Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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 are a lone adventurer in a strange, non-Euclidean world. Gather as much treasure as you can before the nasty monsters get you. Explore about 60 different lands, each with its own unique treasures, enemies, and terrain obstacles. Your quest is to find the legendary treasure, the Orbs of Yendor. Collect one of them to win! Or just ignore your quest and collect smaller treasures.
The twist is the unique, unusual geometry of the world: it is one of just few games which takes place on the hyperbolic plane. Witness a grid composed of hexagons and heptagons, straight lines which seem to be parallel, but then they diverge and never cross, triangles whose angles add up to less than 180 degrees, how extremely unlikely is it to reach the same place twice due to practically infinite size of the world (centillions of locations in just 700 steps from the starting point), and how the world seems to be rotated when you do return. All this matters for the gameplay. The game is inspired by the roguetime genre, works of M. C. Escher, and by puzzle games such as Deadly Rooms of Death.
HyperRogue is often updated! Other than the original 2D hyperbolic puzzle roguetime game, HyperRogue includes experimental modes, allowing one to change many aspects of the game for your non-Euclidean experimentation, such as racing mode, real-time "shmup" mode, 3D geometries including Thurston geometries, SteamVR virtual reality. If you want to play HyperRogue as a non-Euclidean first person shooter, it is possible too!
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−50% | 496reviews | 96% | — | $39.8K |
| $9.99 | — | — | — | 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.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I could write an essay about how unique and interesting this game is, but this has been done to death already, so feel free to check many other in-depth reviews from other players around the web. I still want to give my thumbs-up for this game, so I’ll make it simple and tell you what I would like to know beforehand why [b]HyperRogue[/b] is fascinating: it’s literally a turn-based score chaser with several layers of discoverability. There’s also Steam Leaderboards support, which is the cherry on top if you’re into improving your PBs and comparing highscores with other players. [u]Friendly advice for newcomers:[/u] if you’re prone to motion sickness (like me), I suggest you to avoid fullscreen and go straight to windowed mode (on a medium or small window), which makes the whole experience much more comfortable and nausea-free.
Hyperbolic space is so big. You don't understand. There's so much space!!!! There's a zone full of plants with constantly growing vines and every single one of those plants is continually taking up more and more space but you just, never run out of space. There is always more space. This is a really unique game. PS if you are at all prone to motion sickness then this game can be ROUGH, especially if you like to play fast. Something to be aware of. It's worth it though.
Media

Related
Related
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, Polish, Turkish, Czech, Russian, French, Simplified Chinese
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of the best roguelike games. Probably the only game with non-euclid space that is actually fun while still utilising the unusual features of the space.
To be fair, you have to have a very high IQ to understand HyperRogue. The mechanics are extremely subtle, and without a solid grasp of hyperbolical geometry most of the gameplay will go over a typical gamer's head. There's also Rogue's nihilistic outlook, which is deftly woven into his characterization - his personal philosophy draws heavily from Felix Klein's literature, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of this game, to realize that it's not just confusing - it says something deep about LIFE. As a consequence people who dislike HyperRogue truly ARE idiots - of course they wouldn't appreciate, for instance, the humour in Rogue's existencial catchphrase "Yet Another Stupid Checkmate" which itself is a cryptic reference to the game of Chess. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as ZenoRogue's genius unfolds itself on their computer screens. What fools... how I pity them. 😂 And yes by the way, I DO have a HyperRogue tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 IQ points of my own (preferably lower) beforehand.
Kidnapped a turtle, ran around the Galapagos looking for its twin while getting chased by a dragon. 100+j42 / 10 would do it again.
I've had this game since it was free in early access, and years later I'm still coming back to it. Every biome is so creative and interesting to contend with, and it's very rare that I feel like a death was out of my control.
This game is solid implementation of an INSANELY interesting roguelike idea. I'm very glad I randomly found this game. Truly a masterpiece.
