
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 859 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It has a pretty fun gameplay loop and you get to build a town.
A fun, relaxing game with a really interesting and complex central mechanic, but marred by uneven balancing and half-baked mechanics. The game starts out very easy and starts introducing more complex systems like magic or archery, but the problem is that these more complex systems do not scale well or come with any real payoff for mastering them. A basic melee build of a few shivs, a whetstone, and some basic armor is an incredibly strong build that can carry you through even late-game runs, whereas a magic build requires incredibly specific combinations of item drops and Rube-Goldberg machine level complexity to achieve even modest damage output. Likewise, archery builds are incredibly space-inefficient and require you to essentially empty out your inventory just to match the damage numbers of a basic melee build. There are other item mechanics, like items which get bonuses for having no armor, which are just straight up not viable as far as I can tell. I don't care how high the damage output is or how much regen you have, you will get one-rounded in later areas of the game if you do not have high defense, and wasting all your energy on shields is not enough. Likewise, the townbuilding in the story mode feels clunky and needlessly complex, with no real purpose other than modest percent boosts to selling items or item unlock costs. I find myself with thousands of auto-farmed food and never enough treasure. And the devs seem to know this, as you unlock a building that allows you to sell items for only treasure and nothing else, but even then I find it is always the resource I am out of. This whole system feels like it could have been taken out entirely or massively streamlined and the game would be better for it.
Media

Related
Related
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% | 38ratings | 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 859 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cute pixel dungeon crawler. Far more complex than I thought at first, now have 3 characters unlocked. Reading well gets you quite far in the strats of this game.
レビュー後回しにするたびに100時間くらいすぎてる 楽しいよ
juegazo , con un gran gameplay y sacatrofeos divertido y ameno.
This charming little game was the first time I'd seen a "backpack management" game. Since its release there have been a few like it but I like this one the most. The story is nothing to write home about and the writing is silly and doesn't take itself too seriously. This is a fun game that rewards you for kicking back and taking your time. There is nothing about this time that rewards reflexes, which makes it great for people who aren't hardcore gamers.
Fun. Stayed fun.
体感粗糙的 地牢探索 回合制 rouge类游戏。 新手一启动,体感就非常糙。 - 按键操作是靠蒙的。要不是问了AI,我都不知道点击切换攻击对象。 - 移动是纯点击的,但点哪都没用。 别误会!你行走的地方是战斗画面,你还没打开地图呢! 听完这句话↑你要懵了,这游戏的反直觉设计,就算给你免费体验到了。 - 地图那么核心,每走 1步就要点 2次,那肯定有快捷键吧?没有! 那事件后自动弹出呢?没有。直观高效的信息呈现呢?没有。 地图是个啥,一个既核心又糊弄,一拍脑袋的马虎东西。 - 哪怕没有自动整理吧,开局一键装包都不能有吗? 爆烂的仓库排序。物品锁定,售价小标,统统没有,朴素到不能再朴素。 放建筑不能缩放!放建筑1个 鼠标要动3次,右键就直接退出建造。爆逊! 巨难用的任务栏。没有快捷提交,出门还得背记物品。 一万个待修复bug。读档岔路bug、读档小背包物品丢失、托运物品复制… + 更新多年,游戏内容量爆炸丰富,创意工坊品类杂多, - 但优化体验的mod我竟是没看到。这怎么受得了的? 一整个平平无奇的回合制地牢类rouge体验,不同之处仅仅在背包管理。 没有永久数值成长,仅仅提供了图鉴收集作为持续游戏的动力。 家园系统的设计目的是开图鉴,任务系统的设计目的是开图鉴。 给人一种既大又空的感觉,总的来说,这就是Backpack Hero。
The story mode of the game is a bit ho hum and I can't say I was ever invested in it, and even the unlocking process of the various items was a bit bland, but I LOVE the gameplay, the weird combos, and most of the characters with their different play styles. Once you finish the game and start going through quick play and just messing around with builds, it's a lot more fun and less grindy, although it would have been great to have starter builds like the quests in quick play. There are some really fun workshop mods out there too. A lot of them are completely OP, but still quite fun, and keep me coming back to a couple of runs now and then, even at over 170 hours.
挺好玩的其实,毕竟是最早的背包玩法。背包乱斗也是借鉴了这个吧。可惜并没有太大的发展,后出的很多背包游戏已经远远超越了这个。
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 |
|---|---|---|---|---|
| $414.6K | 612 | 84% | $19.99 | |
| $320.1K | 685 | 86% | $14.99 | |
| $235.8K | 793 | 76% | $14.99 | |
| $49.6K | 489 | 55% | $4.99 | |
| $48.8K | 86 | 81% | $19.99 | |
| $25.1K | 93 | 91% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.4M | 6K | 87% | $19.99 | |
| $4.5M | 10.5K | 95% | $12.99 | |
| $4.5M | 17.2K | 97% | $9.99 | |
| $4.5M | 5.4K | 71% | $29.99 | |
| $4.4M | 4.4K | 81% | $29.99 | |
| $4.4M | 5.4K | 75% | $22.99 |