
An incremental game where you kill hordes of slimes and use their loot to become stronger and farm them. Collect powerful loot, master skills, and uncover tons of content.
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): 0.57/day in the week to Sep 1 → 0.71/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
An incremental adventure packed with tons of content and progression. Every battle, you will unlock a new way to defeat hordes of monsters.
Massive Skill Tree: Every node matters, unlock meaningful stats, not just a boring +1 damage.
Loot & Items: Defeat enemies to earn rare items that dramatically boost your power.
Shiny Monsters: Encounter rare Shiny variants that grant special effects.
Skills: Acquire and upgrade a variety of skills to eliminate your foes.
Archer: Unlock the loyal Archer, who leaps into battle to automatically slay monsters at your side.
Mining: Gather ores and refine gems to customize and enhance your playstyle.
And many more
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game isn't bad, and it scratched that incremental/idler itch. I'm not going to tell all my friends that they need to play it, but you might like it. 6/10.
The game mislabels itself as a Roguelite, when it is instead just a standard incremental. There is no permadeath, therefore there is no roguelite. It's simply resources obtained through levels, and more levels unlocking through faster beating of those levels. As a roguelite, this game would be trash. As an incremental game, it's simply okay at best. For the type of game that it is... It's worth getting on sale, which is saying a lot, since its base price is already 5 dollars. Get it if you like what you see from the trailer, because it's nothing more than that. I wouldn't recommend it to anyone that doesn't already really like boring incremental games that you 100% in 5 hours.
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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, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Czech, Polish +2 more
Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm kinda mixed on the game, on the one hand I don't like it, on the other hand I did finish it. My strongest critic is it being too linear and grindy, while all those elements that get added don't feel like having much of an impact. What the game is missing is choice/player agency. The tower system just adds a random tower every run, no agency, no info how much damage they do or slimes they beat. The glyph and runes also add a few more numbers, nothing that changes anything about how you play the game or interact with it. The archer is a good addition. There you have a degree of choice about the order you skill him in. He also has a bigger visual presence on the board compared to the towers. The shiny slimes, while in theory could add something, they only give a passive buff for each slime you defeat. So again, just numbers slowly accumulating. The well finally gives the player some agency with choices changing some mechanics in a small way but it only unlocks at the end of the game where it does not matter much anymore. Also the progress through all those stages is also a passive one, with barely any visual bling and in the end I didn't even care which stage I was on as it didn't matter. Again something that just happened. You just killed eneough slimes and got to the next stage with stronger slimes giving more coins. No agency and no visuel differences or anything.
[b]TL;DR:[/b] Maktala is a short incremental game with an uninspired upgrade tree, pacing that doesn't feel right, and choices that often aren't really yours to make. [b]The main problem with Maktala is that the pacing feels off[/b]. It requires too much grinding even for tiny upgrades, and it just becomes a waiting game, although it starts quite nicely with the optimization options. I am not against grinding, especially in incremental games, but in Maktala, grinding isn't just boring; [b]the only upgrade that ever matters is damage[/b]. By following the formula of grinding and getting the damage upgrade every two or three instances, you can finish the game. Don't pick any other upgrade unless it's really cheap compared to the money you get; only get the damage upgrade, and you will progress no matter what. The graphics are quite fancy compared to what I have seen so far in this genre, but that's about it with this game. The concept is really promising, but the execution isn't quite there. In short, [b]I can't suggest anyone pick up and play Maktala[/b], given the lack of player agency and its design choices. If you really can get enough of incremental games, sure, go for it; otherwise, you would be better off picking another title in the genre rather than this one.
⭐⭐⭐⭐☆ 8.5/10 Started by beating up innocent slimes. Stayed because my brain now runs entirely on loot drops and bigger numbers. Simple, addictive, and packed with upgrades that keep triggering the "just one more run" syndrome. It does get pretty grindy later, but if you enjoy watching your character become an overpowered slime exterminator, you'll have a great time. 8.5/10 – Came for the slimes, stayed for the dopamine.
