
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 906 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For now the game is very bare bones. Just go into the dungeon, collect some loot and sell it and for me in 12 hours time I beat floor 15 and then grandma. In only 4 hours I had collected enough gold to buy the biggest house, which in the end was only 1 floor. I had hoped for a much bigger house with much more space. I recommend the game, because it only just came out and the devs are hard working on new content. Also when you get into it, you keep thinking, just one more dungeon run, which I think is how it should work.
Sì, ha più senso unirle in un unico paragrafo, perché il problema della magia deriva anche dalle hitbox. Ecco la versione sistemata: Steam Review Before the patch, this game was great. After it, I’ve noticed a lot of changes that made the game way worse. When enemies attack and turn red, they can hit you even when you’re clearly out of range. The first boss on the 4th floor is another example. You already have the boss itself, plus two enemies with greatswords. Now the boss also summons **FOUR additional heavily armored enemies with shields**. And considering the weapons you have at that point and how little HP you have, you basically die in 3 hits. A basic enemy can deal around **20 damage per hit**, while you only have around 100 HP. This makes getting hit even once or twice extremely punishing, especially when you’re surrounded by multiple enemies. And using the shield to tank 2 or more enemies is basically impossible. Your stamina gets drained insanely fast after blocking a hit, leaving you unable to properly fight even a single skeleton, let alone 3–4 orcs in the same room. Enemies can also kill you while you’re running towards the final teleporter. You technically make it out, but the game still treats you as if you died. The loot can be absolutely embarrassing sometimes. Magic is also basically useless now, and the hitboxes make it even worse. Before, you could hit 2 enemies at once, which made sense considering how slowly mana regenerates. Now you shoot a little ball that does 10 damage, and you have to hit a single target. A basic goblin has around 50–60 HP, so you need 6–7 hits just to kill ONE goblin. And with the current hitboxes, even landing those hits can be a pain. If you shoot a goblin in the foot, you won’t even hit it. So when a room has 4 enemies instead of 2, including an elite, using magic becomes almost pointless. I’m leaving a negative review for now because, in my opinion, the balance changes have gone in the wrong direction. Maybe it’s also because I played during Early Access, so I’m more aware of the changes and can clearly notice where things have gotten worse compared to before. The game has a lot of potential and I really enjoyed it, but honestly, finding 8,000 recipes for random stuff to throw away in a room already wasn’t exactly my favorite thing before. Now, with all the other changes, it just makes me lose my mind even more lmao. I really love the project and you guys have made a genuinely great game. I’ll keep following it and I’ll be more than happy to change this review to positive if things improve.
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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 908 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Nach dem zweiten Update leider erstmal raus. Fell & Sell hat mich anfangs wirklich gepackt. Der Gameplay-Loop aus Erkunden, Kämpfen, Loot sammeln, Craften und anschließend die Waren im eigenen Laden verkaufen hat einen enormen Suchtfaktor. Gerade das Gefühl, langsam etwas aufzubauen, neue Rezepte zu entdecken und sich Schritt für Schritt weiterzuentwickeln, hat mir sehr gefallen. Leider hat sich das Spiel für mich mit dem gestrigen (18.09.26) ersten großen Update in die falsche Richtung entwickelt. Ich habe grundsätzlich überhaupt nichts dagegen, wenn Dungeons schwieriger werden. Im Gegenteil: Je tiefer man kommt, desto stärker sollten die Gegner werden. Genau darin liegt schließlich ein Teil der Motivation. Problematisch wird es aber, wenn man als neuer Spieler schon auf Dungeon-Ebene 2 kaum noch eine realistische Chance hat und mittlerweile sogar im normalen Wald innerhalb weniger Treffer stirbt. Besonders störend finde ich momentan: Gegner verursachen deutlich mehr Schaden. Nahkampfgegner haben teilweise eine enorme Angriffsreichweite und springen bei ihren Attacken so weit nach vorne, dass selbst Ausweichen häufig nicht mehr zuverlässig hilft. In kleinen Räumen, beispielsweise in den Königsgräbern, können mehrere Fernkämpfer gleichzeitig erscheinen. Als neuer Spieler wird man dort sehr schnell überrannt. Gleichzeitig wurden Waffen abgeschwächt. Besonders schade finde ich den entfernten bzw. stark reduzierten Flächenschaden der Zauberstäbe. Gerade gegen größere Gegnergruppen war dieser eine wichtige Möglichkeit, überhaupt etwas Raum zu schaffen. Eisen gibt es erst ab Dungeon-Ebene 2. Genau dort liegt inzwischen aber bereits eine massive Schwierigkeitsspitze. Dadurch entsteht für mich ein Progressionsproblem: Ich bräuchte bessere Ausrüstung, um dort zuverlässig bestehen zu können, komme aber an einen wichtigen Rohstoff für die weitere Entwicklung kaum noch heran. Und genau das verstehe ich am Balancing nicht: Warum werden gleichzeitig die Gegner deutlich stärker und die Möglichkeiten des Spielers schwächer? Schwierigkeit sollte durch interessante Gegner, bessere KI und anspruchsvollere Situationen entstehen – nicht dadurch, dass der Spieler weniger Möglichkeiten bekommt und Gegner gleichzeitig härter zuschlagen. Vor dem Update hatte ich ständig dieses angenehme „nur noch einen Run“-Gefühl. Kämpfen, verkaufen, craften, wieder losziehen. Jetzt müsste ich im Grunde immer wieder Wald und die erste Dungeon-Ebene farmen, ohne dabei das Gefühl zu haben, wirklich auf die nächste Stufe hinzuarbeiten. Das ist schade, denn die Grundlage von Fell & Sell gefällt mir nach wie vor sehr gut. Ich möchte auch kein leichtes Spiel, bei dem man alles ohne Widerstand erledigt. Aber der Schwierigkeitsanstieg sollte nachvollziehbar und Stück für Stück erfolgen. Im aktuellen Zustand macht mir das Spiel leider deutlich weniger Spaß als vor dem Update. Deshalb werde ich erstmal pausieren und hoffen, dass das Balancing noch einmal überarbeitet wird. Sollte sich das ändern, würde ich dem Spiel sehr gerne noch einmal eine Chance geben.
je tenais a dire qu'augmentée la difficulté aussi drastiquement n'était pas necaissere cela rend obligatoire le fait de joué la magie sans comptée que l'esquive reste assez bancale.
This is a lit store management dungeon crawler: the updates are fresh and actually good. Very happy with the early stages of this game.
Amazing game being beautifully crafted by creator it a reasonable time
2026/09/22 這天怎麼一更新就頻繁當機 要我怎麼玩 生氣= =
其实蛮好玩的,但是缺少自动化了,就是雇个店员帮你获取基础资源,帮你下地牢搜材料,帮你结账。现在基本上全靠玩家自己运营,就导致玩法非常的肝,非常的枯燥
Should be labeled as EA by how bare bones it feels. There seems to be no point in money other than upgrading your store size and thats it!
This game is pure gem guys i swear. Dont think twice for giving it a try!!!
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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.
Players also reviewed
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