
Project Lounge is a 3D social game that encourages people to socialize in enviroments full of interactable objects such as drawboards, vinyl players and even arcade machines!
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): 0.14/day in the week to Aug 25 → 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
Stats
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nah
ya swler kapalı yada sw de benden başka kimse yok, 2. seçenek daha ağır basıyor açık sw yoksa oyun da yok tek başıma girip bi bakayım oda yok
В США, милая, нет ничего хорошего, Пойдёшь в больницу – платить будь готов. Доллар – язык, на котором говорят, На утечку радиации им наплевать. К ЧЁРТУ США! Секреты свои они прячут умело, богатым нет дела до тех, кому плохо. Это не страна молока и мёда, ведь всё, что им нужно – деньги, деньги, деньги. К ЧЁРТУ США! Ядерные бомбы – не новость совсем, лучше бежать без оглядки, когда упадут они. Беги в убежище, играй в прятки, ведь когда умрёшь, тело твое будет смердеть. К ЧЁРТУ США! В США, милая, нет ничего хорошего, Пойдёшь в больницу – платить будь готов. Доллар – язык, на котором говорят, На утечку радиации им наплевать. К ЧЁРТУ США!
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
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Una especie de Habbo hecho en Unity, pobre, simplificado, sin espiritu y sin gente jugandolo. Es eso... nada mas, un lugar para chatear estilo metaverso y jugar a diseñar casas. No es que este mal, habbo en su momento era revolucionario, pero esto es pobrisimo, si fuera llamativo quizas podria tener algo de diversion, pero bueno, es chatarra viva. Al menos tiene Cromos, como unico punto positivo. 2/10
Project Lounge feels like someone trapped a chill Sunday afternoon inside a video game. Half the time I’m vibing, the other half I’m questioning my life choices while making digital coffee.
Project Lounge is a small, experimental social sandbox that prioritizes creativity and casual interaction over structured gameplay. Developed by Aivaras Ivoškus and published by SA Industry, the project positions itself as a digital space to relax, build, and socialize rather than a game with clear objectives or progression milestones. From the outset, it feels less like a traditional title and more like a toolkit for making virtual rooms where friends can gather, mess around with interactive props, and enjoy low-pressure shared activities. The heart of the experience is the lounge creation system, which gives players broad freedom to design their own environments. Using an in-game editor, you can shape terrain, control lighting and atmosphere, and populate spaces with a wide array of objects ranging from decorative furniture to interactive items like arcade machines, drawing tools, and music players. There are few hard restrictions on how much you can place, with performance being the main limiting factor, and this openness encourages experimentation. Building a lounge becomes a creative exercise rather than a puzzle to solve, and players who enjoy tinkering and personalization will likely find satisfaction in gradually refining their own virtual hangout. Interactivity is a defining pillar of Project Lounge’s identity. Lounges are meant to be lived in, not merely admired, and many objects can be used by visitors in real time. Friends can join a session, move around the space, interact with props, and generally treat the lounge as a shared digital room. Steam Inventory integration adds a light collectible layer, allowing players to earn, display, and trade items that further personalize their environments. There is also support for Steam Workshop content, which opens the door for community-created assets and helps expand what can be built, at least in theory. Where Project Lounge becomes more divisive is in its lack of direction. There are no formal goals, win conditions, or progression systems beyond collecting items and improving your lounge. For some players, this freedom is refreshing, allowing them to define their own fun and use the space however they see fit. For others, it can feel aimless, especially when playing solo. Without a strong sense of purpose or built-in activities that encourage long-term engagement, sessions can end quickly once the novelty of building or exploring wears off. The social aspect is also heavily dependent on having friends to play with. While the concept suggests a shared, communal environment, the actual player population is relatively small, making spontaneous encounters with strangers uncommon. As a result, the experience shines most when treated as a private hangout tool rather than a bustling online world. Players who come in expecting an active social hub may find it quiet, while those who view it as a customizable space for pre-arranged gatherings are more likely to enjoy what it offers. Technically and aesthetically, Project Lounge reflects its indie roots. The interface and controls can feel unintuitive at first, and certain systems require experimentation to fully understand. Visuals are functional rather than striking, focusing on clarity and performance over spectacle. These rough edges do not necessarily break the experience, but they do reinforce the sense that the project is more of a creative experiment than a polished, mainstream product. Overall, Project Lounge is best understood as a niche sandbox for creativity and casual socializing. It does not provide traditional gameplay depth, narrative drive, or competitive systems, but it offers tools for players who enjoy building personal spaces and sharing them with others. Its success depends largely on the player’s expectations and social context: as a digital lounge for friends to relax and interact, it can be charming and enjoyable; as a standalone game seeking constant engagement, it may feel sparse. For the right audience, it is a gentle, open-ended playground, but it remains firmly a niche experience rather than a broadly appealing social platform. Rating: 6/10
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
ну такое
какаето SWAGA.
