
According to the assurances of scientists, the probability of an on-board computer error is only 0.0001%, but we should have pulled out this lucky ticket!
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.
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.
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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 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
top-down shooter where you take different shapes and destroy different cute enemies. hear me out, this *could* be an asset flip but it's really fun and I think it's a great way to kill time on your steam deck, so get it on sale.
Гра класна,але проходиться за хвилин 30 максимум годину
good
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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, Bulgarian, Hungarian, Vietnamese, Greek, Danish, Simplified Chinese, Korean +13 more
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] 気軽に遊べるシューティングゲーム。[/h1] 慣れるまでは銃の向きに戸惑う事もあったけど慣れれば割とサクサク進む。 移動しながら武器の強化と各ステージに配置されているすべてのクリスタルを回収していく感じ。 場所の発見の実績は割とすぐに見つかる位置にあるので全実績解除もそこまで時間がかからずに終わらせることができました。 プロフィール機能制限ではありますが。 正直第2ステージのクリスタルで手こずったが障害物の裏や下などくまなく探せばなんとかなりました。 値段相応のボリュームですが、気軽に手を出せると思います。
こんなプレイ時間ですが実績を除き、ゲームは一通りクリアしました。 100円ゲームと言う事を踏まえまして割りと当たりです。 隠し要素がなければですが、全4面みたいです。しかし途中途中でシナリオが挟まるので読みつつ進められます。 なので全4面の少なさであってもシナリオで補えるので、総クリア時間は早くても15分~20分程でしょうか。 日本語訳も頑張ってくれていますので、シナリオが全く意味不明状態にならなくて良いですよ。 両スティックを使う系のゲームですがそこまでシビアではなく、スティック操作が苦手な私でもそこそこ行けました。 敵に2発程攻撃を当てると敵が眠り(倒せる)、制限時間の間生き延びればクリア。 ライフは3ですが多少回復アイテムもありますし、武器性能を強化してくれるアイテムも出現します。 3面からはプレイヤーが魚に変わり、上から降ってくる妨害も増えるので飽きさせません。 グラフィックは100円ゲームとの前提で考えればかなり頑張ってます。私としては文句無しです。 ただグラフィックが良い分、虫とか一部の魚とか気持ち悪く見えるかもしれません。 購入する際にはPVの1分以降を良く確認してみてください。 人によっては敵の見た目に嫌悪感を抱く、かもしれません。 特に問題が無ければお手頃価格ですし、PVを観て「面白そう!」と感じましたら素直に購入する事をオススメします。
Es un juego bastante entretenido, sencillo y sin muchas vueltas, de esos para matar ratos cortos donde estás aburrido y no tenes mucho que hacer. Lo recomiendo, encima está a un buen precio. Una ganga.
Fun game for $0.27.
Looks pretty good. Bright and colorful.
Mistake, developed and published by Five Percents, is a tightly scoped action shooter that focuses almost entirely on moment-to-moment intensity rather than scale or complexity. It presents itself with a minimalist approach, both visually and mechanically, but manages to create a surprisingly engaging loop through constant pressure and fast decision-making. The game wastes no time introducing its core idea: survive in a confined space against relentless enemies, and do so with precision and awareness. The gameplay is built around a top-down perspective that places the player in enclosed arenas where waves of enemies steadily increase in threat. Movement is limited to these small spaces, which transforms each encounter into a test of control rather than exploration. There is no room to retreat or reposition freely—every step matters, and every mistake can quickly escalate into failure. This restriction becomes the defining strength of the game, forcing players to develop a rhythm of dodging, firing, and anticipating enemy patterns in order to survive. Combat itself is simple but effective. Weapons feel responsive, and the controls are intuitive, allowing players to focus entirely on reacting to the chaos unfolding around them. The challenge comes not from mastering complex systems, but from maintaining composure under pressure. Enemies often attack in groups, creating overlapping threats that require quick thinking and careful prioritization. As the intensity ramps up, the game becomes less about individual actions and more about sustaining a flow—staying one step ahead of the danger without losing control. The setting provides a light narrative framework, placing players in a scenario where astronauts return to a devastated Earth affected by a catastrophic anomaly. While this premise adds a bit of context, it remains largely in the background, with little direct impact on gameplay. The story is more of a thematic layer than a driving force, giving players a sense of purpose without interrupting the fast-paced action. This approach keeps the focus firmly on gameplay, but it also means that players looking for a deeper narrative experience may find it lacking. Visually, Mistake adopts a clean, low-polygon aesthetic that prioritizes clarity over detail. The environments are simple, but this works to the game’s advantage, as it ensures that all threats are easily visible and readable. In a game where reaction time is critical, this clarity is essential. The overall presentation is functional rather than striking, but it aligns well with the game’s focus on performance and responsiveness. Despite its strengths, the game’s limited scope becomes more apparent over time. The core loop—survive waves of enemies in a confined area—remains largely unchanged throughout the experience. While the intensity of encounters increases, the lack of new mechanics or meaningful variation can make the gameplay feel repetitive during longer sessions. The initial excitement of mastering the system gradually gives way to familiarity, and without additional layers to build upon, the experience can lose momentum. Another factor that affects longevity is the relatively small amount of content. The game is well-suited for short, focused play sessions, but it does not offer the depth or progression systems needed to sustain long-term engagement. Once players have fully understood its mechanics, there is little left to discover beyond improving personal performance. This makes it ideal for players who enjoy refining their skills in brief bursts, but less appealing for those seeking a more expansive experience. Even with these limitations, Mistake succeeds in delivering a clear and cohesive vision. It doesn’t attempt to be more than it is, and that restraint works in its favor. The gameplay is immediate, the challenge is consistent, and the experience is easy to jump into at any time. It captures the essence of arcade-style action, where the focus is on quick reflexes and repeated attempts rather than long-term progression. In the end, Mistake is a solid example of how a simple concept can be executed effectively when the fundamentals are strong. It offers a satisfying and often intense experience for players who enjoy fast-paced, skill-driven gameplay, even if it lacks the variety and depth to keep that experience fresh indefinitely. Rating: 7/10
This is a dynamic action movie with incessant shooting at superior enemy forces and a limited movement area. The game is made in three-dimensional form using low-poly models that add charm and create a distinctive style. From a bird's-eye view, we follow the adventures of astronauts who have landed on Earth in the near future, which has survived the post-apocalypse.
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.
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