
Gun-jump your way through a buzzing world full of quirky monsters, tricky puzzles, and outlandish bosses in this fast-paced, lighthearted Metroidvania.
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): 23.14/day in the week to Jul 30 → 4.71/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.
About
Dewdrop Dynasty is a fast-paced, gun-jumping Metroidvania with a unique, retro-inspired pixel art style.

Shoot, jump, and explore your way through the world of Dewdrop—a interconnected land filled with hidden secrets, diverse biomes, strange monsters, and even stranger inhabitants.
With so much to discover, bosses to face, and puzzles to solve, Dewdrop Dynasty bursts with charm, challenge, and fast-paced fun. The world of Dewdrop won’t explore itself—so what are you waiting for?

Harness your inner gunslinger with gun-jumping, pistol-whipping action
Collect and redeem tickets for fun prizes from vending machines
Unlock and wield unique items and strange abilities
Wear a variety of silly, stylish, and occasionally useful hats
Enjoy a colorful pixel art style bursting with personality
Mark up your map as you explore the world of Dewdrop
Face off against bosses and wacky enemies using items collected along the way
Explore a lighthearted world full of charm, humor, and quirky characters
Plus, an original soundtrack composed by the talented Peter Reid Jones

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 228 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]TL;DR:[/b] [b]I recommend this game, with a bit of an asterisk.[/b] The game has a lot of issues. Some of them are minor bugs and unpolished edges, while others are more fundamental. Exploration isn't consistently satisfying, obtainable abilities leave much to be desired, and the short runtime (6 hours in my case) can leave you wanting more, even with the decreased price from launch. However, there are strong points. The game looks gorgeous, the game feel is solid, the characters and dialogue are charming, and combat is (mostly) fun, and the music is a vibe. For all of my complaints, I enjoyed my time with the game. I'm not fully sure if it's worth its asking price or not, but it'd feel wrong to say I flat out don't recommend the game. [b]Traversal & Exploration:[/b] Moving around as Poe feels great. Jumping and running feel good, and the midair gunhop Poe has access to makes even early-game traversal a lot of fun. This only gets better as you acquire more traversal abilities. My only complaint is that the dodge roll you start with feels quite slow, so it can get overshadowed even as a precision dodging tool once you get other abilities (namely the [spoiler]dash[/spoiler]). I would love if it traveled the same distance but covered that distance faster. While micro-level platforming feels satisfying, macro-level exploration feels lacking. Many of the nooks and crannies in each room lead to dead ends, and the ones that aren't only offer chests with low-reward tickets. I would've liked to see more weapon mods—which you can equip in a grid to modify your weapon—appear in chests rather than in shops. Another big issue is that rooms fill entirely on the map when you enter them. This not only gives away the structure and exits of a room the moment you get in, but it also makes it hard to tell what parts of a room you haven't been to yet. Some of the worlds, particularly the ones containing dewdrops, follow a very similar formula: go down the main path, run into a gate, go down the secondary path to acquire a key (or keys), unlock the gate, continue down the main path, get the dewdrop, and backtrack to the nearest fast travel point. There were a couple of worthwhile side paths that stood out to me (e.g., [spoiler]Longford's house[/spoiler]), but most felt underbaked. Lastly, this game is [i]short[/i]. It took me 6 hours to beat the game, and that's with fumbling around at the beginning because I couldn't find the first ability. There [i]is[/i] more to do for 100% completion, but I honestly didn't feel compelled to go for it (it's just grinding currency for shop items and finding collectible, often unhidden "fitterflies" strewn around the map). But I will note that despite these complaints, I did mostly enjoy my time wandering through Underland. Even if the world layout and composition was a bit boring, traversing that world as Poe was enjoyable enough that I still had fun. [b]Visuals & Audio:[/b] Aesthetics are easily one of Dewdrop Dynasty's biggest strengths. The pixel art is super charming, the animations are great, and much of the UI looks super clean. I especially appreciate the different hats Poe can wear and the effort that must've gone into animating them for all of Poe's different movements. The mixels—different pixel sizes—can be a bit much at times (e.g., explosions having massive pixels), but the game looks amazing in spite of that. The different regions of Underland look particularly gorgeous. While the concepts of most biomes are pretty basic (your typical [spoiler]jungle[/spoiler] area, [spoiler]lava[/spoiler] area, [spoiler]snow[/spoiler] area, etc.) the bright, saturated colors give each one a lot of character and distinguish them a lot. On audio, the music slaps and the sound effects are juicy. Not much more to say here. [b]Abilities:[/b] Being a metroidvania, Dewdrop Dynasty of course has obtainable abilities. Some of them are passive upgrades that you can use all the time. Others are items that must be equipped to be used. You can only equip two such items at a time, so you'll often have to go into your inventory to swap stuff out if you want to use certain abilities. The abilities are one of the game's major weakpoints imo. Some of them, particularly the traversal ones, are super satisfying to use and have plenty of utility. Others, however, only serve as keys used in a