
Heroes of Hammerwatch is a rogue-lite action-adventure. Explore and battle your way through procedurally generated levels on your own or with up to 3 friends.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.86/day in the week to Aug 25 → 1/day in the week after.
About
Genres
Sums Steam only; PlayStation, GOG 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 | 9.5Kreviews | 87% | — | $2.8M |
| $19.99 | 287ratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 93 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Boring game
very hard and slow progress
Fun at First, but Eventually Suffocated by Excessive Grinding Heroes of Hammerwatch is a fun and engaging game that can easily keep you hooked during its first few hours. The theme works very well, and the idea of having a town that you gradually develop by unlocking new buildings, upgrades, and permanent bonuses is easily one of the game’s strongest features. At first, the progression feels very satisfying. The maps are still interesting, the enemies have enough variety, and you genuinely feel your character becoming stronger after each run. The roguelite element works exactly as it should: even when an expedition ends badly, you still feel like you achieved something and will be better prepared next time. The problem begins once you unlock most of the upgrades that are relatively easy and cheap to obtain. From that point on, every new improvement requires absurdly larger amounts of gold and ore. Progress slows down dramatically, and the game starts pushing you into repeatedly replaying the same maps just to gather resources. To make matters worse, there is a fee for sending gold back to town—a tax as absurd as anything imposed by a socialist government. Ore is relatively easy to obtain, but the upgrades that require it also become increasingly expensive. Eventually, you reach a point where you no longer have the patience to replay the same maps from the beginning just to grind. The obvious solution is to use portals to reach the later areas more quickly. However, this often becomes even more frustrating, because your chances of surviving depend far too heavily on RNG and on whether the game decides to give you useful items during that run. Furthermore, if you use portals to reach the later areas more quickly, you miss out on much of the exploration content, which also means you farm ore and gold far less frequently. In other words, you do not progress properly and are forced to rely on luck to make it through all the remaining levels. After watching some streamers play, I realized that the game only seems truly manageable with less frustration in co-op. Multiplayer is less punishing in several ways, especially because players can help and revive each other. For that reason, I cannot recommend Heroes of Hammerwatch to anyone planning to play solo. Even for co-op players, I still find it difficult to recommend because of the excessive amount of grinding it demands, as though this were the only game on Earth and the player had nothing else to do with their time. It is a very good experience at first, but eventually becomes tedious once progression stops rewarding the player naturally and starts demanding excessive repetition.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.8M | 6.7K | 97% | $19.99 | |
| $2.8M | 2.8K | 93% | $22.39 | |
| $2.8M | 2.1K | 65% | $20.99 | |
| $2.8M | 8.7K | 96% | $24.99 | |
| $2.8M | 2.9K | 91% | $29.99 | |
| $2.8M | 2.5K | 94% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $773.7K | 23.2K | 88% | $2.19 | |
| $2.6K | 77 | 78% | $1.99 | |
| $7.6M | 47.8K | 67% | $7.99 | |
| $15.3K | 79 | 84% | $10.49 | |
| — | 0 | — | — | |
| $9.1M | 24.4K | 81% | $19.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 16: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 10 → 1/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
| $11.99 |
| 161ratings |
| 70% |
| — |
| 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 94 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ローグライ”ト”すぎる (おそらく序盤だけだが)単調戦闘、探索についてくる石集めはな~という感じ
Very grindy repetitive top down 8 bit hack and slash. This would've been nice 25 years ago but now its just outdated concept. How many times do you have to run the mines before the game progresses?
унылое, однообразное говнецо
Maybe it's me and my old age but I can't stand this game. I enjoyed the earlier Hammerwatch games, but this rogue-lite approach is terrible. The game essentially boils down to GRINDING the same pitiful amount of copy/pasted content over and over again. Each run is exactly the same thing, you must die in order to progress as you can send most of your gold and ore to the town, and you keep your EXP. This isn't a roguelike where you can complete a run starting at level 1, no, you literally cannot survive as some very early mobs will one-shot you at low levels. The game was designed to consume your time, and judging by the positive reviews, I guess this is what modern gamers want. They just want a mindless time sink where they click buttons, things happen on the screen, they die, upgrade and repeat. No thinking, no skill, no building a character up, no need to learn the mechanics on a deeper level, you just get more POINTS until you eventually one shot all the enemies, until you make it to the next brick one that one-shots you. Skinner box game design here. I hate this kind of design, I find it extremely insulting. But if people like it, good for them. If you are like me and seek a more thoughtful gaming experience made by designers who respect the player, than this definitely isn't for you. Consider yourself warned. Only buy this if you are into very casual, repetitive grindfests. But for me, I think I'm done with this series. I can't stomach another entry like this.
❤️
Excellent game makes it fun to grind for resources especially with friends only quote on quote bad side is the scalling of the resources required and how easy it is to get them
⠀
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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
The games this title's players most often review too — audience affinity.