
Morsels is a fast-paced creature collecting roguelite with a rotating roster of characters to switch between at will. Overcome a clique of killer cats as you fight your way out of the sewers in this unique, action-packed journey.
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 Aug 23 → 0.71/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.
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; PlayStation, Xbox, Epic, 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 | $14.99 | 600reviews | 76% | — | $234.7K |
| $14.99 | 191ratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Шедевральный визуал и звуковой дизайн игры! Могу сказать что это наверное один из самых необычных и по своему упоротых игровых проектов которых я когда либо видел за всю свою жизнь :0 На момент написания обзора наиграл всего 3 часа, и собираюсь и дальше наслаждаться им) Единственный минус - это отсутствие вариативности забегов, для рогалика как жанра это большой недостаток.. Но надеюсь разработчики будут поддерживать игру обновлениями контента и дополнениями >;3
I guess that's how non-gamers feel when they play something for the first time. Good god this game is confusing and visually cluttered. I give it thumbs up only for the art. Although sewers-trash-poop-toilet is NOT the theme I enjoy I can't deny that a lot of artistic work was put into the game.
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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, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese
| $14.99 |
| 43ratings |
| 90% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | — | — | 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 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun game. A little disappointed the studio was funded by a production company involved in indie plants, but this one seems genuine.
Very upsetting glitches that make it impossible to progress. I was in the 5th area and the cat demon head that guards the ladder was invincible. I couldn't kill it and it couldn't kill me. I walked around trying to see if I had missed something in order to get rid of it's invincibility but when I returned to the area the cat was gone and the ladder was stuck in it's un-extended position. I had a lot of fun playing the game and will try again but I can't recommend something with a bug this bad. First 3 hours of the game btw
This game is severely underrated, yes it is confusing, yes it is hard, but dammmn it is so charming in every way. It is the kind of game you learn on the go, by trying, by making mistakes, by dying and by accepting that all of that is part of the adventure The art and the ost are unbelievably unique and gorgeous Morsels, my beloved, I love you, and I will give you all the love that people don't shower you with
Great little roguelite, MUSIC IS LITERALLY PEAK, gameplay just not for me unfortunately.
there are a weirdly high amount of negative reviews, but after 3 hours i can confidently say.... this is a good little roguelike! it's charming, fun, the gameplay is good even if the difficultly curve is a little difficult to climb! the game design is nice & as long as you enjoy games that make you learn stuff on your own i'm certain you'll enjoy this game each morsel is VERY fun and unique to play as, none of them feel like a reskin & one of them (i wont say which!) has quite possibly the most unique & fun mechanic in any game of this genre! my ONLY gripe is that i wish there was more! (specifically more morsels, as i got the achievement for playing as every morsel once only 3 hours in, which was kind of disappointing) overall this is a fun & wacky roguelike romp that i'd recommend to anyone who likes bullet hell games! plus, it's a pretty game about killing the 1% here's to hoping for a DLC of some kind, because i would definitely buy one!
Love at first sight. Probably THE MOST beautiful looking game coupled with THE MOST eargasmic music I've played. Difficult but fair
As far as i can tell, there ARE keyboard controls and the game and soundtrack are wonderful! For now, I'm recommending. Will update at 10 hrs!
Morsels is a creature-collecting action roguelite developed by Furcula and published by Annapurna Interactive that combines fast-paced combat, unusual world design, and monster-based gameplay into an experience built around experimentation and replayability. Rather than following the traditional structure of creature collection games focused on exploration and turn-based systems, Morsels takes a far stranger direction. It mixes frantic action with roguelite progression while building an identity driven by surreal ideas, unpredictable encounters, and constant adaptation. The game introduces players to an unusual protagonist: a small mouse struggling to survive in a harsh underground environment. That relatively simple beginning quickly becomes far stranger after encountering a mysterious force that grants transformative powers. What starts as an ordinary survival story develops into something far more bizarre, opening the door to strange creatures, dangerous enemies, and a larger conflict hidden beneath the surface. The setting embraces absurdity confidently while maintaining enough structure to keep players invested in discovering what comes next. One of the game's strongest features revolves around creature management. Instead of controlling a single character permanently, players gather powerful creatures called Morsels and actively switch between them during combat encounters. Every creature brings different strengths, abilities, and utility options that influence survival strategies. Some focus heavily on direct offense while others provide mobility advantages or defensive support. Success depends heavily on understanding when to rotate between creatures rather than relying entirely on a single approach. Combat moves quickly and rewards active playstyles. Enemy encounters frequently place pressure on positioning and reaction speed, forcing players to stay mobile while adapting to changing situations. Dodging attacks, understanding enemy patterns, and using creature abilities effectively become critical components of survival. The faster pacing helps maintain excitement while supporting the game's chaotic identity. The creature systems create impressive strategic depth beneath the colorful presentation. Different combinations create opportunities for experimentation, encouraging players to discover interactions between creatures and upgrades rather than following rigid progression paths. Strong combinations feel satisfying because they emerge naturally through experimentation rather than scripted progression systems. Roguelite mechanics strengthen long-term engagement significantly. Individual runs evolve differently depending on discovered upgrades, creature availability, and progression choices made throughout each attempt. Randomization introduces variety while preserving enough structure to reward mastery over time. Failure rarely feels wasted because repeated attempts gradually improve understanding while opening stronger possibilities for future runs. Replay value becomes one of Morsels' biggest strengths because no two attempts unfold exactly the same way. Different creature combinations, progression paths, and unexpected discoveries create variety naturally. The game consistently encourages experimentation rather than optimization alone, helping longer play sessions remain engaging. Presentation also contributes heavily to the overall experience. The visual style embraces strange creature designs, exaggerated animation, and environments filled with personality. Rather than aiming for realism, Morsels builds atmosphere through distinctive artistic choices that reinforce its unusual world. The visual identity feels memorable because it commits fully to its surreal ideas. Audio design strengthens that identity further. Music supports combat pacing effectively while quieter moments allow environmental atmosphere and strange worldbuilding details to stand out. Sound design contributes heavily to maintaining energy during combat-heavy moments while preserving the game's distinctive personality. The roguelite structure naturally creates a learning curve that may initially challenge some players. Certain systems require experimentation before their full potential becomes clear. Players unfamiliar with progression-heavy roguelites may occasionally feel overwhelmed by available mechanics during early attempts. However, repeated play gradually reveals stronger understanding while reinforcing long-term satisfaction. Balance between randomness and player agency works especially well. Randomized progression creates unpredictability, but player decisions consistently influence outcomes enough to prevent success from feeling purely dependent on luck. Strategic planning and mechanical execution remain equally valuable throughout progression. What ultimately makes Morsels stand out is how confidently it embraces unusual ideas without sacrificing mechanical depth. The creature systems remain meaningful. Combat remains consistently engaging. Roguelite progression strengthens replayability without overwhelming experimentation. The game succeeds because it avoids becoming predictable. Strange ideas continue appearing throughout progression while core mechanics remain strong enough to support repeated play. The combination creates an experience that feels inventive while remaining mechanically rewarding. Morsels delivers rewarding combat systems, creative creature mechanics, memorable presentation, and excellent replay value while successfully blending roguelite structure with fast-paced action and unusual world design. Rating: 7/10
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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| — | 0 | — | — | |
| $0 | 0 | — | $8.99 |