small few areas—sometimes even just one region (looking at you [spoiler]time-stopping clock[/spoiler])—throughout the world. There's also a lot of overlap between most of the traversal abilities, so each new one you get sometimes means using the ones you got before a lot less. Many abilities felt like they could've been more useful with some tweaks (e.g., [spoiler]dynamite being easier to aim with less fuse time, flamethrower dealing a more powerful burn effect[/spoiler]), but they're left underbaked. I also didn't care for the equipping system. Since many of the equipables are just keys, I'd just keep the same two in my inventory and briefly swap one out whenever I came across a "YOU MUST HAVE THIS ABILITY TO PASS" gate. [b]Story & Dialogue:[/b] The story is pretty simple, but that's not a bad thing. I do think there was space to flesh out the lore a bit more, and I found the writing at the end uncompelling ([spoiler]loved the concept behind the twist for the final boss, but found the dialogue iffy and would've liked a bit more beyond "mwahaha we want our power back and we're the truuuuuue eeeeeeeevillllllllll 'NOW DIE'"[/spoiler]), but for the most part it serves its purpose well in giving some context to the world and making us care about Poe. The characters you meet throughout the game are lovely, both in design and in dialogue. It's all very silly and lighthearted, and I love it for that. I also love Poe's little animations that he uses to talk (his "no" head shakes are always so well timed). [b]Combat & Bosses:[/b] Combat is a bit mixed, but overall my opinions lean positive. Poe's gun feels great to use. You can shoot it in four directions, which means that while you can't shoot diagonally, you [i]can[/i] move horizontally while shooting up or down. It's a very satisfying system that works especially well with the gun's platforming uses. My main complaint with combat is that enemies have a lot of health, and you never really that much more damage. I spent the whole game waiting for some new gun to replace the B33 revolver, but it never came. In lieu of better guns, the game has mods you can use to upgrade your gun. These mods are fun and really let you make your gun your own, but in my playthrough enemies still felt like tanks through to the final boss. Some enemies have even more health on top of the high amount of health every enemy gets and ALSO are a pain to fight, so I just tended to ignore those. The [spoiler]legally distinct kameks[/spoiler] did not need that much health. Bosses are generally pretty good! The concepts are all nice, and they're mostly fun to learn. There was only one I thought genuinely negatively of: [spoiler]the legally distinct thwomp I forgot the name of, which (A) makes you wait ages to attack it and (B) can be cheesed by just sitting at the edge of the room[/spoiler]. There are also a few attacks on individual bosses that I feel need tweaks, particularly on the final boss. [b]Conclusion:[/b] As mentioned in the TL;DR, the game's a mixed bag. Enjoyed playing it enough for me to not [i]not[/i] recommend the game, but too many complaints for me to recommend it confidently. If you have reservations, consider grabbing this later (once more bugs have been fixed, QoL features added, etc.) and/or at a discount.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 228 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've waited 6 years for this to come out. Watched all the devlogs since the first video came out. It was so worth it. Thank you Goodgis and the Firth Team for this masterpiece.
the game is good but In it's current state there are way too many softlocks that make it difficult to complete the game. also the wall jump should have a little more leniency
TLDR: Very large lack of quality of life throughout many areas of the game makes it tedious. Lack of rewards makes nothing feel significant. Cute bumblebee guy though! Would only purchase if heavily on discount. I write this with a heavy heart, but this game is not very enjoyable during its runtime; Its overarching ideas are definitely interesting, but there's so many things along the way that make the moment-to-moment experience insanely tedious, unsatisfying, and outright boring at times. For a <$5 game, I'd feel the same but not incentivized to leave a review. But for $20? Just get Silksong, sorry. The gun combat at first is fine. The SFX are punchy, it improves navigation in an interesting way. But the hitboxes in this game are --for lack of a better term-- ♥♥♥♥♥♥♥ insane. It's common practice for games to have slightly smaller damage boxes for players, and slightly more forgiving hitboxes to damage enemies with. This game bafflingly does the exact opposite. Bullets don't hit the black outline pixels on enemies, and the little explosion particles at the end of it's range don't have a hitbox at all, meaning many shots you fire will visually hit an enemy and not damage it. Speaking of damaging enemies, the core challenge of the game is "do you have enough patience to hit this enemy a ton," and this is true for bosses and common enemies alike. Many common enemies are incredibly easy to hit, but you just need to sit there shooting them to defeat them, making it much more reasonable to just run past. This would be a potentially good system if running past them was meaningful, but enemy combat is basically the only thing you can do when navigating the overworld. The reward system is also really underwhelming - I don't feel the incentive to do anything in the game. Finding a chest will usually reward you with a staggeringly low amount of dew, the game's currency. I usually got around 30-50, and killing a basic enemy yields around 10. Going out of your way to collect these feels so lackluster every single time. But don't worry (sarcastic), occasionally you can find