
BIG BIA is a pixel art style dungeon adventure game with some rogue elements. Players can form different strategies, collect different cards and even build their own exclusive dungeons to challenge.
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 3 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.13/day in the week to Jul 21 → 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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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
被玩法和画风吸引,可惜是半成品,才半小时不到就遇到恶性bug,开新游戏后无法行进,不管重开几次都没用。浪费钱和时间。
bug一堆。我就不应该在2025年才来玩这个游戏的
这游戏的紫色道具是认真的吗?几乎每个都有负面效果,给的属性却不怎么样,和低级道具合出来的完全没法比,我就举个简单的例子,八本作业本和出来的是+40血和80%技能强度,而紫色道具便便是+5血和100%技能强度,但是开局会给八层中毒,作业本可以说是这游戏最基础的道具了。 多段攻击把蛇老三打入潜地状态后后续攻击把蛇老三打死会导致游戏卡死,我试了三次,三次都卡死,话说这游戏莫名奇妙的卡死是真的多,游戏的结算真的应该好好查一下,有时候音乐没问题,甚至场上的人物都能移动,就是卡死在某个结算上,导致不能攻击,有时候能退出重进,有时候退出的按钮都点不了,只能强行关游戏,导致本局游戏没办法继续,强关游戏没有中继存档,只能重头开始,这几天玩下来,卡死的情况已经有五六次了,作者真的该好好优化。 有些道具说明很模糊,有些道具说明根本就不显示,比如号令战争包里的羽扇
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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: Simplified Chinese
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
更新的都是什么垃圾
big是真的多,一枪把大蛇秒了就卡死,重启后还是一样
太无聊了,根本没什么留下玩家的玩法
Big Bia, developed by Pixel House Games and published by INDIECN, is a quirky and ambitious indie roguelite that combines pixel art charm with strategic, turn-based dungeon crawling and card-based mechanics. It’s a game that thrives on experimentation, constantly trying to blend multiple genres into a cohesive whole—part strategy, part deck-builder, part dungeon adventure, and part sandbox for creative tinkering. At its heart, Big Bia is about discovery, letting players dive into procedurally generated worlds filled with strange characters, odd humor, and unpredictable encounters. It doesn’t follow the conventional formulas of its genre, instead offering a free-form and sometimes chaotic approach that reflects the spirit of independent design. The first impression of Big Bia is defined by its playful art direction. The game embraces a voxel-pixel hybrid aesthetic that gives its environments a tactile sense of depth while retaining the nostalgic warmth of retro visuals. The dungeons are colorful and whimsical rather than oppressive, full of bizarre monsters and objects that feel more like the creations of an eccentric artist than the denizens of a typical roguelite. The tone leans toward the humorous and absurd, with quirky dialogue and item descriptions that don’t take themselves too seriously. Despite the low-fi presentation, there’s a charm to its handcrafted look, from the blocky heroes to the vividly chaotic enemy designs. The mix of old-school visuals with modern lighting effects and interface design creates a style that feels both familiar and fresh. Gameplay in Big Bia centers on turn-based combat and deck-building strategy layered within a roguelike framework. Each run begins with a team of characters who explore procedurally generated dungeons, uncovering loot, battling enemies, and gradually building a deck of cards that represent abilities, attacks, and items. Every decision matters: the choice of cards, the order of their use, and the timing of your attacks can mean the difference between survival and defeat. Combat is slow and deliberate, emphasizing careful planning and tactical foresight rather than reflexes. Between battles, you’ll manage resources, upgrade heroes, and make strategic choices about which cards to keep or discard. There’s an addictive rhythm to this loop of exploration, combat, and customization, with each run offering new combinations to experiment with. One of the most distinctive features of Big Bia is its dungeon-building system. Beyond simply delving into randomly generated labyrinths, players can construct their own dungeons to challenge others or test personal strategies. This creative mode gives the game a unique twist—turning players from explorers into architects. You can design layouts, place traps, and control the flow of enemies to create encounters that are as punishing or inventive as you wish. This element extends the game’s replayability considerably, providing an outlet for creativity and strategic experimentation. It also reinforces the game’s personality as something more open-ended than traditional roguelites, encouraging players to engage with its mechanics on multiple levels. However, Big Bia’s ambition can sometimes be its weakness. With so many systems at play—cards, heroes, dungeon design, procedural exploration—the balance isn’t always consistent. Some cards or strategies can feel overpowered, while others seem underdeveloped or situational. The procedural generation, while competent, can occasionally lead to uneven pacing, with some runs offering engaging variety and others feeling repetitive or aimless. The learning curve can also be steep at first, especially for players unfamiliar with deck-building mechanics, as the game does little hand-holding in explaining how its systems interconnect. It’s a title that rewards persistence and curiosity but can frustrate players looking for a smoother or more guided experience. Despite these imperfections, there’s something undeniably captivating about Big Bia’s sense of freedom. It captures the joy of experimentation that defines many great indie games, inviting players to find their own fun within its chaotic framework. Its combat system, though occasionally rough around the edges, delivers moments of genuine satisfaction when strategies click into place or when an unexpected card combo turns the tide of battle. The act of building and conquering dungeons gives the game a sandbox quality, turning what could have been a straightforward roguelite into something more dynamic and expressive. It’s the kind of game that feels alive with creativity, even if that creativity sometimes spills over into messiness. Technically, Big Bia performs well for an indie release. Load times are short, controls are responsive, and the interface is functional, if a bit cluttered at times. The soundtrack complements the action with upbeat, chiptune-inspired tracks that reinforce the game’s lighthearted energy. The writing, while not deeply narrative-driven, adds personality to the world, and the humor helps keep the tone balanced even during difficult runs. The developers clearly poured effort into creating a universe that doesn’t take itself too seriously, which makes it easy to forgive the occasional imbalance or bug. It’s an experience best approached with an experimental mindset rather than one of perfectionism. In the end, Big Bia is a fascinating and imperfect gem—an indie game that embraces creativity over convention. It may not have the polish or precision of larger titles in the roguelite genre, but it compensates with enthusiasm, originality, and replay value. Its mix of card-based combat, dungeon creation, and procedural exploration ensures that no two runs feel quite the same, even if the systems occasionally clash. For players who appreciate games that dare to be unconventional and who enjoy uncovering layers of mechanics through play, Big Bia offers a rewarding and distinctive experience. It’s messy, imaginative, and undeniably full of character—a true reflection of the indie spirit that values bold ideas over safe execution. Rating: 7/10
教程都能遇到bug;最近更新日期:2022年8月30日
Supposed to have english translation. It does not have that. This thing is Chinese I think. Not only that, it is super broken to the point, it is not possible to play this game. What the hell guys.
jeu a la base en anglais approximatif a ensuite était mis a jours sans aucune traduction (le jeu était vendu a ce moment la en langue anglaise inclus) le dev a donner sa parole sur la traduction a venir ,mais a discrètement retirer le support de la langue anglaise et a cessez de repondre a ce sujet. Depuis le jeu est au stade abandonner. Dommage c'etait rigolo et prometteur , je suis decu :(
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Players by region
Where this game's players are, estimated from review languages.
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