Best game in hyperbolic space. I love the unique lands and interactions between mechanics. The game makes full use of hyperbolic space creating many biomes that wouldn't work on a regular grid. Well worth the $10
HyperRogue is a game that begins with a deceptively simple proposition: what if the world itself did not agree with you about how space is supposed to work? From that innocent question emerges an experience that is difficult to describe, difficult to understand, and, once understood, somehow even more difficult to explain to another human being. You begin your journey with the usual expectations. There is a character. There are enemies. There is treasure. There are lands to explore. There are decisions to make. And then geometry enters the room. At some point you realize that you are no longer simply moving through a dungeon. You are participating in an experiment conducted by mathematics, roguelike design, and perhaps several ancient civilizations that should have known better. Every step feels meaningful because the world refuses to behave like a world you already understand. Familiar instincts become unreliable. Distance becomes a concept that requires reconsideration. The map becomes something between a landscape, a puzzle, and a philosophical argument against Euclidean geometry. And somehow, it works. HyperRogue is a wonderful example of what happens when a game is willing to take its central idea seriously. It does not merely decorate a traditional roguelike with unusual visuals and call it innovation. It builds its entire identity around the strange relationship between movement, space, enemies, and exploration. The result is an experience where knowledge becomes a form of progression. You die. You think about why you died. You return. You make a slightly better decision. You die somewhere else. And eventually you realize that you have learned something that cannot really be expressed as a conventional game mechanic. You have begun to understand the world. That feeling is difficult to reproduce, and it is one of the reasons HyperRogue stands out. There is also something admirable about the sheer amount of imagination contained within the game. New lands, new rules, new situations, new ways of making you question whether the decision you just made was actually a decision or merely the inevitable consequence of having entered the wrong place at the wrong time. It is a game about exploration, but not exploration in the comfortable sense. You are not simply discovering what is around the next corner. You are discovering what a corner even means. HyperRogue does not necessarily make you feel powerful. It makes you feel increasingly informed, and that is arguably much more satisfying. The world remains dangerous, strange, and occasionally incomprehensible, but your relationship with it changes. And perhaps that is the real journey. Not conquering the world. Not defeating every enemy. Not collecting every treasure. But slowly becoming the sort of person who can look at an impossible landscape and say: "Yes, I think I understand what is happening here." And then immediately walk into something that proves you wrong. Highly recommended for traditional roguelike fans, strategy enthusiasts, mathematicians, philosophers, explorers, and anyone who has ever looked at ordinary geometry and thought that perhaps it was simply not trying hard enough. HyperRogue is strange. It is ambitious. It is beautiful in a deeply unreasonable way. And, most importantly, it is willing to take its strange idea all the way to the end. Or perhaps there is no end. Only another land. Another journey. Another turn. And another opportunity to discover that the universe is slightly more complicated than you were expecting.
I have a love hate relationship with this game. It's truly novel, a little bit addicting, fun, and, offers hundreds of hours of playtime if you're up for the challenge. I think it's worth it even if you all you do is try to unlock every land at some point and get 10 treasure in them at some point. But if you're going for what is essentially the game's ultimate challenge, hyperstones, you have to get at least 10* treasures in every one of the 60 lands. In a single run. Where one misclick sends you back to the beginning. Needless to say, this aspect does not play very nice with my medically recognized "makes lots of simple mistakes" disorder x3 *Some lands require less because treasures are hard to get and worth more *cough do not attempt 8 holy grails cough*
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.
Related
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| — | 0 | — | — | |
| — | 0 | — | — | |
| $2.7M | 16.2K | 71% | $8.49 | |
| $1.3M | 2.4K | 85% | $18.99 | |
| $111.9K | 657 | 83% | $7.49 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $39.8K | 480 | 73% | $2.99 | |
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| $39.8K | 233 | 79% | $5.69 | |
| $39.7K | 318 | 97% | $6.99 | |
| $39.7K | 278 | 97% | $7.99 | |
| $39.7K | 251 | 77% | $9.99 |