
Lead the rebellion in an epic rogue-like adventure. Guide your jet-pack equipped post-apocalyptic volunteers through a labyrinthine underground complex by jumping, dodging, and battling against robot minions (and masters) to get to the surface — and bring life back to the scorched Earth.
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): 0/day in the week to Jul 30 → 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 2,400 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
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Simple, but fun game!
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GG- Crazy map and no orientation until you played some time in this weird world. It has a Ninja character.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Spanish - Spain, Portuguese - Portugal, Portuguese - Brazil, Russian, Spanish - Latin America*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
¿Pros? Temática donde todos usan mascara de gas y son calvos porque viven bajo tierra, la pasan horrendo, y sistema de mapas donde usan un mundo 3D, donde solo te mueves en 2D a menos que tomes ciertos atajos que te muevan "arriba u abajo". Pro opcional: La música del menú esta buena pero solo esta ahí y LISTO! Contras: Modelos de personajes altamente repetitivos. MATO SIEMPRE LA MISMA COSA Robot que martilla cada tanto, ok, ahora robot que martilla y GIRA.... ok, martilla, gira y tiene escudo, luego lo mismo pero te hace charge, y luego con 2 escudos... y creeme que explota a la primera que le rompas el escudito Sistema de combate REPETITIVO, las clases dan la idea de que hacen algo único; pero a menos que le subas la dificultad, este juego es MUY fácil, y si crees que exagero, ve a la lista de logros, fíjate cual es el menor logrado, ES EL DE MORIR DEMASIADO. Lo que lleva a señalar las clases y las mejoras "roguelike", okey, te doy el punto, hay varias clases, dan cierto sentido de "único" pero hay una ridículamente rota y eso es lo que importa porque hace que las demás queden "meh". Y las mejoras... ugh, H O R R E N D A S... no, ahí tengo que matarlo MAL a esto: Son INSIGNIFICANTES y lo peor, ABURRIDAS, empecemos que existe un logro por "Ganar sin mejoras" okey eso es... comprensible si vas por la ruta "facil"; pero sigue siendo bobo (en especial con la clase rota). Mejoras como "lanzas un projectil si fallas un ataque"... nah, apenas lo ves, una bala de pistola en metal slug tiene mas presencia, muchas "haces mas daño si haces esto u aquello" y... nada transcendental, quizás "mas daño si ataques desde el aire" o "mas daño si haces una evasión"... pero EH, la cosa mas graciosa de la lista fue "este buff te hace morir de 1 golpe; pero golpeas como si estuvieras en x2,5 de daño" OKEY COOL, el resto es nulo en trascendental. La cantidad de mapas es MUY bajo y también se hace repetitivo porque sentís que juegas el mismo mapa múltiples veces con enemigos a los que le dieron mas modificaciones, o sea, entiendo que se repita; pero no puede ser que mire el fondo y me pregunte "¿En que mapa estoy...? SE VEN CASI IGUALES TODOS" Porque el mayor cambio es las luces, nada mas. Contra opcional: Historia nula. P.d.: Las imágenes de la tienda están desactualizadas, bruh
mt bom
Un rogue molto particolare sia nella grafica, che nello stile di platform, da questa telecamera non decisa, che mi piace tantissimo
Robots
не очень
Fallback is a compact but ambitious action-roguelike that builds its identity around atmosphere, momentum, and a sense of desperate ascent. Developed by Endroad and published with support from Microids, the game takes place in a post-apocalyptic world where humanity has been driven underground by environmental disaster. Generations later, the machines originally built to protect the survivors have grown oppressive, transforming the underground refuge into a mechanical labyrinth. You step into the role of a volunteer who rises up to reclaim the surface, fighting through layers of industrial ruins filled with traps, drones, and corrupted guardians. The setup is familiar but delivered with enough style and energy to give the world its own personality. The first thing that stands out about Fallback is its visual and tonal cohesion. The game uses a 2.5D perspective, allowing for dynamic camera angles and layered environments that feel more expansive than a traditional sidescroller. Industrial corridors glow with neon lights, dormant machines hum with menace, and each successive region takes on its own visual identity—either denser, darker, or more chaotic than the last. This visual craft helps anchor the player in a world where steel, smoke, and forgotten technology define every space. The atmosphere is bleak but never oppressive, and the sense of reaching upward toward freedom lends the game a thematic throughline that ties all its systems together. Gameplay is built on fast, flexible movement and fluid combat. Each run generates a different arrangement of rooms filled with hostile machines, environmental hazards, hidden passages, and opportunities for upgrades. The platforming is quick and responsive, often requiring precise dodges, jumps, and melee attacks in rapid succession. Combat is simple to understand but benefits from careful timing—attacking from behind grants bonuses, combos can stagger foes, and certain classes reward aggressive play while others favor spacing or stealth. Because rooms vary so widely in their obstacles and enemy sets, individual skirmishes feel unpredictable in a way that keeps you alert even when you’ve mastered a class. A major strength of Fallback is its class system, expanded significantly by the later Uprising update. Each class fundamentally changes how you approach combat, exploration, and upgrades. Agile fighters dart between enemies, stealth-based characters strike with careful planning, teleportation specialists weave between dimensions, and elemental or poison-focused builds allow for more strategic engagements. Alongside these are dozens of modules—permanent or semi-permanent passive upgrades that stack to shape your build across a run. These modules may improve survivability, enhance damage types, create on-hit effects, or modify movement properties. It’s a system that rewards experimentation, allowing you to pursue builds that suit your style or react to what shows up in a given run. Meta-progression ties the experience together. Even failed runs matter, because the experience you earn contributes to unlocking more modules, improving class traits, and expanding your options for the next attempt. This creates a satisfying loop: explore, fight, gather resources, strengthen your base capabilities, and delve back into the depths with a new plan. Over time, battles that once felt overwhelming become manageable, and new routes open naturally as you grow in skill and character power. The structure is familiar for roguelike fans, but Fallback implements it cleanly and consistently, offering a sense of steady progress without excessive grind. The game is not without limitations. Its scale is modest, with fewer regions and bosses than many modern roguelikes. Runs can begin to feel similar once you’ve experienced each biome multiple times, and the procedural generation, while functional, does not create the same breadth of variety as top-tier titles in the genre. Certain enemy types and hazards repeat often, and some players may find the overall difficulty curve uneven depending on which modules or classes they gravitate toward. The controls and camera, though serviceable, occasionally feel a bit stiff, particularly in rooms requiring precise navigation. These issues never break the experience, but they do highlight the game’s indie roots. Despite these constraints, Fallback succeeds through polish where it counts most: feel, atmosphere, and variety of viable playstyles. Its short-to-mid-length runs make it ideal for players who enjoy quick, replayable bursts of action. The progression system provides a clear sense of growth, and the combat—while simple—has enough nuance to stay engaging. The world is strikingly cohesive, and its upward-climbing structure gives the entire journey a distinct narrative and thematic arc. Overall, Fallback is a strong recommendation for fans of compact roguelike action games who appreciate tight movement, mechanical experimentation, and a well-realized world. It doesn’t try to compete with the biggest games in its genre; instead, it focuses on delivering a focused, energetic, and stylish experience that is enjoyable both in short sessions and extended runs. Its blend of fast action, build variety, and atmospheric presentation make it a memorable addition to the roguelike platformer landscape. Rating: 8/10
比较另类的rouge
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Players by region
Where this game's players are, estimated from review languages.
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