
Use the Dungeon Editor to build entirely new adventures and challenges for other players to solve.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.43/day in the week to Aug 24 → 1.14/day in the week after.
About
Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 103 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Najlepsza seria gier tego typu w jaką grałem. Jest jeszcze 2 odsłona lepsza od tej. Mam nadzieje że kiedyś postanowią zrobić trzecią, na pewno kupie.
[h1][b]Legend of Grimrock[/b][/h1] [h3][b]Time Played:[/b][/h3] 70 Minutes [h3][b]Last Played:[/b][/h3] 8th of September, 2026 [hr] Legend of Bottom-Right Corner: Advanced Edition. [h3][b]Yay:[/b][/h3] + I enjoyed the music, and titlescreen. + Rather atmospheric in this section alone. + For those that want it, you can create a custom party of 4 characters. + For those that don't, you can go with a prefab. + I liked the exploration. [h3][b]Meh:[/b][/h3] ~ Nothing. [h3][b]Nay:[/b][/h3] - Rather than Auto-attacking, you need to right click the weapon on the lower right pane to use it, something the game gives no adequate job of telling you. - This adds the need to look down at the weapons, and miss vital information like when you missed an attack. - As a result of both of these, combat boils down to “navigate the corridors you can't see, or otherwise constantly-turn, waiting for the non-visible countdown to restore, then hit something, hope you don't miss, and repeat...hoping to the gods above you don't accidentally back yourself into a corner.” - Navigating away on a grid you could only see one face of was not a favourable method of evasion to me... - You cannot dual-wield. Using one hand's attack locks both out. - Enemies in the first level seemed way too durable, even on what the game claimed was “normal” mode. - The game never tells you that you can rest by pushing a button to restore health and stamina. - This, though, means more looking at the bottom right, as it doesn't automatically-end on restoring all the bars. - I haven't the foggiest of clues what the game deems important enough to auto-save after, given I started from the very-first room multiple times. - Luck based achievements. You cannot see if an enemy is below when jumping into a pit, even when dragging right-click to see, meaning the achievement for squashing, or teleporting onto an enemy relies on shots in the dark. - Inventory management, movement, combat, and map-reading were all thought to be very, unenjoyably-clunky. - You need to eat food for whatever reason, yet the game gives you plenty of pieces of it, at least in what little I played, making this seem like purpose-convolution, or yet another thing of busywork to manage. - One has to open the character pane to see this, too: they don't show it, say, below the stamina. - To get a character to eat, you also need to juggle the panes to put it into their inventory, then right click it there. - Wall-mounted torches don't burn out. Player-held ones? Aye. - Thus, if you don't engage in kleptomania, and flood vital weight, and inventory slots with torches, you can be left without a way to see. - They barely give you any equipment at-first, and no party member can dual-wield. I also didn't see a single ranged weapon before they throw poison-chucking, vision-fogging mushroom things at you, putting you at an objective-disadvantage. [hr] [h3][b]Verdict:[/b][/h3] As a novice to the Grid-Based Dungeon-Crawler style of game, having only played the personally-enjoyed-but-needed-to-be-stopped-due-to-3DS-derived-vision-issues Shin Megami Tensei: Strange Journey Redux, and also-unfavourable I Can't Escape: Darkness, I cannot confidently-state how much of the jank, artificial difficulty, convolution, and lack of quality-of-life features was the developers' commitment to making an “Old-School” dungeons, and how much is a quirk of this particular one. What I can state, though, is that while I may have played for 20 minutes longer than Cube Creator X, and enjoyed the non-combat gameplay, I did not see a need to continue this one. Maybe gamers who played the first instances of this type of game would relish in seeing one that plays just like [insert game here], but with modern-ish graphics, but for me, I'm going to hope this now-8-game unfavourability-streak will be dispelled by the next thing I try to play, and that the supposedly-better sequel to this will remedy the issues I took with this one. [h3][b]Placed in:[/b][/h3] 5: Dourly-Dismissed.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $14.99 |
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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 105 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's that classic dungeon crawler style. You're exploring these catacombs full of puzzles and traps and deadly enemies. The progression is constantly rewarding you with better equipment or new skills acquired through level ups, so it's always enjoyable to progress further into the dungeon. My only criticism is that the puzzles can be very difficult to solve which can get frustrating. I hate to look up the solution in an online guide but sometimes you just get stuck and there's not any kind of hint of what you should be doing. I enjoy the challenge of figuring them out on my own, but when you've been stuck on the same puzzle for 30mins-1hr you kind of lose your patience
Excellent game!
Perfect Retro.
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.
Related
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