
Battle royale simulator lets you simulate and control a battle royale game. You can choose the amount of player (like 600 at max), game speed, air drops, where the storm will close and just some really cool things
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 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.
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Не ждите ничего от Battle royale simulator и тогда не разочаруетесь. AI глупый, механика сломана в общем в ней нет ровным счетом ничего.
Bad Game, Badly Optimized, bad AI, only 1 Map, few to none settings and the Interface.... and just not worth the even affordable money he wants.
Seems like a very very very very very very nice idea. I say: yes. When release on GOG? (but the computer little man does not attack eachother sometimes. and only there is 1 map) Rating: 2,5/5
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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**languages with full audio support
Hours played at review time, across 34 reviews with recorded playtime.
It's more asset flip garbage from copy+paste merchants, WhackAKey. This one is supposed to be some kind of battle royale simulator, whatever that is, but it doesn't work and just sort of crashes at a menu that lets you restart or quit, or turn off the sound (which is as bad as the other asset store assets they flipped when "making" this garbage). Because this doesn't work, and because it's asset flip garbage, I can't recommend it.
very good game with a couple bugs like people getting stuck on roofs but either than that pretty good
No sé cómo empezar a mencionar toda la decepción que me ha causado este juego. Desde que lo vi en la tienda, quise comprarlo porque me gustaba la idea de "¡OH! PUEDO SER EL DIOS DE MI PROPIO BR, PON ER SUPPLIES DONDE SE ME DE LA GANA, ACORTAR LA ZONA DONDE SE ME PLASCA Y LANZAR ZONA DE MISILES. QUE GRAN JUEGO". Estaba hypeado con todo lo que vi y creí poder hacer con este simulador.... pero lo que me lleve fue un simulador en donde los monigotes se quedan atorados en la punta de una casa, donde ni se ven ni se tocan y uno murió de repente sin mostrar tanta acción, se les pica los huevos de ir a la zona segura, etc. Lo peor de todo fue la optimización, con una 1060, 12 gb de ram y una ryzen 2600 el juego tenía unos drops fatales de fps que jodia al momento de lanzar a los monigotes. Reembolse el juego y no pienso más comprarlo, por más que lo mejores si es que llegan a hacerlo.
This chill, casual game has a ton of potential, but it's still early. Please fix the camera and make it free-roam. This simple fix will make the experience so much more enjoyable. Then, focus on customizing of the maps & environments.
吃鸡模拟器,并没啥玩头
its fun but is laggy sometimes
Battle royale simulator takes the familiar last-person-standing formula and turns it into a compact spectator-focused simulation rather than a conventional battle royale shooter. Instead of controlling a single fighter and personally hunting opponents, the player oversees a battlefield populated by large numbers of AI-controlled participants. Developed by WhackAKey Games and published by Conglomerate 5, it is built around experimentation, observation, and manipulating the conditions of a simulated match. The concept is simple, but its unusual perspective gives it an identity that separates it from more traditional games using the battle royale format. The main attraction is the ability to create battles involving as many as 600 simulated participants. Seeing such a large population gradually reduced to a handful of survivors creates the kind of unpredictable spectacle that defines the experience. Since the combatants largely handle themselves, the player's enjoyment comes from observing their behavior and influencing the circumstances surrounding the match. Some encounters end quickly, while other participants survive long enough to create interesting final confrontations. The enormous player count is particularly entertaining when characters are forced into increasingly confined areas. Players are not completely passive spectators. Several variables can be manipulated to change how a simulation unfolds. Game speed can be adjusted, allowing slower observation or rapid progression through quieter portions of a match. The storm can also be influenced, making it possible to determine where the safe area contracts and consequently push surviving combatants toward particular parts of the map. Air drops provide another way to alter the battlefield by creating valuable locations that can attract participants and encourage additional confrontations. These mechanics provide some control without transforming the game into a full strategy experience. This indirect approach is both the game's greatest strength and its most significant limitation. It can be surprisingly entertaining to set up a scenario and simply see what happens, especially when hundreds of independent characters are involved. There is a certain god-game quality to changing environmental conditions and watching the simulated population react. However, players expecting detailed army management, sophisticated tactical commands, character progression, or an extensive strategic layer may find the available interaction comparatively shallow. The game is more effective as a simulation sandbox than as a conventional strategy title. Visually, the presentation favors practicality over elaborate detail. The overhead perspective helps communicate what is happening across the battlefield and suits the player's role as an observer. With potentially hundreds of characters active simultaneously, readability and performance are naturally more important than intricate individual character detail. The violence and gore contribute to the chaotic nature of the battles, although the overall presentation feels more like watching a large automated combat experiment than participating in a serious military confrontation. Replay value depends heavily on how much enjoyment the player gets from experimentation. Changing storm behavior, air-drop placement, simulation speed, and other conditions can produce different outcomes, but the fundamental activity remains largely unchanged. There is no elaborate narrative carrying the experience forward, nor is there the same sense of personal mechanical improvement found in competitive shooters. Once the initial fascination of watching hundreds of AI fighters battle begins to fade, the relatively limited range of systems can make subsequent matches feel repetitive. Short sessions therefore suit the game particularly well. On Steam Deck, Battle royale simulator does not have a confirmed official Valve compatibility rating that guarantees a fully Verified or Playable experience. It should therefore be treated as unverified for Steam Deck use. Because the game was primarily designed around Windows PC controls and operation, players attempting to run it on Deck may encounter control, interface, performance, or Proton-related considerations. The large AI population could also make performance more demanding during especially busy simulations, so Steam Deck owners should not assume completely seamless handheld operation. Ultimately, Battle royale simulator works best as an inexpensive-feeling experimental sandbox concept rather than a deep battle royale or strategy game. Its ability to populate a match with hundreds of AI-controlled participants creates amusing moments of chaos, and the player's capacity to manipulate environmental conditions adds enough interaction to prevent the experience from being entirely passive. At the same time, limited mechanical depth and repetition make it difficult to recommend to anyone looking for a substantial long-term strategy experience. Players fascinated by automated battles, large-scale AI simulations, and unpredictable sandbox scenarios are the audience most likely to appreciate what it offers. Rating: 5/10
Players by region
Where this game's players are, estimated from review languages.
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