
Are you ready to get sliced in half? The year is 2089 and a giant disc has appeared in orbit of Jupiter. Step into the oversized space suit of a brave scientist and explore this sprawling intergalactic slaughterhouse.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 1.2Kreviews | 93% | — | $316K |
| $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.
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ultimately this is a middling review. It's not recommended, but only because Steam does binary choices in reviewing. I had fun with the game for the short time I played it, but it becomes worse and worse the more you work at improving your score (which is kinda the point of games like this). The idea is different rooms you have to survive in or complete small puzzle goals to work your way across the ship. Rooms get more difficult as you go and there is even a hard mode with really difficult rooms. Saws have different abilities and by the end of the game you'll have 6 different powers to help you stay alive longer. This is all well and good, but this is clearly a gamejam game that had some merit as a bigger title. But not THAT much more merit. The game is really stretched thin. All encounters more or less boil down to survive or survive and collect snake-esque pellets. Rooms have design to them in so much as having different combinations of saws to deal with. But there is practically no hand done design here and that's the problem. As an example, I'll go over just one of the glaringly bad room setups in the game - There is little discussion about this game but what little there is complains about a certain level called "lobotomy". This is a level where you have to collect pellets as score instead of the normal survival time setup. It's miserable. In levels prior, you had to collect pellets with certain larger strong saws that upon getting 10 would become bone rings and speed up. This level dumps all four of them in the room. No changes, just the exact 4 stronger saws literally spawned on top of each other in the center upon starting the room. It's trash, no foresight to the fact that some of the bigger saws spawn more saws on their own, or that saws still spawn in endlessly on a timer but you only increase your score for the level by getting the pellets (which spawn randomly and are limited to 4 at a time for that level). This is like beginner level design. I've literally helped children code solutions to this kinda situation. And there are other issues too, mostly with how little attention has been paid to the difficulty and challenge. There is a challenge page on the main menu and it just has a list of custom challenges like beating the game without dying to each saw type more than once. This is the kinda stuff players make up to add longevity to their games. It's not really a feature to acknowledge this is possible when as game devs you can actually add unique content. So yeah, fun time for a short period but the idea dies quick and they really tried to squeeze all the juice (in a bad way) out of the idea that they could in terms of filler content for a simple arcade score style game.
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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: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Polish
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Curiosidade. Dificuldade. Aprendizado. Alegria. Sucesso. Percepção. Arrependimento. Agonia. Dor. Falha. Falha. Falha. Falha. Quebra de Recorde. Alivio. Conquista. Superação. Angústia. Sofrimento. Por um tris. Ai meu bumbum passou uma serra pertinho pertinh-, Falha, Morte. Reflexão. Determinação. Tristeza. Choro em posição fetal enquanto fecha o jogo fingindo que nada aconteceu.......
[h1]謎めいたシチュエーションで行われる、SFタイムアタック型弾幕避けゲーム[/h1] 2090年、太陽系。 木製軌道上に出現した巨大な円盤のような構造物に、地球からやってきた科学者が到達した。 構造物の内部に入り込んだ科学者を待ち受けているのは、多種多様で、知性を感じ、それでいて残忍な殺人ディスクまみれの小部屋。 なぜか肉体を無限に再生して殺され続ける羽目になった主人公は、謎を解き明かすべくディスクの調査に乗り出す… という、映画「2001年宇宙の旅」を彷彿とさせる未知の存在との接触を描いた死にゲー。 ただしその実態は見下ろし視点でひたすら弾幕を避け続ける内容なので、単調かつ高難度なゲームが好みに合わない人であれば途中で飽きてしまうかもしれない。 幸い難易度調整はかなりユーザーフレンドリーで、がっつり下げれば全実績解除もそれなりに簡単。完全クリアまでの敷居は低い。 面白いのが「殺されることでディスクの観察が行われ、図鑑として記録される」という点。 これによりいくつかの部屋では生き延びるのではなく、敢えて殺されに行く羽目になる。 図鑑はメッセージログも兼ねていて主人公の感想も読めるのだが、どんどん精神的に疲弊していき… なお本作はちゃんと日本語に対応しているので、これらの文章も日本語で読める。 いろいろ謎を解いていくうちにうっすらと内容は明かされていくものの、真エンド含めて具体的な説明は一切存在しない(ある意味原作映画に忠実ということではあるが)。このため、「納得のいくハードSF」を求めているオタクにとっては正直ストーリー部分も肩透かしを食らってしまうかもしれない。 しかし多様なやりこみ要素にゆるい絵柄、残忍な暴力描写など見所はあり、同開発陣のほかのゲームにも通じるハイセンスな画も見ていてかっこいいと思える感じ。 刺さるか刺さらないかはかなり分かれるが、最後まで味わえば誰でもそれなりの満足感は得られる。そういう感じのゲームだ。
The game feels kinda small in terms of levels, but the devs packed a ton of interesting things into those levels. There's some very cryptic but fun puzzles going on. Feels like exploring an alien structure you found orbiting Jupiter. Also feels like a minimalist, but very fun indie game about not touching the giant spinning discs.
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ハイペースな避けゲー なかなかおもしろかった マップを金枠で埋めていくのが楽しかった ディスク図鑑の説明もいい味を出してる
100% Disc Room on 2/28/2021. The goal is very simple, survive a certain amount of time in each room to progress. Times range from 10-55 seconds, but there is an achievement for surviving 20 seconds in every room and another for surviving 10 seconds in every hard room (both of which are categorized as rare achievement if that provides any basis for the gameplay loop). There are various objectives from surviving to dying in various ways. There are also abilities to unlock and bosses to survive. For such a simple concept the game provides so much enjoyment, avoid the spinning discs of doom as you try to progress and escape.
Seemed like it could be fun, but I guess it is not for me. However what sent it from "not for me but seems like a solid little game" to "not recommended" were the flashing levels - just miserable on the eyes.
This game was exactly what I wanted. When you see Devolver, you expect a certain level of polish & responsiveness - fluid arcade action presented in a savvy design context with a bit of an 'adult' edge. That's certainly what you get in Disc Room. Superb gamefeel & control, accessible '1 more run' action, and savvy design in how it progresses and fills out. Low replayability, but still a great value on sale. When you complete the game, you unlock 'hard mode,' which is a remixed second campaign that begins at the opposite end of the map. I felt the difficulty curve was perfect in normal mode, so I can give this a strong recommendation purely based on that experience. Great on SteamDeck.
Ironically for a game about spinning blades, Disc Room feels as though it has been sanded down and polished until not a sharp edge remains. And though I love a game with a good sharp edge, an unpolished gem or a weird spiky thing, Disc Room reminded me that it's still a lot of fun to play something that's just execellent from start to finish and doesn't overstay its welcome. The central gameplay of dodging discs feels great and every individual room provides a little unique exploration of that same concept. And as someone who plays a lot of puzzle games, the puzzles here managed to impress me! There's not too much to them, no grand hidden adventure full of mysteries, but what is there was fun to solve and felt very well integrated with the rest of the game. Again, it's all very well-polished, and though there's nothing truly mindblowing or revolutionary in Disc Room, I had an excellent time and I'm glad I played it.
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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