
The inventory management roguelike! Collect rare items, organize your backpack, and vanquish your foes!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.86/day in the week to Aug 23 → 1.29/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 2,402 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





Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.5Kreviews | 86% | — | $4.4M |
| $9.99−50% | 222ratings | 78% | — | not modelled | |
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 857 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
属于元组级别的背包管理游戏了吧,游戏难度不高,游戏人物有五个,而且五个人都有各自的战斗风格跟机制,制作组在这一点上作的很好,每个职业的通关思路还算多样,有一定的重玩价值。
Didn't work for me after the intro- and deleted my data.... wouldn't suggest
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Czech, Dutch, Polish, Portuguese - Brazil, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Turkish, Japanese +6 more
| $19.99 |
| 66ratings |
| 74% |
| — |
| not modelled |
| $9.99−50% | 37ratings | 86% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I enjoyed the general premise of the combat - managing inventory for optimal damage - but I eventually stopped for a couple of reasons. For one, progression is so slow. I played for almost 14 hours, only unlocked one additional character, and the two that I had didn't seem to have much variety in their own builds, so I felt like I was doing the same thing every run. On top of that, the town management system wasn't doing it for me. Getting back from a run and just not being able to do anything meaningful because I didn't accumulate enough resources didn't help with the "doing the same thing every run" feeling. It's a really neat concept, but unfortunately based on other reviews it seems like the game has been abandoned, Can't really recommend it at that point.
[h1]Griddy[/h1] TL;DR: A fun turn-based RPG roguelite with a lot of cool ideas, some half-baked implementation, and a slew of annoying-but-minor bugs.[hr][/hr] I received a free copy of this game from a friend who got an extra as a Kickstarter perk. Are you one of those weirdos that actually derives pleasure from the age-old game mechanic of shifting a million items around a grid-based inventory trying to find the perfect way to fit everything in an orderly fashion? [i]Backpack Hero[/i] takes that to the next level, with inventory management forming the framework for all of this turn-based RPG roguelite’s mechanics. It’s a pretty brilliant concept, and is well-thought-out here with a lot of different builds and playstyles to tinker with. I had a great time with the game for around sixty hours, but there are a few frustrating design choices, undercooked systems, and unresolved bugs that mar the experience. Purse, our aspiring hero, is set on exploring the dungeons under the ruins of her town in search of her lost mother. As far as plot, that’s pretty much all there is to it. Emboldened by the magical backpack she’s found she sets off, and though her father begs her to stay above ground, he understands that, like her mother, she’s too intrepid to be stopped. Her forays into the vast system of caverns are the focus of gameplay, and in typical roguelike fashion, the dungeons are procedurally-generated. The game presents each floor as a hand-drawn map complete with doodles in the margins. While you will eventually explore a number of different underground biomes full of randomized battles and events, there’s not much to distinguish them visually; the presentation is simple and most floors feel disappointingly same-y. Backpack Hero relies on its unique combat and character-building systems to save the day, and while your mileage may vary, I found it engaging enough not to be bothered by the monotony of the dungeons. When you start a run, you’ll be given a standard set of starting gear (with minor variations if you’re on a specific quest), usually a weapon, shield, and a consumable. You’ll arrange these into your backpack, which starts as only a 3-by-3 grid. You’ll find more gear in chests and after battles, and have to make careful decisions about which items to keep and how to expand your bag as you level up. Gear comes in a variety of types: armor provides passive bonuses, weapons let you use energy to damage opponents, while shields trade energy for block value, etc. Where it gets interesting is in how items interact based on their placement within your inventory. Helmets provide more armor for every row below them, bows fire all arrows in front of them when used, and the arrows do damage based on the number of empty spaces in front of them. They’ve done a good job giving the player a lot of different systems to work with, and later on you can unlock other characters with completely different mechanics, which helps keep things fresh over the many runs you’ll be making to progress the story. The combat is varied and satisfying, and while finding fun, broken builds is part of the appeal in a roguelike, I did have a few minor gripes. Status effects felt too overpowered, and overall the difficulty was a little on the easy side. Between dungeon-diving missions Purse and her friends will haul their acquired loot back to town. Most of the equipment you bring back will be sold for resources used to rebuild the town, with new buildings providing quests that require specific equipment to be brought back for turn-in. This is the primary method of unlocking new items (which will then appear randomly in future runs), but also provides gentle encouragement to try new builds. It’s a fun idea, but the quests are all concentrated in just a few buildings, and the town-building winds up feeling shallow. You’ll be swimming in resources with no further use by about the midpoint of the game, and it feels as though the developers didn’t fully commit to making its enclosure worthwhile, which is a shame since the feeling of rebuilding a broken world can be very satisfying when executed well. There are also still a lot of annoying bugs for a game that has been out as long as this one, which makes me suspect the devs have moved on. Some of them will cause you to lose a little progress on the current run, but most involve problems with items being hidden by UI elements or pop-up info boxes for unrelated items getting stuck open. They didn’t ruin the game, but they felt like minor things that should have been fixed by now. In the end, Backpack Hero is a fairly niche title, but one with a lot of fun to offer if you happen to enjoy the core idea. The combat is inventive and weaves in inventory manipulation in a lot of creative ways. I didn’t enjoy all of the different characters’ mechanics, but I appreciate the variety and imagination on display, and though I would’ve appreciated a more refined graphical style, the sprites get the job done in a cutesy way. Pick it up on sale if you're on the fence, but it is worth experiencing.
