
Master Key is a top-down adventure game with a strong focus on item-based exploration and secrets. Embark on a journey to discover what that key could be used for and meet colorful characters!
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 1 → 0/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 291reviews | 91% | — | $78.5K |
| $5.99−50% | 17ratings | 90% | — | not modelled | |
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you enjoy old-school Zelda dungeoneering, this is definitely worth checking out. I enjoyed this one. I got stuck behind a few tricky fights at times because I was stubborn and refused to turn down the difficulty, but I have no regrets.
Exploration and discovery in this game is very good. The dev did a lot with the art with only 2 colors. The game can be a bit plodding when you don't know where you're going, but overall it is very fun. The performance in the snowfall area could be improved.
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.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 21 → 0.4/day in the week after.
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.
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, Arabic, Bulgarian, Simplified Chinese, Traditional Chinese, Korean, Danish, Spanish - Latin America +17 more
| $12.50 |
| — |
| — |
| — |
| 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 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Several obvious flaws knock this game down.[/h1] Master Key has a concept so simple, you'd think it'd execute on it flawlessly. A simple Zeld' em' up with a very low amount of colors. (Two.) But due to some serious flaws, the flow of the game frequently halts. [hr][/hr] [list] [*]Minor Foible: The game defaults to release to swing instead of press to swing, I have no idea why the designer felt the need to go against 40+ years of game design. Platform characters did not jump when you released the button, so why reverse this? [*]You have knockback. Your opponents do not, except when required of their design. This is design that dates back to Hydlide, and was quickly remedied by games which followed. [*]You have multiple kinds of hitstun: Impact, hit, and respawn. Each of these locks you in a state which leaves you unable to react for [i]LONG ENOUGH.[/i] [*]World navigation is stretched and complicated for no discernible reason; if it was a text adventure, every grid square of every screen would have to be navigated manually. [*]Secrets are hidden and frequent, yet non-indicative. Where's the secret passage? Either guess or swing at all the walls. Could we not be spared even 8 pixels for a crack or other "off" indicator? [*]The world is aimless and your objective is vague at best in most instances. Sure, you're collecting the keys, but what for? [*]On the default difficulty setting, your key hits like an actual key, which in addition to the lack of knockback your opponents have (and your weapon's paltry range), means you're often getting boxed in and thus, exploding. [*]Discerning between surfaces is not easy due to a lack of contrast between them; meaning frequent trips into the drink may occur. This is annoying in the early game, while water remains a gated damaging obstacle. [*]Once you obtain the power of speed, you'll find very little incentive to actually use it, because it isn't actually that much faster, is useless around opponents, and (with speed active) your character turns with the fluid grace of a 1970s car, including a baffling windup and stop. [*]Most of the optional puzzles, and many progression puzzles unfortunately require you to know what color shirt the developer was wearing; solutions which require you to intuit exactly what the designer was thinking at the moment. [/list] There are [i]some[/i] positives. The chiptune music does the job quite well, communicating without words is laudable, and the fox is cute enough. Those do not make up for the problems this game has.
Master Key lässt mich mit gemischten Gefühlen zurück. Überwiegend positiv, aber es hätte mit wenig Aufwand so viel mehr sein können. Die "Story" ist simpel: Da bist Du, hier ist der Schlüssel, viel Spaß. Und mehr gibt es auch nicht. Man weiß nicht, wozu dieser Schlüssel passen soll, man weiß nicht, in welche Himmelsrichtung man muss, die Figuren sprechen nur Bildern, die in 90% der Fälle nichts mit dem Geschehen zu tun haben. Wenn man diese Gegebenheit akzeptiert und sich einfach anhand der Erkundungsmöglichkeiten erfreut, dann ist das Spiel richtig stark. Es gibt so viel zu entdecken und Grenzen sind immer natürlich, z.B.: Ein Fluss ist im Weg, aber man kann nicht schwimmen; ein Abgrund behindert das vorankommen, aber man sich nicht darüber hinwegsetzen; Steine blockieren den Weg, aber man kann sie nicht kaputt machen. Jedes Item, das man findet, hat dahingehend eine richtig hohen Wert, da es einen bereits besuchte Bereiche mit neuen Augen sehen und neue Areale erkunden lässt. Und darüber hinaus ist noch so viel mehr darin versteckt. Dennoch fragte ich mich zwischendurch immer wieder: Warum mache ich das hier eigentlich? Ich musste mich immer selbst motivieren, um weiter zu spielen, was schade ist. Ich hätte es beispielsweise clever gefunden, wenn man das zum Schlüssel passende Schloss irgendwie von Anfang an vor Augen gehabt hätte (wie z.B. das Windfischei oder das Schloss mit dem großen bösen Monster). Oder wenn ein paar mehr NPCs Hinweise zur Spielwelt oder zur Hintergrundgeschichte gegeben hätten. Oder auch, dass die Spielwelt selber per Design etwas mehr zur Hintergrundgeschichte erzählt hätte. Es wurde definitiv Potential verschenkt, aber es ist dennoch ein lohnenswertes Spiel.
