
Super hardcore first-person game.
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 Sep 6 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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.
About
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Challenging game where dying means starting from the beginning, there are no checkpoints or anything like that, rhythmic music that livens up the levels and a simple but perfect design to pass the time.
Прикольная игра по скидке можно купить и пробежать.
АААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААА although no it's cool game actually
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Instant Death is a brutally focused reflex challenge that strips gameplay down to its most unforgiving essentials. Developed by Tayfun Zeytun and published by My Way Games, the title makes its philosophy clear immediately: survival depends entirely on flawless execution, and even the smallest mistake results in instant failure. There are no health bars, no safety nets, and no narrative framing to soften the experience. What you get instead is a pure test of timing, movement, and mental endurance that feels intentionally designed to push players to their limits. At the core of Instant Death is a simple rule that governs everything you do—touch anything marked as deadly, and the run is over. This minimalist concept sounds almost trivial on paper, but the game quickly reveals how deceptive that simplicity is. Levels are constructed as tightly tuned obstacle courses that demand constant forward motion, precise jumps, and split-second decisions. Because there are no checkpoints, every attempt becomes an all-or-nothing run, forcing players to internalize layouts and patterns through repetition. Each failure teaches something new, whether it’s a mistimed jump, a moment of hesitation, or an incorrect approach to an obstacle sequence. The difficulty curve is deliberately steep, escalating in a way that feels both punishing and motivating. Early stages act as an introduction to the game’s rhythm, but later levels require near-perfect execution for extended stretches of time. This structure creates a strong emotional contrast between frustration and satisfaction. Deaths come frequently and often feel abrupt, but the moment you finally clear a section that previously seemed impossible delivers a powerful sense of accomplishment. The game thrives on this loop, encouraging players to keep trying through sheer determination rather than external rewards. Visually, Instant Death embraces a clean, functional aesthetic that supports its mechanical focus. Environments are sparse and easy to read, ensuring that nothing distracts from the task at hand. This clarity is essential, as success depends on reacting instantly to what’s on screen. The soundtrack reinforces the experience with high-energy electronic music that keeps tension elevated and momentum high, making each attempt feel urgent and intense. Together, the visuals and audio create a cohesive presentation that serves gameplay rather than overshadowing it. What Instant Death notably avoids is any form of progression system or mechanical variety. There are no unlocks, upgrades, or alternate modes to soften the challenge or provide long-term goals beyond completion itself. For some players, this uncompromising design will feel refreshing, offering a pure skill-based experience where improvement is the only reward. For others, the lack of variety and constant restarting may feel exhausting, especially for those accustomed to more forgiving modern design philosophies. The game’s appeal is therefore highly focused. Instant Death is not interested in accessibility or broad appeal; it is built specifically for players who enjoy mastering punishing challenges and measuring success purely through skill and persistence. Its short length and narrow scope work in its favor, delivering a concentrated experience that knows exactly what it wants to be and refuses to compromise. In the end, Instant Death stands as a stark example of minimalist design used to maximum effect. It offers no comfort, no narrative distraction, and no mechanical safety nets—only a relentless demand for precision and focus. For players who thrive on difficult, reflex-driven games and take satisfaction in overcoming steep challenges through repeated failure and mastery, it delivers a memorable and uncompromising experience that lives up to its name. Rating: 6/10
Größtes Drecksgame. Hab Absturz. Ich fühle mich wie in einem Fiebertraum
I died instantly. Super Cringe tbh
The control system is quite well developed, what can I say about the levels themselves, they are difficult, the color scheme of the game needs to be diversified, but I liked the game, I would like to add a workshop so that players themselves could add their own modes
Controls too bad to be a good rage game. Died more from clipping into the floor on level 7 spin than any other obstacle. By the last few levels was so disoriented from all the glowing red bars flying across my screen that I couldn't see the shapes anymore. Hardest part by far is the bad jumping and hitboxes, game would be 10x better if it was third person while showing the players hitbox. Also annoying if you have two monitors because your cursor WILL leave the game screen and distract you. Some levels were fun and unique but overall felt like the worlds hardest game 3D edition. Don't buy at full price.
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挂卡小游戏
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $579 | 4 | 100% | $6.99 | |
| $1.2M | 18.5K | 94% | $2.99 | |
| $2.8K | 39 | 38% | $2.99 | |
| $0 | 0 | — | $2.99 | |
| $12M | 82.5K | 82% | $7.99 | |
| $7.8M | 29.2K | 92% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1K | 68 | 57% | $0.99 | |
| $1.1K | 59 | 68% | $0.99 | |
| $1.1K | 60 | 45% | $0.99 | |
| $1.1K | 54 | 30% | $0.99 | |
| $1.1K | 64 | 94% | $0.99 | |
| $1.1K | 54 | 78% | $0.99 |