
Join your friends on a mad-as-a-squid, couch-multiplayer race to the most bopping octopus party of the year. Slap your friends down with your tentacles to wrestle the only present out of their grasp, and make it to the party first. Guaranteed to make you smile!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Jul 30 → 0/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; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $0.71−88% | 92reviews | 87% | — | $1.2K |
| $5.99 | — | — | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Я не розібрався як грати онлайн з другом
當我摸清這款遊戲的機制後,玩起來可以說是相當無聊。 遊戲一開始只要有個人帶頭衝就好了,反正其他落後玩家跟禮物盒只要超出畫面就可以自動傳送過來,就這樣直奔到終點前然後搶走禮物盒進入派對屋。 為何這遊戲的畫面就不是以禮物盒為主? 非要以衝第一的玩家視角為主,那這樣還搶什麼搶啊,直接跑到最後再搶就好啦,根本就是一人跑酷遊戲,只有最後才是關鍵,玩個啥?
Un couch party-game comme on l'aime. Rapide, nerveux et imprévisible. Un peu dommage pour l'interface (choix des résolutions / full screen capricieux) mais c'est vite oublié <3
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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, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Ukrainian, German, Spanish - Spain
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
♥♥♥♥♥, съесть бы этих каких там..... иди ♥♥♥♥♥, забыл
Muy buen juego, puedes echarte muy buenas tardes con los amigos, la verdad es que es un juego con una idea muy básica pero acaba siendo muy divertido.
This is my go-to game for short party-game sessions! Probably the easiest party game to convince people to play. The characters are fun and easy to control, and the gameplay is smooth. It's super easy to learn, and there's still some room for skill improvement.
They should at least add bots to this game. It won't hold other humans' interest for more than 30 minutes and then you are left with no one to play with. It is multiplayer game without CPU bots. So unless you like playing against yourself (it has one-handed controls), you probably should pick something else. The level content is so limited that after a couple of rounds I thought the levels were repeating with slight color changes. Apparently the procedural level generation has a limited variety of level objects to use. I got this game for 50 cent from a Fanatical sale. It is fitting for the amount of content I got from it. Most players are probably done with this game after 10 minutes.
I love this game so much! I originally owned this on my switch and just a day ago got told it's on here too and imediately bought it, lol. It's a qick game you can open up and play with a couple of friends and have loads of fun :D
This review is specially made for those who like to get all the achievements in games and have this one in their backlog (minor spoilers ahead). [b]Description:[/b] Muddledash is a colorful 2D multiplayer racing game that can be played by up to 4 players locally. The objective is to run through a 2D level where you need to jump and overcome random obstacles and reach the finish line before the others, while holding the present. Unfortunately I don’t think there is an option to play on-line with other random players but it does offer remote play together. The characters are cute 2D octopus-like figures that can run, jump and smack others to stun them. They can also be customized by changing their color and the props they wear, like hats and sunglasses. The levels seem to be randomly generated, with different layouts, background colors and obstacles. The game is fun to play for a while and the gameplay is designed to make sure no one is left behind, once a player is too far away he respawns near the leading player and this ensures a race isn’t won until the very end. The obstacles on the map also help reduce the distance between players and some features can be used to throw projectiles at the player in front of you, like the turtle shell in mario kart. I played 1vs1 matches and in these you can ambush the other player and strategize, but in a 4 player match I guess it’s pure chaos and luck will determine who wins most of the time. [b]Achievements:[/b] [b]How many:[/b] 10 Achievements. [b]How much time:[/b] Around 1 hours, but will take half of that time if you focus on just getting the achievements. [b]Game difficulty:[/b] Since you’re playing against other human players the difficulty level will depend on how well they play but also on luck. [b]Achievements’ Difficulty:[/b] Easy. Played the first 40 minutes with my son without caring about the achievements and still got half of them. Regarding the others, the game has one bug: to get the “Thief” achievement, you need to get it in the first race after starting a game. The hardest one will be stunning two players while on air, and you’ll probably need to cheat with some afk players, because that’s very unlikely to happen in a normal game. Guides are available. [b]Overall opinion:[/b] Muddledash is a fun multiplayer party game to play with friends from time to time, that unfortunately can’t be played with random players online. The achievements are easy to get, especially if you change the way you play to get them. [b]Join and follow my group [u][url=store.steampowered.com/curator/42556190-Ribbon-Hunters/] Ribbon Hunters[/url][/u] for more suggestions and reviews of easy indie games to get all the achievements.[/b]
