
Roguelike with balls! Prove your ball skills and dribble your way through a randomly generated, dangerous track network full of deadly challenges! Face post-apocalyptic mutants, improve your balls with high-tech upgrades and escape the pixel art underground labyrinth.
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 Aug 27 → 0.29/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
You wake up sometime in the future in a cryo capsule. You don't know who you are, but one thing is clear: You have a cybernetic leg, a ball and enemies to fight! Master your new weapon, explore this strange underground world and try to escape this post-apocalyptic madness.

Footgun: Underground has a very special challenge: Instead of guns, magic or swords you have only one weapon to master: your futuristic ball of death. In classic Roguelike fashion, you explore random rooms, fight different creatures and upgrade your equipment along the way. Death is part of your journey, so don't give up, learn the ball control and the synergies to successfully move forward through the dark depths of the underground. But beware, not all enemies are your normal grubs...
Just kicking the ball and hitting the enemies on the ground is pretty easy, but the true challenge lies in the precise control of your mighty weapon. Leverage the angles and layout of the rooms as well as the behavior of the different enemy types to create a barrage of violence. With a variety of different, unlockable characters as well as a multitude of unique balls, each run you will find many builds and different playstyles to experiment with.
Multiple characters and balls
Glorious Pixel-Art
Motivating upgrade system through stackable chips
Variety of biotopes with unique enemies and bosses
Piñatas?!
Sums Steam only; GOG, Nintendo publish 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 | 127reviews | 86% | — | $42.2K |
| $4.49−70% | 5ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'd really like to recommend the game, but it doesn't feel right in the current state, the movement feels wanky when you jump, like it resets the momentum, it seems like it has 3 enemy types and 3 special rooms, so not getting to the last stage in one level and starting a new run is like continuing what you just played but you are weaker. What I am trying to say is that it is way too repetitive and monotonous, even for a roguelike/lite
Footgun: Underground, developed by Turtle Knight Games and published by CobraTekku Games, is a roguelike action title that thrives on its central absurd idea: your only weapon is a high-tech ball that you kick, juggle, and ricochet through procedurally generated underground arenas. What sounds like a goofy gimmick quickly reveals itself as a surprisingly intricate combat system built on physics, timing, and improvisation. Rather than leaning on familiar guns-or-swords conventions, the game forces players to think in angles, rebounds, and controlled chaos, creating a playstyle that feels distinctly different from most modern action roguelikes. Its premise is strange, but its execution shows a clear understanding of how novelty can be turned into engaging mechanical depth. The core loop unfolds in a subterranean world divided into interconnected biomes, each designed as a short combat gauntlet filled with hazards, enemies, and occasional rewards. You navigate these levels while controlling both your movement and the flight path of your ball, which must be managed with precise kicks, charge shots, and rebounds. At first, the controls can feel clumsy — the physics demand a rhythm that takes time to internalize — but as the system clicks, the game becomes exhilarating. Landing a perfect ricochet that wipes out a cluster of enemies, or juggling the ball mid-air to line up a finishing strike, produces a sense of mastery that feels earned rather than granted. Footgun’s best moments are those in which chaos and skill intertwine, creating emergent combat scenarios shaped by split-second decision-making. Progression is built around the traditional roguelike structure: each run offers new upgrades, stat boosts, and ball variants that dramatically change combat potential. Some builds turn your ball into a rapid-fire projectile engine, others transform it into a heavy, explosive threat that requires careful positioning. The variety encourages experimentation, and the game rewards players who learn to adapt their strategy whenever a run offers an unexpected combination of enhancements. Boss fights further reinforce this experimentation, presenting patterns that force players to rethink how they use space and trajectory. While the structure remains familiar to genre veterans, the ball-based combat ensures that each run carries its own flavor of unpredictability. Visually, Footgun: Underground opts for gritty, expressive pixel art that reflects its dystopian, subterranean setting. Rooms are dim but readable, enemies are animated with personality, and the screen fills with energetic effects whenever the ball collides with targets or ricochets off metallic surfaces. The overall look strikes a balance between retro charm and clarity, ensuring the fast-paced action remains visually intelligible even when multiple elements are competing for attention. Audio design supports this clarity as well, with impactful thuds, clanks, and crash sounds that emphasize the physicality of each kick and collision — small touches that make the controls feel more tactile and satisfying. That said, the game is not free of friction. The control scheme, while creative, can initially feel unwieldy, particularly for players who rely on keyboard and mouse rather than a controller. Some rooms contain environmental hazards that are easy to overlook in the heat of battle, leading to abrupt deaths that may feel frustrating. Over time, procedural elements begin to show repetition: enemy types, room layouts, and visual patterns can blend together, reducing the sense of discovery on extended play sessions. The game also leans far more toward mechanical experimentation than narrative depth; its world is more backdrop than story, and players looking for lore or character development will not find much here. Despite these limitations, Footgun: Underground succeeds because it commits so fully to its odd concept and builds a compelling gameplay loop around it. Once the player adapts to the rhythm of juggling and directing the ball, the combat becomes a flow state of reflex, strategy, and improvisation. The upgrades enhance this flow in exciting ways, offering enough variety to keep the experience fresh across multiple runs. For players who appreciate unconventional design, kinetic action, and the discovery of mastery through practice, the game offers a distinctive and rewarding challenge. In the end, Footgun: Underground stands out among roguelikes not because it has deep storylines or sprawling worlds, but because it reimagines a single mechanic and extracts surprising richness from it. It is playful, chaotic, demanding, and inventive — the kind of indie game that takes a risk and manages to turn that risk into strength. While it may frustrate those who prefer immediate precision or narrative focus, it delivers a fresh, memorable experience for anyone willing to embrace its unconventional style of combat. Rating: 8/10
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $42.2K | 302 | 88% | $3.99 | |
| $42.2K | 351 | 90% | $3.99 | |
| $42.2K | 190 | 95% | $14.99 | |
| $42.2K | 237 | 59% | $9.99 | |
| $42.1K | 849 | 49% | $1.99 | |
| $42.2K | 92 | 36% | $19.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $64.8K | 607 | 60% | $4.99 | |
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| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 5 | 76% | $4.49 |
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, Portuguese - Brazil, Traditional Chinese, Simplified Chinese, Japanese, Korean, Dutch, Polish +4 more
| $19.99 |
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| 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.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun little roguelike that's noticeably rough around the edges. lacks depth beyond the football mechanic, but still good for a few hours of entertainment. devs seem to have moved on so it's likely never gonna get more polish. if i'd paid full price i'd feel ripped off but if it looks good to you then i'd recommend to buy on sale.
love this game so far hope there is coming much more content and that the game gets the hype it deserves !!!!!!
Excellent rougelike. Keepy-up but every time you kick the ball, you do damage to enemies. Pretty short learning curve but very satisfying once you have it locked down. At 8 hours in with one full run complete under my belt, I just hit a new boss I hadn't seen, which is already more than I expected from an $11 game. Highly recommend
Players by region
Where this game's players are, estimated from review languages.