No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $40.7K — a different platform, not this one.
Boxville is 2-in-1: an animated film and a puzzle game. Boxville is an adventure puzzle game about speechless cans living in the city of boxes and drawing doodles on cardboards to tell the stories. Boxville is good for playing alone to dive into the atmosphere and challenge your brain with sophisticated logic puzzles and riddles, or playing with a friend or family to share unique audio-visual experiences and solve the puzzles together. Design The core idea of the game is that it’s not just a game - but also an animated film that you can watch and play at the same time. We designed Boxville’s gameplay with the purpose of taking away your anxiety and stress. You can explore and observe the world without rushing and pressure. The game is full of environmental quests and logical puzzles that we have carefully picked from among hundreds of options. Story Boxville is a city of boxes populated with old cans. They live quiet and happy lives with their everyday routines and habits. But one day, unexplained earthquakes disturbed their idyll... Blue Can (our hero) lost his best friend because of that. He started his search but it is not so easy to move through the city after earthquakes. He has to find a way to move forward, return the friend back home and discover the real reason for all those earthquakes. There are many adventures, new friends and it’s not only friends that are waiting for him on the way. He has to be curious, inventive, careful, and to help others, to reach his goal. What you can expect to see and hear in Boxville: - Hand-drawn graphics — all backgrounds and characters are carefully drawn by our artists. - Every animation and sound is created especially for each interaction. - Unique music track was created for every scene to accomplish the atmosphere of the game. - Tens of logical puzzles and mini-games are tightly incorporated into the story of the game. - There are no words in the game — all characters communicate via cartoony speechbubbles.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the App Store price pass of Sep 17: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best UA #85, worst RU #98 · 2 markets collected
Ratings
Each storefront's own ratings counter and average — separate, overlapping audiences, never added together.
14 of 15 markets; the rest gave no counter or aren't reached yet, not markets where nobody rated it.
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): 0.43/day in the week to Sep 5 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 8 → 0/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days App Store · Top Paid · Japan has just 11 day-to-day chart moves that followed a price cut, against 2,669 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Boxville is 2-in-1: an animated film and a puzzle game. Boxville is an adventure puzzle game about speechless cans living in the city of boxes and drawing doodles on cardboards to tell the stories. Boxville is good for playing alone to dive into the atmosphere and challenge your brain with sophisticated logic puzzles and riddles, or playing with a friend or family to share unique audio-visual experiences and solve the puzzles together. Design The core idea of the game is that it’s not just a game - but also an animated film that you can watch and play at the same time. We designed Boxville’s gameplay with the purpose of taking away your anxiety and stress. You can explore and observe the world without rushing and pressure. The game is full of environmental quests and logical puzzles that we have carefully picked from among hundreds of options. Story Boxville is a city of boxes populated with old cans. They live quiet and happy lives with their everyday routines and habits. But one day, unexplained earthquakes disturbed their idyll... Blue Can (our hero) lost his best friend because of that. He started his search but it is not so easy to move through the city after earthquakes. He has to find a way to move forward, return the friend back home and discover the real reason for all those earthquakes. There are many adventures, new friends and it’s not only friends that are waiting for him on the way. He has to be curious, inventive, careful, and to help others, to reach his goal. What you can expect to see and hear in Boxville: - Hand-drawn graphics — all backgrounds and characters are carefully drawn by our artists. - Every animation and sound is created especially for each interaction. - Unique music track was created for every scene to accomplish the atmosphere of the game. - Tens of logical puzzles and mini-games are tightly incorporated into the story of the game. - There are no words in the game — all characters communicate via cartoony speechbubbles.
Stats
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Sums Steam only; App Store, PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
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.
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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