
Battle Ram - an experiment of scientists developed in a secret laboratory, a powerful creature against robots, who will win?
Modeled estimate, not a reported figure. How we estimate →
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.
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

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Battle Ram, developed and published by Runic Rise Games, is a fast-paced arcade-style action game that builds its entire identity around a strange but memorable concept: guiding a weaponized ram through waves of mechanical enemies in a relentless, reflex-driven battlefield. It doesn’t attempt to ground itself in realism or narrative depth, instead leaning fully into its absurd premise and focusing on pure gameplay intensity. The result is an experience that feels immediate and demanding, designed for players who enjoy mastering mechanics through repetition and precision. At its core, the game functions as a hybrid between a top-down shooter and a survival-based challenge, where movement and awareness are more important than raw firepower. Players must navigate tight arenas filled with enemies and projectiles, constantly adjusting position to avoid damage while finding openings to strike. The pacing is unforgiving, often requiring quick reactions and a strong understanding of enemy behavior. There is very little downtime, with each moment demanding attention, making the gameplay feel tense and continuous from start to finish. One of the defining features of Battle Ram is its reliance on a mouse-driven control system. Movement and targeting are closely tied to cursor positioning, creating a style of play that feels different from traditional keyboard-based action games. Initially, this can feel awkward, as the lack of familiar controls forces players to rethink how they approach movement and combat. However, with time, the system reveals a level of responsiveness that supports the game’s fast-paced nature. Mastery of this control scheme becomes a key part of the experience, as precision and fluidity are essential for surviving increasingly chaotic encounters. The structure of the game is built around short, intense levels that escalate in difficulty. Each stage introduces new enemy patterns and environmental challenges, requiring players to adapt quickly or face immediate failure. The design encourages repeated attempts, with progress tied more to player skill than to unlockable upgrades or progression systems. This creates a sense of accomplishment when overcoming difficult sections, as success feels earned through improvement rather than external advantages. Visually, the game adopts a bright and stylized presentation that contrasts with its demanding gameplay. Environments are relatively simple, but they are designed with clarity in mind, ensuring that enemy movements and projectile patterns remain easy to read even during chaotic moments. This emphasis on readability is crucial, as it allows players to focus on decision-making without being overwhelmed by visual clutter. The audio design complements this with energetic music and sharp sound effects that reinforce the pace and intensity of each encounter. Despite its strengths, the game’s narrow focus also limits its long-term appeal. The core mechanics remain largely unchanged throughout, and while new enemy types add some variation, they do not fundamentally alter how the game is played. As a result, extended sessions can begin to feel repetitive, particularly for players who prefer experiences with evolving systems or deeper layers of strategy. The absence of a strong progression framework or narrative context further contributes to this sense of limitation. There is also a noticeable divide in how players may perceive the game’s scope. While its simplicity is part of its design, some may find that it lacks the content or variety expected from a more expansive title. It feels intentionally compact, offering a focused experience rather than a broad one, which can be both a strength and a drawback depending on expectations. Ultimately, Battle Ram is a game that succeeds by committing fully to its core idea. It delivers a tight, skill-based experience that rewards precision, patience, and persistence, offering moments of genuine satisfaction for those willing to engage with its demanding mechanics. At the same time, its limited variety and reliance on repetition mean that it is best suited for players who enjoy short bursts of intense gameplay rather than long, evolving sessions. In the end, it stands as a distinctive but niche entry in the arcade action space—memorable for its concept and execution, even if it doesn’t extend far beyond its central premise. Rating: 7/10
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Languages: English*, Russian*, French*, German*, Traditional Chinese*, Simplified Chinese*, Korean*, Polish*, Japanese*, Italian*, Spanish - Spain*, Arabic* +91 more
Hours played at review time, across 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
es increible, no obstante, para lo que ofrece el juego, yo no volveria a pagar el juego
This game has it's charm. But it feels like it was made as part of a competition to create a game within X amount of hours and never developed beyond that before wacking a price tag on and putting it on the store. The menu is basic, the controls are buggy and it's lacking really simple features that would elevate the game past a free online game you'd play in school. If it's on sale for £1 and you're bored it might entertain you for 30 minutes. If anyone ever actually paid full price, I feel bad for them.
почти 6 часов времени 5 сигарет и 2 таблетки магния
pek benlik bir oyun değil her şey çok basit tutulmuş sadece koleksiyon kartı için indirimde alınabilir.