⢠⣶⠶⢶⡆⠀ ⠐⢶⣆⢠⣶⠆⢠⣶⠿⢷⣦⡀⢰⡆⠀⢰⣶⠀⢶⣆⢀⣶⠆ ⠘⢿⣦⣼⡇⠀⠀⠀⠈⣿⣿⡃⠀⣿⡇⠀⠀⣿⡇⢸⣷⣤⣼⣿⠀⠈⣿⣾⡟⠀ ⢠⣿⠃⢸⡇⠀⠀⢀⣼⡟⠹⣷⡀⠻⣷⣤⣴⡿⠃⠀⠉⠉⢹⣿⠀⣤⣼⡟⠀⠀ ⠉⠉⠀⠈⠁⠀⠀⠈⠉⠀⠀⠉⠉⠀⠈⠉⠉⠀⠀⠀⠀⠀⠈⠉⠀⠉⠉⠀⠀ ⢀⣴⡶⠶⢶ ⢰⡶⠶⣶⣄⠀⠀⢠⣶⣶⡀⠀⠰⠶⢶⣶⠶⠦⢰⣶⠀⠀⠀⠀ ⣾⡏⠀⠀⠀⠀⢸⡇⠀⣸⣿⠀⠀⣾⡇⢻⣧⠀⠀⠀⢸⣿⠀⠀⢸⣿⣤⣤⣄⡀ ⢿⣇⠀⠀⠀⠀⢸⡟⠛⠛⠁⠀⢰⣿⣤⣼⣿⡆⠀⠀⢸⣿⠀⠀⢸⣿⠁⠈⢹⣷ ⠈⠻⠷⠶⠾⠀⠸⠇⠀⠀⠀⠠⠿⠃⠀⠀⠸⠿⠀⠀⠸⠿⠀⠀⠸⠿⠶⠶⠿⠃ ⠀⣀⠀⠀⢀⡀⠀⠀⢀⡀⠀⠀⢀⡀⠀⢀⡀⢀⡀⠀⠀⣀⠀⣈⠻⠶⠟⣁⠀⠀ ⢸⣿⠀⠀⣿⡇⠀⢠⡿⣿⡄⠀⠹⣷⣀⣾⠃⠸⣷⡀⢰⡿⠀⣿⠀⢀⣾⣿⠀⠀ ⢸⣿⠶⠶⣿⡇⢀⣾⣇⣹⣧⠀⠀⣹⣿⣏⠀⠀⠹⣷⣿⠃⠀⣿⢠⡾⠋⣿⠀⠀ ⢸⣿⠀⠀⣿⡇⢸⡟⠛⠛⣿⣆⣰⡿⠉⢿⣆⢠⣤⣿⠇⠀⠀⣿⡿⠁⠀⣿⠀
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $59.6M | 84.1K | 92% | $19.99 | |
| $37.4M | 36K | 97% | $16.24 | |
| $28.2M | 65.9K | 94% | $14.99 | |
| $9.8M | 21.8K | 90% | $19.99 | |
| $9.3M | 24.7K | 91% | $8.99 | |
| $7.1M | 32K | 80% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.7K | 91 | 93% | $2.99 | |
| $4.7K | 56 | 89% | $2.59 | |
| $4.7K | 222 | 88% | $1.49 | |
| $4.7K | 69 | 90% | $4.99 | |
| $4.7K | 80 | 92% | $1.50 | |
| $4.7K | 107 | 99% | $2.99 |