Muddledash is a lighthearted multiplayer racing game that takes a very simple objective and turns it into an energetic contest of movement, timing, and friendly sabotage. Developed by slampunks and published by PQube, the game revolves around colorful octopus-like competitors racing toward a party while fighting over a single present. Instead of treating the race as a straightforward sprint to the finish, the game makes possession of the gift essential, meaning that reaching the destination first is worthless if another player manages to steal the present before the end. This small twist gives the entire experience its identity and keeps competitors interacting throughout every round. The gameplay is designed primarily for local multiplayer competition with as many as four players. Everyone races through obstacle-filled environments while trying to grab and protect the present. Players can jump, slap, kick, bump into rivals, and use positioning to interfere with whoever currently possesses the gift. Because the present can change hands repeatedly, a player who dominates most of the race is never guaranteed victory. Someone trailing behind can exploit a collision or poorly timed movement and suddenly become the favorite to win. These reversals give matches an amusing unpredictability that suits the game's party-oriented design. Movement deliberately contributes to the comedy. The characters do not resemble conventional athletes, and their wobbly, squirming appearance makes even ordinary races look ridiculous. Despite this visual silliness, players still need enough control to navigate effectively, avoid obstacles, and choose the right moment to attack opponents. Muddledash therefore combines accessible controls with just enough physical chaos to make mistakes entertaining. It does not demand the precision expected from a serious competitive platformer, but becoming familiar with movement and learning when to interfere with another player can noticeably improve performance. One of the more useful features is the changing nature of the courses. Rather than asking players to memorize one fixed route and repeat it indefinitely, stages vary between rounds. This helps preserve uncertainty and encourages competitors to respond to the course in front of them. Experienced players can still become better at the fundamentals, but familiarity does not completely eliminate the possibility of unexpected situations. The changing environments work especially well with the present-stealing mechanic because different layouts create new opportunities for collisions, escapes, interceptions, and sudden changes in leadership. The presentation reinforces the playful atmosphere. Bright colors, strange creatures, exaggerated movement, and humorous hats give the game an immediately recognizable personality. Customization is largely cosmetic rather than a source of meaningful progression, but the selection of hats gives players an easy way to personalize their characters and tell them apart during hectic races. The visual approach also makes the game approachable for a broad audience. There is no complicated story that players must understand before beginning. The premise essentially amounts to reaching a party with the only available present, which is enough context to justify all of the ridiculous competition that follows. Muddledash is particularly well suited to couch multiplayer because much of its entertainment comes from playing alongside other people. Stealing the present immediately before someone reaches the party is mechanically satisfying, but the reaction from friends sitting nearby is what transforms such moments into memorable ones. Steam's Remote Play Together support also provides another way to experience its multiplayer focus when participants cannot share the same physical space. Gamepads are the natural choice for this kind of setup, especially when several people are competing simultaneously. The game's simplicity is simultaneously one of its strengths and its biggest restriction. Muddledash is easy to understand and quick to start, but it is not attempting to provide an enormous amount of progression or strategic complexity. Players looking for an elaborate single-player campaign, extensive character development, numerous interconnected gameplay systems, or a highly technical racing simulation will find the scope limited. Most of the experience remains centered on variations of the same basic idea: race toward the destination, secure the present, prevent opponents from taking it, and survive the resulting chaos. That narrow focus means the game's lasting appeal depends heavily on the group playing it. With enthusiastic friends, even familiar mechanics can remain entertaining because human opponents introduce unpredictable behavior. One person might aggressively pursue the gift from the beginning, while another may stay behind and wait for an opportunity to steal it near the finish. Rivalries naturally emerge, and players can sabotage one another simply because of something that happened during a previous round. When played alone or without a regular multiplayer group, however, much of this social energy is inevitably reduced. Technically, Muddledash is an uncomplicated production with modest system requirements and a relatively small storage footprint. Its Steam release also includes achievements and several standard platform features. These additions provide some secondary objectives, but they wisely remain supplementary to the main multiplayer experience. The game's real progression comes less from unlocking elaborate rewards and more from learning its movement, recognizing opportunities, and becoming increasingly effective at stealing or defending the present. Overall, Muddledash succeeds because it does not overcomplicate an idea that works best when kept straightforward. Slampunks created a party racer where the actual race is only half of the challenge, while PQube published a game whose colorful personality makes its competitive premise immediately inviting. The single-present concept ensures frequent interaction, changing stages introduce useful variety, and the physical antics of the characters make victories and failures equally amusing. Its limited scope prevents it from becoming a particularly deep or substantial experience, especially for solo-oriented players, but that is not really what it is designed to be. As a compact multiplayer game for friends who enjoy chaotic competition, opportunistic stealing, and plenty of playful interference, Muddledash delivers a charming and entertaining experience. Rating: 8/10
Players by region
Where this game's players are, estimated from review languages.
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