Максимально муторный геймплей, да и усиление противников через увеличение их ХП ухудшает эту муторность Я только что посмотрел на цену игры, ну я думаю не надо говорить, что игра на уровне браузерных игр и стоит не больше 5$
Очень прикольная игра, но как по мне не хватает добавить полоски времени или хп в зависимости от типа уровня. В остальном очень прикольно. И очень миленьки баран.
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一言以蔽之,赛博增压药,玩起来让人红温。游戏的核心机制有很大问题。 问题的根源是攻击获得的风险远大于收益。主角只有一点生命,一但受伤就是死,就得重开这一关。而且主角不能超出圆圈,超出就会死。攻击的后摇和惯性极大,击中敌人后会反弹并产生僵直,如果在这期间被敌人子弹击中就死;如果未击中,恐怕就直接冲出圈外暴毙,或者因为惯性撞上子弹暴毙。如果尝试快速按左键多次攻击,反弹力度还会越来越大,甚至能直接把主角弹出圈外而死。 面对敌人密集的弹幕,也无法做到类似飞行射击游戏那样擦弹,因为敌人的子弹射出后,过一段时间会落地炸开,产生范围伤害。如果尝试擦弹很容易被落地的爆炸炸到。 攻击的风险如此之大,那么所获得的收益呢?只要稍微往后打几关,就可以感受到极致的数值(指敌人血量)。在敌人那堪称疯狂的血量面前,每次攻击造成的伤害不值一提。这使得每一次攻击都是一场高风险低收益的豪赌,而且就算你赌赢了这次,还得赌上不知道多少次才能过这一关,达到存档点。而到了下一关,也不会有几种新敌人,只有血量极大加强的换皮旧敌人。 但是玩家又不得不主动发起攻击,毕竟敌人不会自己死掉。虽然敌人之间有友军伤害,但这在敌人那厚实的血量面前可以说不痛不痒。 一个好的游戏应当在给玩家设置困难的障碍后,还有给予玩家翻过障碍的工具。而对于这个游戏其实有办法在一定程度上修复玩家的体验。从最简单的修改数值,比如增加玩家血量、削弱敌人血量来提高容错率。到更复杂的设计机制。比如把主角出圈后的即死改为僵直一段时间。比如快速多次连续攻击同一敌人,反弹力度越来越大的同时造成的伤害也相对越来越高,把连续攻击的风险和收益相对等。比如把敌人之间的友军伤害变高,给玩家不攻击的选择。 如果说后面关卡的新敌人都是单纯增加生命数值的换皮,那作者对于机制的创新只会把人创死,还不如不创。后期关卡的黄色隐形敌人能把人恶心死。这种敌人射击一大串子弹,之后马上就隐形再移动,然后显性开始下一次循环。这之间留给玩家的的输出窗口时间极短。然而拥有这样恶心机制的敌人不仅有机制,还有数值,血量也是异常的厚。当然,你也可以说跟其他敌人一样(厚)。在刚开始的时候,它还是在显形时射击,隐形时移动。但过一段时间后,行动的规律就开始慢慢向隐形时射击,显形时移动来变化。有时就会出现它隐形移动到主角脸上,贴脸射击炸死你。如果出现多个这种隐形敌人,有时候它们的射击节奏会从一开始的一齐射击,慢慢变成交替射击。这种情况别提有多恶心人了。 最后值得一提的就是那个紧挨着开始键的删档键,还没有删档确认,只能说是生怕玩家按不到。 其他的问题,比如只能选择完全没有声音和有声音,没有音效和背景音乐音量的分开设置;steam商店页面显示完全支持控制器,实际上完全用不了手柄。这两个问题跟游戏底层逻辑上的问题一比简直不值一提。 最后,这游戏的原价竟然是108块人民币?虽然估计没有人会原价买,可能都是在-95%时花几块钱买的,但即使以几块钱价格的标准来看,这游戏也是给人带来的恼火远大于带来的愉快的。
Joguinho minúsculo de tamanho, e parece ser divertido, mas não é. É extremamente repetitivo, e nem a música ajuda. Pra piorar, se você desligar a música, você também desliga o som, não há uma opção só de desligar ou controlar a música. Não recomendo pagar qualquer valor acima de R$ 2,00.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| $1K | 13 | 100% | $2.99 |
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| $2.2M | 4.5K | 80% | $24.99 | |
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