
Fight, farm, build and work alongside mysterious creatures called "Pals" in this completely new multiplayer, open world survival and crafting game!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
About
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; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 489.3Kreviews | 95% | #65 | $247.1M |
| $29.99 | 58Kratings | 78% | Top 100 | not modelled |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3778 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nyoii sangad
Valeu cada centavo!
It is fun.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $247.1M | 683K | 96% | $19.99 | |
| $246.9M | 1M | 98% | $14.99 | |
| $244.8M | 419.5K | 97% | $24.99 | |
| $253.2M | 416.5K | 82% | $39.99 | |
| $240.6M | 234.1K | 85% | $59.99 | |
| $236M | 320.7K | 88% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $275.3M | 552.3K | 94% | $29.99 | |
| $11.2M | 20.3K | 76% | $24.99 | |
| $9.4M | 24.4K | 93% | $9.74 | |
| $532.5K | 1K | 83% | $19.99 | |
| $123K | 227 | 58% | $19.99 | |
| $55.9K | 170 | 74% | $14.99 |
Latest in each market: best CN #31, worst CA #98 · 14 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 374.86/day in the week to Aug 26 → 398.29/day in the week after.
Of the 14 markets with a position on both sides, 6 climbed and 8 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Korean, Indonesian +5 more
| $29.99 | 28.9Kratings | 93% | — | 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 3.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing! Has ideas and game mechanics you can't help but wonder why you-know-who had them in their games for decades. Plenty of fun, plenty of content
dupin
pals >:)
[i]First off, the game is pleasant to play and looks fantastic. However, beneath that surface lies a mountain of glaring flaws and poor design choices, which is why I cannot give it a positive recommendation, even in its 1.0 release.[/i] [h1]TL;DR:[/h1] [list] [*] [b]Massive Info Deficit:[/b] Crucial stats, passive stacking, and buffs are completely hidden or poorly explained. [*] [b]Zero Strategic Depth:[/b] Fights boil down to quick-swapping pals to abuse cooldowns or spamming the recall sphere to force-dodge. [*] [b]Absurd Powercreep:[/b] Both Pals and technology render themselves obsolete in no time. [*] [b]Severe Balancing Issues:[/b] Shifts drastically from a brainless "Animal Crossing" clone to a stat-bloated artificial difficulty wall in hard mode boss towers. [/list] [hr][/hr] [h2]Character Statistics & RNG Leveling[/h2] Every level up gives a stat point for Health, Attack, Defense, Stamina, Crafting, or Weight. It's poorly thought out: [b]Attack is basically useless[/b], giving a measly 2% damage increase. Because you start with only 100 Stamina—making gliding, mining, and climbing agonizingly slow—I initially dumped points there. The issue is the 50-point hard cap per stat. Exploration drops random stat potions. Due to pure RNG, the game kept throwing Stamina potions at me until I hit over 500 Stamina. It became entirely useless, forcing a costly stat reset just because the loot tables messed up my build. [i]Why not remove these potions and give more stat points per level so players can freely specialize?[/i] [hr][/hr] [h2]The Tedium of Hidden Statues[/h2] To power up, you must collect hidden Pal statues. Finding them naturally is a chore because many are only visible from highly specific angles, and there are far too many. But because the boosts are [b]huge[/b], you are practically forced to get them. This doesn't encourage organic exploration; it just forces you to use an interactive map on a second monitor, making the mechanic feel entirely pointless. [hr][/hr] [h2]The Illusion of Depth (Combat & Raids)[/h2] The game pushes a "dark, gritty" survival aesthetic, but the loop feels balanced for a toddler. There is no tactical positioning or synergy. [b]Open World:[/b] Two AI monsters stand face-to-face, slowly trading moves. To win, you just exploit the system: ride a mount for a separate set of cooldowns, or rapidly quick-swap your team to pump out constant damage. [b]The "E" Exploit:[/b] Pals can’t dodge on their own. The only defense is repeatedly tapping 'E' to pull your Pal into its sphere to avoid an incoming attack, then immediately throwing it back out. It’s tedious, not strategic. [b]Raids:[/b] These are completely hands-off. You just dump your Pal Box onto the field and watch the chaos unfold. You have zero control, no