I'm a fan of incremental games, but this means I see a lot of them. This one is hard to recommend when there's so many other games in the same genre. Especially when you can get a game that does everything better and is visually more appealing for less. I can't name one in specific, but this is a steep price for what you're getting out of it. TL;DR Boring to look at, a slog to play, unbalanced upgrades (Just upgrade attack ad nauseum, and pretty much nothing else until it's all easily affordable), heavy reliance on RNG with little to no payout even on good rolls. No sense of progression or feeling of gaining power as you progress. I would like to chalk it up to a devs first game kind of game, but all the games from this dev are seemingly almost exactly the same, so I would just recommend other incremental games. Only pick this up on sale, in a bundle, but more than likely you won't want to progress fully through it. The simplicity and lack of engaging mechanics makes it a slog to go through, as the slimes literally never change whatsoever, you get shinies with no variation and then a sparkle effect for slimes effected by some status or something. That's the amount of eye catching depth you get here. What else is lacking is the Upgrades all seem pointless with few exceptions. The main way you progress is killing so many slimes in a time limit that can barely get above 30 seconds per round, and, again, the only variation you see is shinies. So besides the shiny variations, which consists of 10 slimes that you won't see much, the only way you tell you progressed is things are harder to kill. The main upgrade tree, which you upgrade with money, mostly feels like a bunch of little minor improvements to get to the big upgrades at the end, the Major Nodes as they're called here. Besides that I found the most successful improvement to be through just upgrading attack and saving to upgrade attack. I'm pretty sure for the majority of the middle portion of the game and levels, I spent almost exclusively on attack upgrades, and then finished off all the main tree upgrades after making significant progress. There just doesn't seem to be a point really to do anything other than that. Even outside of the main tree upgrade progression, most upgrade trees are pretty menial. Runes to give a sliver of increased some stat. Gems to give 6 slivers of increased some stat, that you can reroll if you don't like, that you have to pay for to get some stat. And Shinies, which give a sliver of increased some stat per one you kill of a type, but also they're really rare, and you won't see a lot of them until severely late game after slogging through the majority. Besides that your upgrades are going to consist of skills, which just mean more dps, but you don't control it activating at all, and also I found it wasn't really worth it to go for the first skill basically at all, so I skipped it. And finally you have hunter, or whatever they were called, and you level them up by beating another type of monster that is pretty rare and them dropping some currency to improve the hunter, so you won't get most of the benefits until super late too. I also found most of their upgrades pretty meaningless. That being said, it doesn't really matter how much you level any of them, because all of them are impacted by the damage upgrade, which just means it's more important to go for that than anything else. All that in mind, you have a boring tedious mouse mover with little to no variety and little to no in depth stats. There's significantly better incremental games on Roblox for free. That look and feel nicer to play. This feels like a devs first game kind of game, and that's what I would chalk it up to, if all of the games from this dev didn't look exactly the same mechanic wise. I think you would have a better just looking at 'games like this' or something or getting this in a bundle to waste a few hours in.
Decent incremental game, gets a bit grindy in the mid-late game as the rewards don't feel as punchy as they do in the beginning. Systems are about as you'd expect for this sort of game but done decently well. 7/10
游戏流程极其不自然。作为一个增量游戏,每一次十几秒或者三四十秒的探索结束,都需要手动重新开始。这个重新开始除了消耗玩家的精力和增加玩家的厌恶之外,并没有别的效果。
The longer you play the worse it feels. Scaling feels very off because your character stops being able to kill monsters and you completely rely on skills - so if there is a particular monster you want dead for rewards, you just have to pray that random skills kill it. All upgrades feel super expensive and non-impactful, you end up just farming for the 1 uncapped damage upgrade skill so it gets stale quickly.
the game isnt really bad but it feels almost more like a flash game. the main problem being that it feels like an idle game and you get more powerful but it does not really feel like it. its kind of underwhelming when you play for hours and it still feels like progress is moving at more or less the same pace as when you started. tldr: not a bad game but probably should be a 1-2$ game not 5$.
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.
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