EDIT: Alright, it looks like I gave this a positive recommendation too early. The late game suffers from an extremely annoying dungeon and I can't motivate myself to finish the game anymore. ORIGINAL REVIEW BELOW: This is the game you thought Mina the Hollower was going to be. I know the graphics suck, but if you want the promise fulfilled, this is the game to buy, not Mina There are two notable problems with this game. - The map does not pause the game - The map does not show parts of the world that are dark, even after exploring them Also, the developer is infamous for marketing this by spamming this on subreddits that have nothing to do with zeldalikes. He really needs to stop doing that.
Cool 2D-Zelda-like. Lots of secrets, very fun.
재미난 비밀이 가득한 액션어드벤쳐. 심지어 언어없이 심볼로 설명하는 식이라 언어의 장벽이 없다. 7시간쯤하니까 80퍼센트는 완료한 기분. 전투는 그냥 칼 연타로 두들기는것 정도이고 퍼즐도 젤다 신들의 트라이포스에 비하면 복잡한것도 없다. 길 찾기와 맵 외우기가 큰 난이도를 담당한다. 흑백이라 맵에 형태를 구분하는데 시간이 걸릴것이다. 세부적인 맵은 지원하지 않기에 시작부터 맵을 캡쳐하면서 지도를 만들면 상당히 쾌적한 게임이 될 듯
Master Key is a game that, with only 2 colors and zero written information, gives a really well made zelda-like experience with new means of progression and discovery throughout the entire game. Initially feels pretty jank, but when you get used to how the game is intended to be played it progressively feels much better, especially when you get more tools to deal with both navigation and combat. Low-bit spritework and a perfectly fitting soundtrack does a lot too, the game is really committed to conveying as much as it can with an intentionally limited art direction and does it very well! Also there's a really well made picross game in this. If you like picross this is literally 2 games.
Pretty great zelda-like, very good potential for a randomizer, items with distinct and varied uses, some pretty creative items too that wouldn't be out of place in a zelda. lots of clever secrets, fun puzzles. the combat is ok, took a bit to get used to, comparable to link to the past, though you do shuffle strangely when swinging while moving, and landing a hit causes stun frames. i mostly just attacked from afar juggling the projectile weapons when I could. there's a difficulty meter in the settings. game could be pretty frustrating and tedious at times. of course the combat can be a bit frustrating, dying is quite punishing, you can miss practically vitally important equipment, and there are a few required puzzles that not conveyed very well. optional puzzles that are tricky or not clearly conveyed is ok because that's kinda the charm and appeal to the game. I will say that even then, there are some puzzles that are beyond cryptic. also there are a ton of nonograms aka picross. if you like picross honestly it's worth the money just for it, lol.
good game
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $2K | 41 | 90% | $2.99 | |
| $1.7K | 4 | 75% | $19.99 | |
| $671 | 8 | 88% | $4.99 | |
| $573 | 19 | 68% | $1.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $78.5K | 2.5K | 88% | $1.67 | |
| $78.5K | 736 | 76% | $4.99 | |
| $78.5K | 189 | 73% | $14.99 | |
| $78.5K | 213 | 99% | $12.74 | |
| $78.5K | 375 | 91% | $14.99 | |
| $78.5K | 390 | 78% | $7.99 |