機器人有超嚴重的bug拿獎勵的時候可能會卡死 機器人使用測試的時候發生問題會發生問題的機率特別高 青蛙玩起來超坐牢
1) there are game-breaking bugs years after release (softlock kind of thing, locking yourself out of items, etc) 2) completing the game requires you to pray for RNGeus to roll for 3 separate items with low drop rate and said drop rate actually decreases as you progress in the game thanks to dillutiing the item pool 3) the game lacks the depth of StS it takes inspiration from
[h1] Недорогалик [/h1] Такое ощущение что игра хочет казаться смесью Stardew Valley и Slay the Spire, превратив это в наивкуснейший нектар под названием кал. Что толку от большого количества предметов, если геймплей в городе - слишком топорный, не вызывающий интереса, да ещё при этом лютая духота, а в подземелье - однообразный бесконечный гринд, что само-собой превращается в скуку. Про перевод можно сказать всего одно слово - кринжатина.
Backpack Hero is an Indie Roguelike Dungeon Crawler with good item variety and quite a few mechanics, introduced slowly over time as to not overwhelm new players. While I would like to give it a recommended review, I can't due to a number of factors. First are the bugs. I ran into one major issue of whenever one transforms the Shoe Hat, it completely locks them out of any interactivity other than moving on the map and the options / exit menu. This is especially annoying if you transformed it in the middle of combat, as your only recourse will be to quit to the menu and reset to your last auto / manual save. This has apparently been an issue since 2023. Another bug features the Keg(?) item that spawns other items. If you have a full inventory when combat starts, spawn a drink in using the Keg, take an item out so you have space, and put a drink in where it was... It'll be instantly destroyed when you drink it. Which is a huge negative for a Bomb run. Second is the UI. While it's fine most of the time, there's some noticeab;e issues. For instance, in town you can't see how many resources you're creating unless you're in build mode. In addition if an item is disabled, there's no big red "x" over it or anything of the like. If you accidentally put two incompatible items beside each other in that massive backpack, you often won't find out until combat. While that does add difficulty, it's not a fun sort. Finally, town design, I had several minor compounding issues with it. Being unable to scroll around the map unless you're in Build Mode, so that you're unable to move. If you select any Build item or the Destroy button, you have to right click to cancel the action; this kicks you out of build mode entirely for Builds, but not Destroy. You also get an overwhelming amount of Food production specifically; Treasure and Building Materials are far harder to come by becoming the major limiting factors, especially Building Materials. And while the NPCs are all very well designed and cute, the game incentivizes placing buildings very close together to save on resource cost, which can make swarms of them that are difficult to navigate through manually, There is a button in the bottom left to pathfind to specific NPCs, which *does* highlight NPCs with active quests... But it doens't state their names or roles and nearly blacks out their portraits if they *don't* have a currently ongoing quest, so it can be quite hard to find a specific NPC to talk to (like the Librarian or Schoolteacher) even then. Overall I'd say Backpack Hero has great game design, characters, and a fulfilling sense of progression, However, the multiplicity of small issues that keep popping up make me unable to reccomend it, more than what I wrote here for the sake of... some semblance of brevity. If they improved on some of these elements I could reccommend it in earnest, but at current time, shall not.
除了背包鼠,其他角色都不是人类想出来的机制,越玩越难受。玩游戏是为了放松的,而不是为了折磨自己的,作者纯恶心人出了后面几个角色
божественный перевод на русский
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 10.5K | 95% | $12.99 | |
| $4.4M | 6K | 87% | $19.99 | |
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| $4.5M | 5.4K | 71% | $29.99 | |
| $4.5M | 11.4K | 90% | $19.99 | |
| $4.4M | 4.4K | 81% | $29.99 |
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