
Train hard, fight crocodiles and find love. Earn your place in the Punch Club ranks, and discover who brutally murdered your father, in this choose your own adventure boxing management tycoon.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 14 → 2/day in the week after.
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; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 15.8Kreviews | 80% | — | $4.1M |
| $9.99 | 1.1Kratings | 78% | — | 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 878 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Zajímavé zahrát si tuto hru po letech na PC... Jako student na střední škole jsem ji náhodou objevil v obchodě tak jsem si ji stáhl (tenkrát ještě zdarma) a bylo to fajn odreagování během studia. Nyní po letech na PC jsem si ji musel koupit, abych zjistil jak je ta hra těžká a zabugovaná... Ale díky bohu ne tak aby se nedala dohrát.. Jen jsem musel podvádět..
MU WAPO!
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1M | 5K | 76% | $19.99 | |
| $4.1M | 15.9K | 96% | $9.99 | |
| $4.1M | 5.3K | 81% | $24.99 | |
| $4.1M | 4.6K | 81% | $24.99 | |
| $4.1M | 33.1K | 80% | $5.99 | |
| $4.1M | 14.2K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $111.3K | 389 | 77% | $9.99 | |
| $133.8K | 16 | 81% | $199.99 | |
| — | 0 | — | — | |
| $0 | 0 | 88% | Free | |
| $468.8K | 3.8K | 82% | $4.99 | |
| $37.2K | 87 | 79% | $19.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 0.17/day in the week to Aug 5 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian, French, Spanish - Spain, Portuguese - Brazil, Italian, Simplified Chinese, Japanese, Polish, Turkish, Czech +1 more
| $9.99 |
| 503ratings |
| 74% |
| — |
| not modelled |
| $9.99 | 224ratings | 60% | — | not modelled |
| $3.74−75% | — | — | — | 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 884 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Всем любителям боевиков 80-х и 90-х рекомендуется к прохождению, но и не только им.
игра дерьма
养成系统太折磨了我这个挡是玩的敏捷流,我理解这个游戏玩法就是不让大家均衡的点技能点,但是我秘结都升到20了这每日结算惩罚直接一日干到解放前,而且你到了一定等级就等于啥都干不了只能健身,否则又干回昨天的成果了,我并不理解这到底是为了折磨而折磨还是开发商的恶趣味。
[h1]Punch Club? More like “Chore Club”, “Grind Club” or “Bugged Club”[/h1] Punch Club has a genuinely appealing premise: manage the daily life, training and fighting style of an aspiring boxer while climbing through several leagues. The pixel art is charming, the 1980s and 1990s references are "ok", and the first few hours suggest a surprisingly engaging management game. Unfortunately, the longer you play, the more its systems seem designed to waste your time rather than reward it. [h2]Progression ? Working actively against the player[/h2] The stat decay system is simply [b]atrocious[/b]. Losing some stats when you stop training could have been an interesting management mechanic. Instead, there are days when you lose most of what you have just gained, or even end up weaker than before you started training. This does not create meaningful choices. It simply turns the entire game into a leaking bucket: [b]Work, eat, sleep, train, watch your stats decay, and repeat.[/b] Progression rarely feels satisfying because the game is constantly erasing your previous efforts. Spending time on another activity does not feel like making a strategic choice; it feels like being punished for briefly stepping away from the gym. [h2]Progression system ? Or lockdown system ?[/h2] Skill costs progressively increase, including for basic abilities that you may have skipped earlier. As a result, experimenting with different builds becomes prohibitively expensive, while correcting a bad or incomplete build can require an absurd amount of grinding. Without any way out. I eventually became strong enough to finish one of the early leagues, but remained far too weak for the next one. The weaker league was effectively over, while the new opponents repeatedly destroyed me. Since losing provides very few skill points, I was left without any reasonable way to bridge the gap. The resulting progression loop is almost comical: [b]Lose fights because you need better skills → receive too few points to buy those skills → lose stats over time → become even less capable of winning fights.[/b] Hurray, you are now in a dead zone progression. [h2]Poorly explained combat mechanics[/h2] The combat system could have offered some interesting buildcrafting through combinations of strength, agility, stamina, active moves and passive abilities. However, the interactions between these systems are poorly explained. It is difficult to know whether a technique is genuinely useful, whether it fits your build, or why a particular combination succeeds or fails. Since combat is automatic, the player cannot compensate through skillful execution. You simply watch your boxer get demolished and wonder whether you made a strategic mistake, misunderstood an obscure mechanic, or encountered yet another bug. Even worse, experimenting is discouraged by the escalating skill costs and the constant stat decay. The game withholds important information and then severely punishes you for not already knowing it. [h2]Far too many bugs for such an old and relatively simple game[/h2] My experience has also been plagued by recurring bugs. That would already be irritating in any game, but it is especially damaging here because Punch Club depends entirely on understanding and optimizing its systems. When something behaves unexpectedly, you can never be sure whether you misunderstood an inadequately explained rule or whether the game simply malfunctioned again. For a game originally released in 2016, with a fairly limited scope and years of potential bug fixing behind it, this is difficult to excuse. [h2]A good concept buried under hostile design[/h2] Punch Club is not devoid of qualities. Its presentation is charming, its premise is excellent, and the opening hours can be genuinely addictive. There is a much better game hidden somewhere inside it. But its core systems reinforce one another in the worst possible way: [list] []Stat decay constantly erases your progress. []Escalating skill costs punish experimentation. []Poor explanations make build mistakes more likely. []Automatic combat prevents you from compensating through execution. []Weak rewards can leave you trapped between leagues. []Recurring bugs make the underlying rules difficult to trust. [/list] Punch Club repeatedly confuses difficulty with tedium, management with routine, and perseverance with tolerance for bad design. [b]Good ideas, passable execution, horribly implemented mechanics.[/b] I wanted to manage a boxer. Instead, I spent most of my time managing my frustration.
Not worth a single dollar. All you do is run around managing your mood/energy/food sliders. What you make is what you spend maintaining them. Between the eating and working, when you saved some little bit of money, you can train your character, and if you feel very cocky - even join a fight to get your ass kicked. The game is not hard, it's just not what it says on the tin. I thought I'm buying a fighting rpg, but instead I have pixelated SIMS 1995. Waste of time.
Muito paia. Parece ser muito legal jogar, mas é bem chato na real. Não acho que é por causa da falta de qualidade do jogo, mas acho que ele não é para todos.
トレーニングじゃなくてバイトしまくろうぜ
В игре мало что зависит от игрока, бои проходят автоматически, где победу определяет случайность и цифры прокачки. Все действия идут по одному кругу - заработал/прокачался/бой/поел. Ничего не смогло зацепить в игру чтобы провел в ней больше времени. И еще отталкивает то, что игра это одна большая солянка поп-культуры 90х, что выглядит перегружено. Приятно, когда отсылки более тонкие, а не в лоб.
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.