
Hack ‘n’ Slash is a puzzle action game about hacking -- reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the game’s code. The only way to win is not to play...by the rules!
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): 0.14/day in the week to Jul 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
peanut would love some pets and treats :) 🌸> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
The puzzles are alright until it feels like you're debugging someone else's messy code. This is what happens when a clever idea escapes from a brainstorming meeting before anyone actually checks if it is fun.
Quoting another review here: > Additionally, there were too many ways to get past things without doing it right, making it possible for you to actually get stuck in the game. Ah yes, I remember when I softlocked myself in the game and tried to fix the problem that put me in a forced infinite recursion loop. I really didn't know what to do for like 20 solid minutes until I realized that this game literally has a wayback machine built in; savegames are tree-like in that you can always go back to an earlier point and diverge from there, even allowing you to load a different branch if I'm not mistaken, so while you could soft-lock yourself in a single puzzle, you could just go back one room and try a different way. You could go back infinitely far and have a single savegame with several story branches. Please note that this is me talking about a game I last touched like a decade ago, so this information may be wildly inaccurate. I remember the actual story being a bit on the short side, there not being enough puzzles (which could either mean the game was very good, or very bad, but I'm pretty sure I enjoyed it very much), but I also remember being able to side-step half the puzzles when really all you were thinking was "wait, can I actually.…". This is a good thing; the game encourages you to be creative, to break the rules, to mess around. This is literally a graphical version of giving a 12 year old a computer, a copy of The C Programming Language, and a running Linux system. I'm 90% sure there are two kinds of players of this game, one of them constantly complains that this game doesn't force them to obey rules and puzzle solving isn't linear enough, and the other feels as if they were a god-like being with powers beyond comprehension because they can write a loop that does something relatively simple but the loop is something [i]they have made themselves[/i] so it's the best thing in the world to see it work. I give this game a 10/10 just because it exists, bugs and everything (again, it's too long for me to even remember whether or not it crashed, I don't think it did tho). It's Linux native to boot (or it used to be.… this game is from before the Steam runtime IIRC so what counts is that it once did work natively), and it's priced just right IMHO (YMMV). The problem with giving a proper review that tells you about the game in a way that helps you figure out whether or not you wanna buy it is that it's a hit or miss; regardless of wheter you can write code, regardless of whether you know what a Hello World is, regardless of whether you have touched a computer in the past 50 years, you will either like or dislike it and no amount of pondering will help me give you a baseline metric by which you can guesstimate in which group you end up. Be a professional coder and hate the game. Be a carpenter and love it. Be a farmer and hate it. Be a sysadmin and love it. Whether or not you like coding has little to do with this game as far as I can tell it. Just go and buy it, you can blame me if you don't like it.
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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**languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Another almost-banger from Double Fine. Amazing concept, but admittedly the implementation leaves a bit to be desired. It builds complexity over time, and doesn't outstay its welcome. That being said, you do need to have an understanding of the fundamentals of coding to play this. Additionally, the language used is a bit cryptic which can make solving some of the puzzles rather difficult (Could be i just dont know enough programming, im an amature). I think some more development time on making the scripts easier to understand would have gone a very long way. Id love to see Double Fine rework this concept because theres some definite opportunity for gold here.
Was given this game years ago by Double Fine as some sort of apology for taking my money and cancelling Spacebase DF-9 (not technically cancelling, but pushing a very unfinished and buggy version to 1.0 and calling it done after saying it didn't get enough funding to sustain early access is essentially the same) Giving people a bad game as an apology for scamming us is insulting and something I'll never forget. Spotting it in my library dredged up the memories enough to toss in a quick review and a reminder to not trust Double Fine. This game isn't even worth more details... it's not even worth your time if you get it for free
Was excited to give it a whirl but literally cannot get past the start screen on SteamDeck. None of the buttons seem to function, even after a reinstall.
It feels much like an incomplete idea of a game. It's a neat idea, but it lacks any real substance to keep a person engaged. The 'programming' aspect is... rudimentary at best. I guess it's because other games have tackled the same idea and done a far better job at it, but this just falls flat for me.
Not a bad concept for a game... only really works for people interested in coding/videogame development, and I'm here for that.... but the current iteration feels more like a tech demo to me than a fully finished game.
Your earlier actions can soft-lock you out of LATER puzzles with NO way of knowing, then play through an act only to have to rewind and do it ALL over again. This is for a game released in 2014, not 1984? No respect for players time, horrible game design.
i played this a while ago so my memory is hazy, but i remember enjoying it. puzzle solutions can be obtuse at times, but i think that made it more endearing. making the jump from just editing variables to editing entire chunks of the game's code (even if it was just swapping out operations) was really cool to me. doesn't deserve 58% positive reviews imo, its better than that
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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