
Brotato is a top-down arena shooter roguelite where you play a potato wielding up to 6 weapons at a time to fight off hordes of aliens. Choose from a variety of traits and items to create unique builds and survive until help arrives.
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.
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.
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): 30.71/day in the week to Sep 4 → 38.14/day in the week after.
About

A spaceship from Potato World crashes onto an alien planet. The sole survivor: Brotato, the only potato capable of handling 6 weapons at the same time. Waiting to be rescued by his mates, Brotato must survive in this hostile environment.
Auto-firing weapons by default with a manual aiming option
Fast runs (under 30 minutes)
Dozens of characters available to customize your runs (one-handed, crazy, lucky, mage and many more)
Hundreds of items and weapons to choose from (flamethrowers, SMGs, rocket launchers or sticks and stones)
Local Co-Op for up to 4 players
Survive waves lasting 20 to 90 seconds each and kill off as many aliens as you can during that time
Collect materials to gain experience and get items from the shop between waves of enemies
Accessibility options: tweak the health, damage and speed of enemies so the difficulty is right for you
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−40% | 118.9Kreviews | 96% | — | $9.9M |
| $4.99 | 5.9Kratings | 88% | — | 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 2460 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
你这噩梦模式是给人玩的?只能说能玩的下去的人只能干什么都会成功的,反正我先卸载了。不过除了噩梦模式其他内容还是可以给好评的
"Don't fix things that arent broken" is a pretty good description of the current state of the game. The newest difficulty setting is a huge mess where store RNG between waves matters much more than actual skill and essentially renders anything but glass cannon builds useless. Sure you can play on lower difficultly settings or tweak things in the game settings yourself. But thats really only an excuse for the mode not being properly balanced to begin with. Great core gameplay with a now very messy unbalanced Endgame.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 40.57/day in the week to Jul 23 → 42.71/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Italian +1 more
| $4.99 |
| 43ratings |
| 98% |
| — |
| 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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
太几把好晚晚了
好玩,选的医生叠生命再生然后狗运抽到了再生药水,和蛾医生,直接硬抗过BOSS,血条比心电图还好看
Кто балансил nightmare ты чё говна поел, на некоторых персах игра превращается чисто в казино в надежде что магазин нароллится нормальный