tickets in the chests to turn in to the pachinko machine!!! With exception for the first one and every 5th one, it's the exact 30-50 dew. Wow how exciting! Death and HP are probably the worst handled thing in the game. There's no way to heal beyond occasional enemies dropping yellow things (nectar?) or finding a save daisy. If you'd like to heal, you better wish there's enemies that actually drop one after 25 seconds of shooting to beat, and it's not very likely! Daisies throughout the game are too few and far between with this (lack of a) healing system. Lastly, the enemies have wildly different levels of effort put into their attack patterns. Some enemies have SFX and windup to an attack so that you can fairly read their actions and react accordingly, but some simply will instantly fling themselves into your person without warning, damaging you in a way that just feels like crap. Did I mention you can't heal? Quality of life in general is completely nonexistent. For example, any of the bosses that have a cutscene before their respective fights require you to rewatch their cutscenes in full before continuing. Although the cutscenes on first watch are cute, you can only button mash through about half of it. One boss, [spoiler] Wixelbum or something I don't remember LOL, he's in Pipe World [/spoiler], took about 45 seconds of mashing just to reenter the fight. Also, while I'm here, this boss in particular has insane hitboxes with his [spoiler] teleport/shock move. the lightning hitbox lasts longer than the visual, meaning you take damage when it's no longer on screen. his teleport hits you before he has a single indicator, and even hit me before I had control of my character post cutscene! also, dashing through him with the gloves ignores damage about 50% of the time, it's quite inconsistent. [/spoiler] Oh also while I'm here, the button indicator on the map to "hide/show icons" shows the incorrect button, and a room in Tumbleweed didn't line up with the player icon on the map in the slightest I really wanted to like this game, and I think these issues are somewhat fixable. But in it's current state, it feels like it was made with zero playtesting or feedback. I wish an ounce of the amount of polish put into the game's pixel + capsule art was put into the quality of life. FOR POTENTIAL BUYERS: I would pass on purchasing it unless it's over 75% on sale.
Exploration didn't feel meaningful, which is the main focus of a Metroidvania for me. Most of the bosses were alright. I'd go thumbs sideways, but leaned toward not recommending because the little things added up; having to change between items in the menu, hitboxes being questionable, somewhat squirrelly controls. The developer is responsive and I think they can and will make improvements on many of these issues. My suggestion would be to take half the purchased items away from vendors and lock them behind platforming, fight rooms, and/or hidden walls. Then make some of those cosmetic hats actually do something. Finally make it so you don't have to switch between items in the menu, throw in an item ring or something.
hooked me with a really fun first 30 minutes before reminding me hollow knight has tainted all metroidvanias since 2017 into being rage games where the game designer's primary goal is to piss you off and waste your time
Have been waiting for its release for quite a long time and the wait was worth it. This game is made with so much love and attention to detail, the worldbuilding is very whimsical and charming as well as the character designs. The music really matches that too as well with the quality and care put into it, the composer/producers really did a fantastic job, it makes it really easy to sink into this world. The things that this game does best I'd say are the insane platforming abilities making it really fun to traverse through the levels (there is so much potential for verticality and horizontal movement), the character designs/concepts, and overall the pixel art style, which has a hint of the limited ways developers could portray their designs back in the day but also is modernized with fancy particle effects and well-made animations and cutscenes.
Enemies have an insane amount of health, levels are huge and empty. Unfortunately, also, no steam cloud. If this changes at some point i'll check it out again.
This game is amazing. The visuals are stunning and each and every room of the game oozes with charm that reminices the paper mario series. I absolutely love this game and would recommend.
Good game. As someone who has dabbled in game development, I noticed a lot of small details that I really appreciated. The attention to detail throughout the game is impressive. I also watch the developers' YouTube channel, although I haven't followed too much of Dewdrop's development. One thing I really like is the boss design. The bosses can be challenging without ever feeling impossible to beat. They give you just enough room to recover, but you still need to play well to succeed. It's a great balance—not too easy, but not overly frustrating either. Of course, this is based on my experience playing on Normal difficulty. I'm currently past the desert world and entering the water/pipe world. Other highlights for me include: A simple but effective story that gets the point across. Great overall game feel and responsiveness. Fun and well-designed mechanics. Overall, I've been enjoying my time with the game and look forward to seeing what the rest has to offer. I normally do not leave comments or reviews but the dev seems really cool/chill and I am enjoying the game. Good job Goodgis and great job getting it done. As someone who has seen a lot of games in my gamedev graveyard, great job.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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