
Day of the Shell is a “one-click, one-turn” tactical rogue-lite. In a shattered and flooded world, travel from island to island with only hope and a revolver, challenging and appeasing the gods.
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.
About
Day of the Shell is a fast-paced tactical roguelite, where each turn is played in a single click.
The gods have brought down their wrath on humanity, and only a few remote islands remain. A lonely monster huntress has risen to challenge and appease the gods, traveling through what's left of the world.
One Click, One Turn: Tactical choices are made with a single click, making gameplay simple and dynamic while maintaining strategic depth.
Explore the Islands: Survive against monsters and collect treasures on each island to open its portal. Will you be able to reach the heart of the Islands and destroy the Shell?
Shape Your Destiny: Combine the powers of the many Warden's blessings to fight your enemies. Different variations and combinations will allow you to create a unique playstyle for each game.
Death is Part of the Adventure: With each death, you return to your home island, where you can permanently upgrade or consider your strategy for the next day.

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; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 414reviews | 69% | — | $187.8K |
| $14.99 | 354ratings | 73% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Probé la demo de este juego, y al final lo pillé de rebajas. Es un juego disfrutable tipo XCOM pero sin ser exigente. Perfecto para jugar si no quieres demasiados retos. El aporte roguelite también hace posible su repetibilidad sin cansarte rápido de él. Lo único que puedo reseñar negativamente es que la historia es muy simple y el desarrollo algo escueto para mi gusto. Disfrutaría de un Lore más desarrollado como el pasado de los campeones de los dioses, o las historias de los mapas que recorremos.
1個小時前都還算好玩,但是摸出武器的最佳組合後,就沒什麼好玩了,因為其他組合你都過不了,工作室看起來也跑路了,所以更不推了。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 24 → 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 2,402 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, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $7.49−50% |
| 35ratings |
| 58% |
| — |
| not modelled |
| $14.99 | 9ratings | 66% | — | not modelled |
| $7.49−50% | — | — | — | not modelled |
| $14.99 | — | — | — | 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 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's tricky, and you gotta do a decent number of runs to get the baseline to beat the first boss (and even that requires some luck on the draw), but the game is very fun while offering interesting tactical situations. Do you take the shot even if you risk a low odds hit? Do you run for perfect cover or do you take a risk but move towards a goal? The destructible environment also means you are always in flux. You never know when your secure position will suddenly be a lot less secure. It does aggravate me that certain encounters can become just running nonstop or taking damage, and unless you have the right Boons, that can just be infinite until you die. And considering how few boons you get in that starter run, you might just not have them when you hit the first boss. But that's also kinda the nature of the game.
The game is great, the mechanics, the probabilities (whether you hit a shot or not, it makes it feel like risk and reward in some cases), but I feel the difficulty is too high, and when you reach the first boss you often arrive with few skills or upgrades, the first boss becomes a wall that prevents you from advancing (and I understand the reason that it's a boss, that it doesn't have to be easy, but the difficulty takes a huge turn), and it puts you at a great disadvantage for the following reasons: it's a field full of enemies, plus the boss has a lot of health, and the boss gives the minions a shield in one turn, which makes the fight long, and you have an 80% chance of losing. Besides the fact that there comes a point in the boss fight where you have no way to protect yourself because the environment is destroyed, leaving you exposed and sometimes taking unfair damage, something that would be great is creating different attack patterns or the same boss with different sets of attacks, so it doesn't become repetitive. I don't know much about programming and that kind of thing, but fixing that boss would greatly improve the ability to continue. I've sometimes quit the game because reaching that boss without certain skills or passive abilities that are good for fighting it, and having some that don't benefit me, makes reaching it feel unfair (do you understand?). Another thing, when you reach the second level or world, the enemies start having a lot of health and appear in droves, multiplying the difficulty. I feel it would be great to add more actions or possibilities to be able to face it, since the enemies have a lot of health and the player has little, and that's just talking about the initial part. Because perhaps later in the game this will become easier by unlocking passive or active abilities, but it gets somewhat tedious... This is my opinion, and perhaps it won't be taken into account or will be overlooked. Your game is very good, it has many things going for it, but it becomes somewhat repetitive with these issues, which are more about adjusting the difficulty and polishing certain aspects. I hope this feedback is helpful. Thank you very much for your attention.
Je ne sais pas si c'est que le jeu est devenu plus dur au fil des mises à jours, mais j'ai commencé il y a peu, et j'ai plus tôt bien aimé. Il m'a fallu environs 10/15h pour finir le jeu, j'ai trouvé le jeu parfois injuste et frustrant (l'impression que le nombre et les % des ennemis est parfois ridicule et déséquilibré, quand je rate mon seul shoot à 70/90%, quand je peux tirer sur les 3/4 tours que je passe à esquiver les nombreux monstres, et que je m'en prends 3 à 10/15% dans le même niveau,...). C'est vrai que c'est dommage qu'on finisse par ne jouer qu'avec une ou deux armes (et qu'on doive les tirer aléatoirement + bénédiction), car les autres valent pas trop le coup, que devoir farmer les runes/orbes c'est assez redondant, et que le jeu n'a pas une énorme rejouabilité. Mais pour une petite équipe de production et pour le prix, ça reste un jeu sympa.
Excelente juego
Tried to insist as much as I could but in the end a nice gameplay is plagued by terrible progression systems, poor variety of weapons and metaupgrades and repetitive enemies. I hate feeling like the game does not give you at least a chance to win it early on despite how good you play. In roguelikes you have to at least "trick" the player making them think they can beat the entire game with almost no upgrades. This is not the case here. At the beginning of the game you are so ridiculously weak that reaching the first boss is itself an achievement. But then you think "oh, but this is normal for a roguelike is it not, Remy?". Not when you get peanuts for metaprogression. You do not feel like you are actually progressing in this game. It feels simply like you are going for one more blue crystal farming session and thats it. Oh and may I add you are restricted to like 4 weapons the entire game? 4 guns man. I know Americans with more guns stored in their bathroom than that. I must admit that the gameplay is nice and the visuals are cute but at the end of the day there is just much better stuff out there for you to invest your money. I commend the effort for trying to make a XCOMlike Roguelike but this definitely needed more timem on Early Access. Maybe try it for yourselves on a huuuuge sale (cannot stress enough how huge it should be) but after more than 7 hours I saw enough to know this is definitely not for me.
good mechanics, I'm enjoying it. The enemy difficulty jumps are a bit steep
Jeu au tour par tour innovant, fait par des gens passionnés. Le level design est vraiment top !
Почему после получения кинжала у меня отобрали ружье!? Игра хорошая, но я лишился любимого оружия
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.
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