
Create a medication schedule for John. Press "Play" and let's hope he doesn't die before reaching the yellow area.
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 29 → 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
Genres
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Puzzle con fisicas donde uno tiene que añadir pastillas con distintos efectos para que Jhon llegue a la meta, esta original, gracioso, y sobretodo a buen precio.
Lots of fun, even when the truck flip away
Boas risadas com esse game kkkkkkkkkkk Se você gosta de ragdol e coisas bem inesperadas acontecendo... esse game é pra ti
Media

Related
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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, Portuguese - Portugal, Portuguese - Brazil
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
실 늘어진 인형처럼 후들거리는 주인공에게 걷고 뛰고 멈추고 뒤로 돌고 등의 행동을 하게 만드는 알약을 타이밍 맞춰 먹여서 목적지까지 도착하는 게 목적인 게임입니다. 중반부턴 주인공의 동작만 제어하는 게 아니라 발판이나 차량 등의 오브젝트도 배치해서 타이밍을 맞춰야 하구요. 해결방법을 궁리하기 보다는 수없이 실패하며 타이밍을 짚어가는 게임이었습니다. 실패를 반복하며 타이밍을 조절하는 게 조금 답답할 때도 있지만, 알약과 오브젝트를 다 배치한 뒤에 생각했던 대로 움직이는 주인공을 보는 건 제법 상쾌한 기분이었습니다. 한가지 큰 불만이 있었는데, 계속 실패하며 타이밍을 재야 해서 실패지점까지 몇 번이고 다시 보아야 하는데, 이미 올바르게 알약들을 배치해둔 앞부분을 짧은 건 10초, 긴 건 30초까지도 반복해서 보게 되는 건 상당히 짜증났습니다. 빨리감기가 있었다면 좋았을 텐데요.
Que jogo lindo e inovador. A mistura de 3D pixelizado foi muito bem executada. Parabéns!!
Give Me More Pills is an unusual indie puzzle game developed and published by DIG Games that builds its entire experience around a simple but creative concept. The player is tasked with helping a character named John survive a hazardous journey by creating a medication schedule that determines which pills he takes and when he takes them. Rather than focusing on fast-paced action or storytelling, the game revolves around experimentation, observation, and problem-solving. Every decision can influence John's chances of reaching his destination, turning what initially appears to be a straightforward challenge into a process of testing, learning, and adapting. The core gameplay is centered on understanding the effects of various medications and discovering how they interact with one another. Success rarely comes on the first attempt. Players must observe the consequences of their choices, identify patterns, and refine their strategies after each failure. This trial-and-error structure gives the game a puzzle-like identity, rewarding patience and curiosity more than quick reactions. The challenge comes from finding the right balance that allows John to survive the dangers placed in his path without suffering the negative effects of improper medication use. Visually, the game embraces a minimalist style that keeps attention on its mechanics rather than its presentation. The environments and character models are simple, and the overall production values are modest. While the graphics are unlikely to impress players looking for visual spectacle, they effectively serve the game's purpose by delivering a clear and readable experience. The straightforward presentation also helps the game run smoothly on low-end systems, making it accessible to a wider audience. One of the most appealing aspects of Give Me More Pills is its willingness to explore a gameplay idea that is rarely seen in other titles. The concept of using medication management as the primary puzzle mechanic gives the game a distinct identity. There is genuine satisfaction in gradually learning how each pill affects John and eventually discovering the correct sequence that allows him to reach safety. The game encourages experimentation and treats failure as an important part of the learning process, which can be rewarding for players who enjoy solving unconventional challenges. However, the game's focused design also creates some limitations. Because nearly every aspect of the experience revolves around a single gameplay concept, the variety can feel restricted after extended play sessions. Players expecting deep progression systems, multiple gameplay modes, or a rich narrative may find the content somewhat limited. Once the central mechanics are fully understood, the sense of discovery begins to diminish, reducing the game's long-term replay value. Despite these shortcomings, Give Me More Pills succeeds as a small experimental project that delivers exactly what it promises. It does not attempt to be a large-scale simulation or a feature-rich adventure. Instead, it offers a compact puzzle experience built around a unique premise. Its strengths lie in originality, accessibility, and the satisfaction that comes from mastering its unusual mechanics. While it may not appeal to every type of player, those who enjoy indie games that experiment with unconventional ideas will likely appreciate what it brings to the table. Give Me More Pills is a creative and distinctive indie title that transforms medication management into an engaging puzzle challenge. Although its limited scope and simple presentation prevent it from reaching greater heights, its originality and experimental spirit make it a worthwhile experience for players seeking something different from traditional puzzle and simulation games. Rating: 7/10
based and redpilled
Need more pills
[h1]5/10[/h1] If this is supposed to be a puzzle game, then it's not. It's more of a "Will my character NOT randomly fall over and die this time" game. Completely random.
legal nos primeiros 5 minutos com uma mecanica bacaninha mas depois de umas 6 fazes voce enjoa e perde a vontade de jogar
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| $2.3K | 99 | 68% | $0.99 | |
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| $2.3K | 50 | 92% | $1.99 | |
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| $2.3K | 79 | 94% | $1.99 | |
| $2.3K | 87 | 79% | $2.99 |