
Adapt your strategy to a skill tree that changes every run, combine pieces of equipment to form powerful synergies and create a game-changing build capable of defeating the bosses that will try to stop you. In this Inventory Management Roguelike two games never feel the same!
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): 2.86/day in the week to Aug 24 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
An unlikely group has been formed with the mission of defeating a new dark force corrupting the world. Maximilian, a beloved hero coming from a noble family, Liz, a legendary thief wanted in multiple countries and The Shadow, an enigmatic being that everyone thought was the origin of the corruption.
Looting equipment will be your main task. Each piece is part of a set and equipping enough pieces of a set will unlock unique bonuses.

You will be able to acquire special skills from a tree that changes every game. Skills can offer you general utility, an increase in power or make one specific build go beyond its limits.

At the end of each region a boss will try to stop you from completing your quest. This powerful enemies have special abilities and will test your strength, so make the right choices at every step of your journey to make sure no one will stand in your way!
Genres
Engagement
Reviews
Themes across 184 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Yes.
Це гра, щоб зайти зіграти 20-40 хв або грати з подкастом на фоні. Після того як зрозумів всі механіки гра іде на автоматі. Тут не треба сильно думати. Це гра "розгрузака для голови". Її стає на +-10 годин. Дальше недостатньо контенту, щоб втримати вашу увагу. Якщо вибивати досягнення, то 20-30 годин завдяки богу рандома. Мінуси гри це невелика кількість контенту і по відчуттях ривки між складностями.
[h1] Das Game lootet maximal meine Langeweile [/h1] Overlooting ist eins dieser vielen RNG-Based Games, wo man sich Kampf für Kampf vorkämpft, random Ereignissen begegnet, nach jedem Kampf random Loot bekommt welches man ausrüsten kann. Und nach einer gewissen Zeit kommt dann halt der Boss der Ebene. Die verschiedenen Items kriegen eim Setbonus mit verschiedenen Boni, wenn man diese trägt. Dazu hat jeder der Charaktere einen eigenen Skillbaum und passive Fähigkeiten. Auch kann man in der Runde seine gefundenen Items zusammenschmieden und so neue Dinge erhalten. Und das wars im Grunde. Klingt alles ehrlichgesagt spannender als es eigentlich ist. Jede Runde fühlt sich recht gleich an, die Item-Klassen fühlen sich etwas ungebalanced an und der RNG-Faktor erreicht in diesem Spiel sein Maximum. Wenn du zB. Pech hast und die ersten paar Runden keine Waffe bekommst, dann ist es relativ schnell vorbei mit dir. Das gepaaart mit dem eintönigen Gameplay sorgt dafür, dass es mir schon nach drei Runden gereicht hast. Maximal ganz nett und wenn man die Art von Game mag, dann hat man hier bestimmt mehr als drei Runden Spaß. Aber die geringe Abwechslung macht es für mich leider schnell langweilig und uninteressant, da rettet der gute Preis das Spiel leider auch nicht mehr.
Media

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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, German, Simplified Chinese, Russian, Spanish - Spain, Japanese, Korean, Portuguese - Brazil
Hours played at review time, across 184 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not bad, it is quite addictive, and can provide a few hours of gameplay. But the building is not very rich. So the game content can be done in around 10h
给差评的人,普遍没超过5小时
Roguelite go Brrrrrrrrrrrrrrrrr
It's an interesting gameplay loop. Some of the "sets" are a little ambiguous at first, but become more apparent as you play the game and get more runs under your belt. The game is fun to unlock stuff, pushing your luck with the set you have, deciding when to swap to a more powerful set, each are good at first, but become less fun as the enemies become enormous HP soaks.
For Players Game is fun enough for what it is, but $12 CAD feels steep. I can understand that a lot of work can go into something simple, but at the end of the day I don’t think the value is there. The gameplay is what you would expect and is fun the first time around, but the abilities and differences between one hero and another aren’t enough to keep the game interesting long-term. It’s mostly just another run with slightly different passives. For Devs Removing the “anyone can be anything” nature of the game and adding more heroes with specific gameplay and unique loot drops would make the game more interesting. At least different heroes and playthroughs would feel like a different experience. Information is often unclear and ambiguous. Some descriptions and icon choices leave you with a contradictory impression. For example, Liz allows you to reroll items, but the icon is a trash can. There should be a new icon replacing the trash can when recycling, or a second icon beside it that greys out when it’s not available. Descriptions are wordy and awkward. often one long run-on sentence which makes them harder to understand. Example “Recycling Skill”: "When trashing an item with your first passive ability, the item obtained will be of the same category (for example Headpiece) as the item trashed. you can trash an extra item with your first passive ability" Something like this would be much clearer: - Gain +1 Recycle per round. - Recycled items will be of the same item category. Some of the longer descriptions (like forging rules) break up the information with “-” but it’s not consistent. The final rules are two seperate rules in one. Proper line breaks would make the information more digestible. I also ran into several clunky gameplay issues off the top of my head three stand out: - Hovering over a stat on the right panel doesn’t always show the popup text. - When looting an item you’re locked out of moving your items around, which prevents you from changing your equipment. - When choosing a passive archatype boost (Like cursed, villager), you cant see what the boost actually does if you dont already have it, and if im remembering correctly, the menu blocks you from hovering over the ones you already have
Very cool game! Simple, fun and from what I can tell, made with lots of love. (: Keep it up you Possums. <3
真的不好玩
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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