
NeverEnd is a Rogue-Like Dungeon crawler, where you, a simple adventurer suddenly wakes up in another dimension. Inside of this dimension there is no sun and the whole world is caved in. Enemies swarm you from left and right and you need to learn how to defend yourself.
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 Aug 25 → 0.14/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


Stats
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.99 | 132reviews | 49% | — | $4.8K |
| $0.89−70% | 85ratings | 61% | — | 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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
💋
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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.
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
攻击时不能移动这就它妈的离谱
- The combat is clumsy - I got the feeling of a poorly copied Bindning of Isaac game - The block does not always work, never on the cat enemies (dont know if its intended) - Soundtrack gets really old really quick + Nice graphics, I'm a fool for blocky styles
3 / 10
Nah, no me gustó nada, tiene cromos y ya
it's kinda like roblox
NeverEnd, developed by Duck and published by Sometimes You, is an ambitious roguelike dungeon crawler that attempts to immerse players in a dark, procedurally generated world of endless challenges. Released in 2017, the game casts players as a lone adventurer awakening in a mysterious, sunless realm filled with hostile creatures and labyrinthine corridors. Its minimalist narrative focuses on survival and exploration, with the ultimate goal of navigating the ever-shifting dungeons and uncovering the secrets of this strange dimension. While the concept promises tension and strategic decision-making, execution issues in gameplay, visuals, and progression hinder the overall experience. The gameplay centers on exploring randomly generated dungeons, combating a variety of enemies, and upgrading gear to improve survivability. Players collect weapons, shields, and consumable items either through combat or by purchasing them in shops scattered throughout the levels. One of the game’s interesting features is the ability to tame certain enemies to aid in battle, adding a strategic layer that encourages experimentation with different combat setups. However, despite this potential, the game’s combat mechanics are often criticized for being sluggish and unresponsive. Character movement and attack animations lack fluidity, causing encounters to feel repetitive and occasionally frustrating rather than engaging. This undermines the tactical depth that the roguelike genre typically relies upon. Visually, NeverEnd adopts a 3D pixel art style, aiming to balance retro charm with modern design, but the result is mixed. Dungeon environments tend to be repetitive, with rooms often lacking distinctive features, which diminishes the sense of discovery and exploration. Character models and animations are simple, bordering on rudimentary, and do little to enhance immersion. The audio design similarly falls short: the soundtrack is minimal and looped, with sound effects that fail to convey the tension or impact of combat. Combined, the visuals and audio contribute to a monotonous atmosphere that fails to capitalize on the potential creepiness or excitement of exploring an unknown, perilous dimension. Progression and gameplay balance are additional areas where the game struggles. Acquiring better equipment and building a more effective combat strategy can feel grind-heavy and unrewarding, and the difficulty curve is uneven, with sudden spikes that can frustrate players. The absence of a compelling overarching narrative or character development means that player motivation largely relies on the mechanical challenge itself, which may not be enough to sustain interest over longer sessions. For a roguelike, where exploration and discovery are key, NeverEnd often fails to provide a strong incentive to continue beyond immediate gameplay loops. In conclusion, NeverEnd offers a roguelike dungeon crawling experience with an intriguing premise but falls short in execution. While the idea of navigating endless dungeons, taming enemies, and surviving against increasingly dangerous foes has potential, the game is hindered by clunky combat, repetitive visuals, and lackluster progression. It may appeal to players seeking a budget-friendly, straightforward roguelike challenge, but those looking for a polished, immersive, and strategically satisfying experience are likely to find it lacking. Despite its shortcomings, NeverEnd demonstrates flashes of creativity and ambition that hint at what could have been a more engaging and memorable dungeon crawler. Rating: 6/10
In theory I shouldn't really be enjoying [i]NeverEnd[/i]. It plays like a gaming project, something out of a game jam that's not even mildly interesting. Yet, I have invested almost 11 hours into it. I keep asking myself how, but most importantly why? It plays like [url=https://store.steampowered.com/app/250900/The_Binding_of_Isaac_Rebirth/] The Binding of Issac [/url] - that is essentially the gameplay loop here - you start in a dungeon with basic equipment and progress through randomized rooms, mostly killing monsters before they kill you, while hoping to stumble across a shop-keeper to upgrade/buy a new weapon, thus making yourself stronger and so on, until you reach different bosses. There's not a lot of variety here, three different types of enemies, along with bigger version of said enemies that act as sub-bosses and then the final boss. All it will probably take to actually see everything that this game has to offer in terms of rooms variety is a single run. The combat is really janky, it's the jankiest of them all actually - I can't remember last time I played a game that had such an abysmal combat. It's slow, it's hardly engaging and it feels brain dead. So why on earth I played it for 11 hours? Well, the combat even though it is janky, has a certain rhythm to it. Once you click with it, it becomes very simple, almost zen-like exercise. You still do not have to think a lot while executing moves, it strangely becomes this almost soothing experience. It's weird. And once I clicked with this so-called combat, I immediately got sucked into this addictive loop of "one-more room" type of thing, where I genuinely was invested in trying to get out of this dungeon. It was... fun. I am however a gamer that loves spending time playing random janky stuff on [i]itch.io[/i] looking for hidden gems, so I guess my tolerance levels are way above the average person. So, please keep that in mind. [i]NeverEnd[/i] also managed to evoke a lot of good memories for me, of days when browser flash games were all the rage. When you play it, it really feels like one - a game that you and your best buddy would be playing during IT lessons, taking turns at every death. It really gave me this sense of nostalgia and a trip down a memory lane that I was not expecting. It is one of the strangest thumbs up I've given - but it can't be any other way. And look - for this price (I think i bought it on sale for something like £0.69) [i]NeverEnd[/i] has given me a lot of fun time. It works out something like a little bit over £0.06 per hour. That's pretty good in my book for what it is. Just don't go in expecting lots of polish or variety. It's a very simple game. It was enough for me though. No issues on Steam Deck, played like a charm.
PT-BR: Acho que se tivesse duas opções: Jogar esse jogo, ou se matar, o suicidio seria mais divertido ENG: I think, if you have two options: Play this game, or kill yourself, the suicide would be more funnier
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $48.4M | 88.8K | 95% | $19.99 | |
| $39.6M | 103.7K | 93% | $13.99 | |
| $36.3M | 183.5K | 97% | $12.49 | |
| $25.7M | 89.9K | 95% | $14.99 | |
| $19.6M | 57.6K | 93% | $9.99 | |
| $12.1M | 32.6K | 96% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8K | 83 | 89% | $3.99 | |
| $4.8K | 71 | 94% | $2.99 | |
| $4.8K | 110 | 98% | $4.99 | |
| $4.8K | 85 | 68% | $3.99 | |
| $4.8K | 72 | 57% | $2.99 | |
| $4.8K | 226 | 86% | $0.99 |