sick game, worth the money
建议取消噩梦的交叉弹幕,削弱角盔喷吐怪,这两个让近战角色很难打地狱。土豆兄弟大部分角色难在中期,但是上面说的弹幕让中期输出不足的角色以及近战角色难度指数级增长(需要走位),确实破坏游戏平衡。交叉弹幕sl一下到别的弹幕明显会好打很多,角盔喷吐怪处理不了一个,后面直接会恶性循环。所以我认为这真是纯粹的粪怪和粪机制,就是恶心人的。
[h3] 点开游戏,立马穿越到6小时后的未来 [/h3] 先上车,后补票。在ps5上玩了得有30多个小时,终于在steam补上票啦~ 标题源自和朋友的聊天。某天深夜,朋友发消息问我在干嘛,我说在打土豆兄弟,我反问她怎么这么晚没睡,她说她睡不着在刷短视频,不知不觉就凌晨1点多了。[b] 凌晨1点了?我记得我是吃完晚饭开始玩的,那时才7点多啊。 [/b]土豆兄弟,一款好会偷时间的游戏。像极了我朋友爱刷的短视频,明明一局只有几十秒,不知不觉几个小时过去了。但是好玩,真好玩。 [h3] 人一旦沾上rouge,偏见就消失了 [/h3] 我的友圈里,只有极少的朋友在玩肉鸽。之前了解到肉鸽还是因为哈迪斯2(什么时候降价!我要补票!!),后来是某次机缘巧合认识了一位爱玩rouge游戏的朋友,我问他为什么喜欢玩rouge,他回答:[b] 肉鸽的随机性让人很着迷。 [/b] 我不大能理解肉鸽的随机性,那个时候rouge在我眼里就是那种有点[strike] 粗制滥造[/strike]的小游戏(rouge对不起)。画风潦草,操作简单,我不喜欢。 虽然很不想承认自己存在游戏画风的鄙视链,但确实因为画风的关系让我错过了《土豆兄弟》、《鹅鸭杀》和《空洞骑士》这样的好游戏。不过还好,因为有喜欢玩这几个游戏的朋友在,我愿意去了解和接触,然后发现自己一接触后,也停不下来。 有人告诉过我:[b] 接受和拒绝的前提都是了解。 [/b]我第一次听到这句话的时候,以为对方是在大秀自己的优越感,是在说我以偏概全,指责我懂得东西太少了;而此刻,我终于明白了这句话的意思,你不了解一样事物当然很容易从表面给TA贴标签,这个标签一旦是负面的,你可能就再也不会去接触了,错过一段体验。 写到这里我突然想起来,很久以前朋友给我推过《以撒》这个游戏,当时她坐在电脑面前打的眉飞色舞,我瞄了一眼她的屏幕,看不懂,继续看自己的剧了。现在想想如果当时能多问几句,了解一下,不仅是游戏,也许那天晚上我们还会有一场令人愉快的对话。又是如果当时。(记得见面的时候提一嘴游戏!) [h3] 好会显化的一个多人小游戏 [/h3] 我最开始玩土豆兄弟是和我小侄儿一起的。跟他打《我的世界地下城》打的头昏脑胀,精神压力过于巨大,于是就点开了这个看起来不那么累人的小游戏。后来发现土豆兄弟也累人,不过打的很爽。 我俩一开始都拿全能者,他近战,我远程。他买了六把一模一样的拳头,买到、合成、再买、再合成;我买了六把完全不一样的枪械。我其实挺纳闷,明明商店的武器和道具都是随机的,为什么小侄儿总能买到自己想要的拳头,我总能买到自己想要的枪?道具也是,我想买构建物,商店就能出构建物;小侄儿想买宠物,就能出宠物。 直到我看了一篇攻略贴,才明白。小商店的道具和武器,会根据我们的历史购买记录来刷新。你买的拳头越多,后续出现拳头的概率就越大;而我喜欢枪械,我的每一次购买枪械的记录后来都会记录下来,然后拉高枪械出现在我商店页面的概率。[b] 我现在的购买行为影响了后续购买物品出现的概率。 [/b] 小小的土豆兄弟竟然告诉了我如此巨大的一个[b] 显化技巧 [/b]——[spoiler] 你想要什么,就先做和TA相关的事情和选择,你每多做一次就增加TA出现/实现的概率。 [/spoiler] [h3] 还是要有一点互动,和压力 [/h3] 有天晚上我妹拉着我一起玩土豆兄弟,打级别3。在此之前我停留在级别1、2,我觉得级别3好难,一直不想尝试。在我妹的带领下,我们打过了级别三、级别四,特别轻松。轻松到,有点无聊了。不管我们玩什么角色,怪物总是一碰到我们就挂掉,很没有游戏体验。(这个阶段我酷爱公牛,撞怪真的太爽了) 后来我哥过来一看,发现不晓得是哪个小孩调整了游戏里的数值。怪物伤害、血量,调整为了25%。我和我妹感叹,怪不得,那么容易。数值调回100%,级别四、我哥加入战斗。打了俩小时,停在12波。 当游戏难度一上来,我们仨立刻进入了“战斗”的状态——我和我妹从躺椅上坐起来,坐直,盯着每一次升级和购买武器,讨论应该买什么,什么不要买;我哥开始布置战术,谁在哪一块区域,哪块区域有瓜,谁的血量少需要支援。我们的武器栏、道具栏的每个购买,都经过了严密的讨论。 之前我们坐在一起都是聊生活、聊八卦,这种为了同一个目标“一起奋斗”的感觉,我已经太久没有感受到了。就像回到了小时候,一起玩4399、7k7k和大富翁的岁月。很有趣! 这就是我喜欢游戏的理由,这种跳脱生活的、深层次的互动。感谢游戏,希望一直有好游戏~ [h3] 最后的一点碎碎念 [/h3] 我总是习惯性的在每篇测评的结尾写一下我的近况,感觉我玩的每个游戏都像是我生活的一个阶段,看着游戏测评,也就能让我想起玩游戏那段时间的生活。 当你看到这篇测评的时候,我已经度过了3个月的GAP期。陪小侄儿过了小半个暑假,给特别要好的朋友过了生日(线下版!),和爸妈相处更了解了他们一点,和亲友见面吃饭聊天,写了不知道多少篇文章和小说,进了一趟医院,分手了。总之就是,非常的丰盛。 现在呢我已经回到了北京,开始我的新工作和新生活啦。非常感谢这段时间所有家人、朋友的陪伴。希望大家都能好好的,快快乐乐,继续认真的过每天的生活~
There are better Survivorclones/Bullet Heavens out there. This one is just primitive and very confusing.
Игра крута и проста, чисто расслабиться
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.
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