
Slay. Loot. Sell. Survive! Dive into a first-person blend of hack'n'slash roguelike and shop management. Plunder deadly dungeons for loot, escape with your life, craft, and stock your shelves. Then risk it all once more for profit!
Modeled estimate, not a reported figure. How we estimate →
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.
Latest in each market: best FR #47, worst US #100 · 12 markets collected
US · last 30 days
About
Why buy from heroes when you can be one?
Be the ultimate shopkeeper in a gorgeous, stylized fantasy world—but getting your stock means getting your hands dirty.
Step into a fast-paced 3D first-person hack'n'slash roguelike shopkeeper where your business success relies just as much on how hard you can swing a sword and how fast you can run as your trading skills.
Your inventory costs blood, sweat, and steel.

If you are reading this, you haven’t been slaughtered by a skeleton (yet?)—congratulations!
Study these sacred tenets to survive the dungeon depths, forge shop fixtures, and ruthlessly price your way to the top.

Step through the doors behind your shop into a descending roguelike nightmare, or head to the local forest to forage.
The Dungeon Demands a Toll: Carve your way through hordes of skeletons and monstrous foes. The deeper you go, the rarer the loot. But beware: if you die, you lose your entire unbanked haul.
Do you secure the bag and head home, or risk it all for a legendary drop?
Crazy Build Potential: Find dungeon altars to alter your playstyle radically. Shrink down to a tiny size to dodge massive attacks, use the Midas Touch to melt heavy items into gold, or cycle through manic and depressed combat states to keep enemies guessing!
Survive the Living Forest: Nature has a mind of its own. Adapt on the fly to goblin raiding parties, sudden thunderstorms, and the mind-bending chaos of psychedelic mushroom season.

Surviving the wilds is only half the job. Once you make it back to your cabin in one piece, it's time to put your hard-earned materials and recipes to work.
Gear Up: Forge stronger weapons and craft tougher armor so you can push even deeper into the dungeon on your next run.
Check the Quest Board: Survived expedition? Make sure you stop by the local Quest Board to turn feats you've achieved during your expedition into gold, gear, and items.
Decorate (for Combat): Build specialized decor to customize your space. Your interior design isn't just cosmetic; the right furniture layout provides permanent combat buffs for your next dive and boosts your shop's overall sales appeal.

Unlock the front doors and let the gold flow.
Ruthless Economics: You control the tags. Read the market to set prices based on current supply, demand, your shop’s prestige, and your decoration bonuses.
Find the sweet spot—price too high and goods gather dust; price too low, and you go bankrupt.
Grow Your Business: Take your massive profits and reinvest. Transform your humble roadside cabin into the ultimate mercantile powerhouse.
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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nice game. However, I think it too difficult you need to try too many times in the beginning because gears stats, And i really recommend to the developer just to focus on the gears status and expand options of floors and jungle and also for the game, Also i most forgot regarding the last update, The customers just disagree on everything and no one buy from me till i get lowest price and still a lot of them just disagree so please i prefer if you can just to make it more simple with some enjoyable tutorial, and in the End i was fighting my self on the end just to continue only to get Perfect Achievement, But i worth to try.
One of the sleeper hits of the year! Simple, yet addictive. You can play for a short time and make it a quick dungeon run, then put a few things up for sale. You probably won't. I've lost a good bit of sleep playing just 1 more run. Over and over. Highly recommend. More than worth the money, and I'd happily pay for a DLC!
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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, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish, Italian +4 more
Hours played at review time, across 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very fun chill game. It scratches that combat itch and allows for some very nice decorating. The progression is ballanced and it always feels like you are getting stronger and richer. The visuals are also nice and I personnaly enjoy the low polly look. The very few things that bothered me was the location specific based decorating, and the inability to interact with some decor, for example I made a stone chair and put it behind the sell desk thing but there was no prompt to sit down, I thought well thats ok I'll put it outside for the NPCs to sit on, but no you can't place a chair outside. If the devs do go on to update the game I would love to see a fishing/hunting/cooking aspect added (unless there is one and I just haven't progressed far enough yet), and a shop companion feature such as cats, dogs, fish etc. In the end I highly recomend this if you want something to cure you're boredom.
...
currently, it's playable, but it's rudimentary. the shop system is decent, combat is actually quite good for such a simple game. as of this review, the developer is active. QoL improvements I'd like to see; 1. dungeon map outline color change a. white- standard border b. green- all mobs dead c. blue- all mobs dead and all resources available claimed(disregarding dropped items) 2. forest type signpost- could use some text that details what the environment is 3. stockboy/cashier- common items repurposed in the late-game to pay upkeep fees, plus gold major features that are missing or *feel* missing; mob variety ranged physical damage(bows) dungeon variety- currently only one dungeon and one forest things i DON'T want to see added/changed; farms or animals- Fell and Sell, NOT farm and sell shop building- the shop models are excellent as they are, i'd be disappointed if too much creativity were added, that's not the object of the game I'm excited to see what becomes of this game, it has a lot of replay value as it stands, but i'm excited for those replays to be longer with more variety.
I Love this game, my only complaint is there isnt more already.
This game has a great potential to become Best shop sim ever. Is very promising, but it is needed to still develop. It is needed to make more content. 1. Need to make more shop variations, for 20k, 30k, 40k etc. till the 1 milion. 2. Co-op will work only when the game will be bigger itself. 3. If making more content will be expensive, consider making a DLC but ONLY when there will be more content. 4. The dungeons should be bigger, like lvls 20, 25, 30, etc. till 100. 5. The forest area needs to be larger. 6. Make some new areas, like mines, mountains, abadoned village etc. 7. Should be more craftable items to make, maybe food, clothes. 8. It is needed to make bigger area outside the shop that will be possible to decorate. 9. Maybe make a garden to grow crops, mushrooms etc?
прикольная игра
I started with the demo and enjoyed it enough to jump into the full game, eventually reaching 100% completion. Overall, I had a really enjoyable time with this one. It’s a fun combination of dungeon crawling, looting, and shop building that makes for a surprisingly satisfying gameplay loop. The dungeon crawling and looting were probably my favorite parts. Exploring, collecting equipment, and bringing your finds back to build up your shop gives the game a nice sense of progression. The shop-building aspect adds another layer to the experience without completely taking away from the dungeon-crawling focus. That said, the combat balance does fall off pretty hard once you acquire the Blood Staff and have enough mana and magic regeneration. Due to the AOE of magic there's no more challenge since you can just lob a few spells down the lane and keep doing so until everything in the room across from you dies. It was fun to feel powerful, but I think the late-game combat could use some balancing to keep things interesting. The pricing system was another mechanic that became a little repetitive. For the most part, I found myself increasing the price as high as possible and then gradually lowering it until the item finally sold. It worked, but eventually became more of a routine than an engaging shop-management mechanic. That said, I think some repetition was to be expected with this type of system. There were also a few bugs during my playthrough. The most notable one happened when I switched to a different shop structure and one of my chests containing equipment disappeared. Thankfully, this happened toward the end of the game when I essentially no longer needed the equipment, so it didn't have a major impact on my playthrough. Despite those flaws, I had a great time with the game. I'd definitely play it again if the game gets expanded with more content, deeper shop mechanics, additional dungeon variety, or more challenging late-game combat.
Deeper than I expected. Seems to be a good game to do dungeon diving and then sell your loot at your own shops. Pretty good entertainment for the price.
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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.
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