tactical agency, and the frame rate absolutely chugs. [b]Artificial Level Scaling:[/b] Damage scaling is broken. Fighting a Level 78 boss with a Level 74 Pal is a brutal slog. Level that same Pal to 76 (taking 10 minutes by cheesing the same boss), and you can suddenly delete the boss in three hits. [hr][/hr] [h2]The Breeding & Powercreep Problem[/h2] Once you unlock breeding, IVs, and Star upgrading, open-world balance completely vanishes. Around level 50, I bred an optimized Fire team and proceeded to utterly trivialize the rest of the game, vaporizing everything in late-game zones even while under-leveled. The tech tree suffers from the same issue. You level so fast in multiplayer that you constantly outpace your own unlocks. You build a machine just to craft components for the next tier you already unlocked. It always feels smarter to just skip the current tier, gain a level or two, and build the version that is twice as efficient. Furthermore, [b]Schematics completely break progression.[/b] If you find a schematic (which is always better than the tech tree version), you can craft high-quality armor without ever spending tech points to unlock the base version, making the Tech Tree feel like a disorganized afterthought. [hr][/hr] [h2]Flying Mounts: From Invalids to Rockets[/h2] This is where powercreep peaks and breaks the world. Early flying mounts are slower than walking, with the stamina of a 90-year-old heavy smoker. By the end game, you fly a literal missile. Top-tier mounts move so fast that [b]the game engine cannot keep up[/b]. If you sprint, the pals won't spawn fast enough. I routinely had to fly to an arena and sit waiting for seconds just for the boss to actually spawn. Flying mounts completely trivialize ground exploration. While optional early on, the late-game terrain is unnavigable without one. You are also forced to use them to abuse the split-cooldown mechanic and dodge certain endgame boss moves that are literally impossible to avoid on foot (like Panthalus). [hr][/hr] [h2]A Nightmare for Min-Maxers[/h2] If you like optimization, this game will infuriate you. Almost nothing is explained accurately: [list] [*] [b]Vague Descriptions:[/b] Passives say they "don't stack," but fail to specify if that means with the exact same passive or similar ones. Another passive grants a chance to find wild pals with the same traits "except for some passives"—without ever listing the exclusions. [*] [b]Broken UI & Hidden Math:[/b] An "+80% Attack" buff doesn't apply to your current or base attack; it uses some hidden, middle-ground metric. Critical hit stats don't exist on the UI, yet crits happen. [*] [b]Inconsistent Buff Trackers:[/b] Some buffs appear as auras, some above your health bar, and some don't show up at all. A crucial 5-second buff from Orserk sometimes lacks an animation entirely, leaving you guessing when to refresh it. Rings and necklaces give zero indication if their stats stack. [/list] [hr][/hr] [h2]Late Zones Performance Issues[/h2] The early game takes place in flat, empty zones where the game runs beautifully. However, the final two zones suffer from [b]severe optimization issues[/b]. While they look great, they are packed with so many assets that the game constantly stutters trying to stream them in. [hr][/hr] [h2]The End Game: From Animal Crossing to Bad Dark Souls[/h2] After a laughably easy story mode, the Hard Mode Boss Towers slap you with artificial difficulty. It’s not hard because of clever mechanics; it’s hard because the boss suddenly has 600k+ HP and a strict 5-minute time limit. If your Pal takes a single hit, it dies. You are forced to spam the "E" recall exploit constantly while cycling your entire team just to beat the clock. To make matters worse, the AI pathfinding is terrible; your Pals will regularly unload their strongest attacks directly into solid walls because they don't recognize geometry. [h2]Conclusion[/h2] The foundation has unlimited potential, but right now it is a balancing nightmare. It swaps between being boringly easy and frustratingly cheap, all while hiding basic mechanical information. It needs a massive structural overhaul if this game wants to pretend to be something more than just a "catch 'em all" game.
Great game!
the game might look a little childish but it is not it is a very good game there are many types of pals and the map is huge money well spent
eVERYTHIGN HAS BEEN ERASED
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.