challenge, go buy now! That being said, visually the game unfolds into a painterly scene with each shot released. Each bullet becomes a brushstroke, an interpretation of the world's rhythm. AIR is a provocation and a declaration that creativity, just like a weapon, can disrupt, defend, and redefine the space it enters! It reclaims the FPS genre for its potential to create a dialogue between control and chaos! In a market driven by endless repetition, this work is a - pièce de résistance - showing games can be more than entertainment! We need more of this before it's to late!
Ötletes puzzle game. Az alap koncepció, hogy színes golyókat kell lövöldözni geomatriai fromákra. Minden formának és szimbólumnak megvan a jelentése, mit és milyen sorrendben, hány pattanással kell meglőni/megszínezni, majd utána elkezd szivatni a játék ahol tud. :D Hamar rá lehet érezni és a végére azért megizzaszt. Aki bírja az Antichamber, Portal, Superliminal jellegű játékokat, annak szerintem tetszeni fog.
the puzzles r too boring and not rly challenging to figure out, it just feels like a slog
Interesting puzzle game. Basically you need to shoot at a group of shapes to make them all the same colour, but your gun has 3 colours in it and on the first bounce it makes a surface a certain color, on the 2nd bounce another color, and on the 3rd bounce, another colour. A cube's colour can be changed on first bounce, a sphere will only change on 2nd bounce or later, and a pyramid will only change on 3rd bounce or later. There's also other stuff. It's overall a bit too difficult and I completed 69% of the game, definitely can't 100% it though. Sometimes it's difficult to tell if a certain surface is meant to be used for bouncing or not.
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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