
Developed by the award-winning id Software, Quake® is the ground-breaking, original dark fantasy first-person shooter that inspires today’s retro-style FPS games. With Quake (Enhanced), experience the authentic, updated, and visually enhanced version of the original.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 3.71/day in the week to Jul 30 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Developed by the award-winning id Software, Quake® is the ground-breaking, original dark fantasy first-person shooter that inspires today’s retro-style FPS games. With Quake (Enhanced), experience the authentic, updated, and visually enhanced version of the original.
Enjoy the original, authentic version of Quake, now with up to 4K* and widescreen resolution support, enhanced models, dynamic and colored lighting, anti-aliasing, depth of field, the original, atmospheric soundtrack and theme song by Trent Reznor, and more. There’s never been a better time to play Quake.
You are Ranger, a warrior armed with a powerful arsenal of weapons. Fight corrupted knights, deformed ogres and an army of twisted creatures across four dark dimensions of infested military bases, ancient medieval castles, lava-filled dungeons and gothic cathedrals in search of the four magic runes. Only after you have collected the runes will you hold the power to defeat the ancient evil that threatens all of humanity.
Quake also comes with both original expansion packs: “The Scourge of Armagon” and “Dissolution of Eternity,” as well as three expansions developed by the award-winning team at MachineGames: “Dimension of the Past,” “Dimension of the Machine,” and the all-new “Dawn of the Machine.”
Ranger is trapped in a dimension of endless illusion—reliving the same violent cycles for what feels like lifetimes, dying thousands of times in a futile attempt to escape. Wearied but unbroken, he has heard rumor of The Nightmare Machine.
Beyond the hordes of monsters—twisted by an eternity in the Elder realms—lies the Machine. It is believed its destruction will shatter the illusion, finally breaking the loop.
Fight through the dark fantasy base campaign and expansions in 4-player online or local split-screen co-op, and compete in pure, retro-style combat with support for 8-player (online) or 4-player (local split-screen) matches. Featuring dedicated server support for online matchmaking and peer-to-peer support for custom matches.
Expand your experience with free, curated, fan-made and official mods and missions such as Quake 64, which is available to download and play now. More fan-made and official mods and missions coming soon.
Play the campaign and all expansion packs cooperatively or go toe-to-toe in multiplayer matches with your friends regardless of platform! Crossplay is supported among PC (controller-enabled), Xbox One, Xbox Series X/S, PS4, PS5 and Nintendo Switch.
Play whichever version of Quake you prefer. Ownership of Quake gives you access to Quake (Original), the fully-moddable, untouched version of the game that has been available for years , and Quake (Enhanced), the recently released version of the game with improved visuals, curated add-ons, enhanced multiplayer support, crossplay, controller support, and more.
*Maximum display resolutions vary by platform.
Sums Steam only; PlayStation, Epic 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 | 16.4Kreviews | 96% | — | $3.8M |
| $9.99 | 2.8Kratings | 95% | — | 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 1175 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dropping a DLC 30 years after release is what I call commitment. Now please give us a new Quake game and also remaster Quake 3+4!
[b]Slander.[/b] I come back for Doom I&II every few years, while Quake left my blunt rotation decades ago. I blame the first episode, it's such a drag. I know, they had to adjust for a new audience who made its first steps into 3D shooters, but I still find it difficult to drag my ass through the first hour or so. The levels are kinda basic, so is the encounter design. Sparse and boring, not to mention how drab it all looks compared to Doom. Don't get me wrong, I respect the legend, it was a significant historical achievement. But I don't think Quake holds up as well as Doom in terms of its enemy roster and style. Half of the monsters are trash, many levels are tiny gimmicks. Even the guns, iconic as they are, are mostly retracing Doom's steps. Since Quake's inception, a few Quakeborns have surpassed it. Take DUSK, HROT. Yet, nothing came close to classic Doom. Did you get ragebaited? That's how I was trying to rationalise my wrongdoing before I finally pulled through and realised that I just... forgot my true feelings. Let's put things in order as I refute my slanderous statements. [b]Bad monsters.[/b] Two near-identical knights and grunts are okay, Vores can vore my balls and exploding slimes are a travesty. They shouldn't have made the cut. In defence of Scrags... I say nothing. Annoying flying lungs, killing them brings no satisfaction due to their subdued sound palette. Despised like silent farts, only a pervert would say "gee, I wish that level had more Scrags in it!"... you make me sick, pervert. I guess it feels kinda good to shoot them down with just one rocket? That's all for mediocre monsters. Did I forget anything? Nah, dogs and fish don't count. [b]Great monsters.[/b] Now, an ode to the real ones. The Fiend is a much more efficient (and terrifying) Pinky, very impressive for taking advantage of 3D space. Akin to my fiendish kitty, it often gets stuck in collisions or lava after an awkward jump. Part of its charm. The Ogre is the face of the game, extremely expressive at that. A uniquely tricky brute, so strong for being introduced alongside basic grunts, made to show off grenade physics and how it feels to be on the other end of a chainsaw. They'll ruin your day on a regular basis while you make theirs. I'm serious, have you seen how sour one looks in your absence? Dragging that enormous chainsaw across the floor, looking at the floor like a forgotten teddy bear. When you appear, he glows up. So eager to murder he joyfully pounces off ledges or falls on his fat ass when hit. Cute! You give them purpose, you're their sunshine. I was just happy to be a pleasant surprise every time. By the way, these little extra animations were an underrated innovation. [b]Shambler.[/b] My boy Shambler deserves a separate mention. He's a short king, especially compared to your old Cyberdemon, but he's highly mobile and the size makes him more versatile in terms of encounter design, therefore more prominent than a Cyber. He can chase you through tight corridors, the game doesn't need to supply you with too many ammo prior because he's not that spongy, and he doesn't kill whole rooms of allies in a blink. That's why you can expect to see him often, paired with another Shambler or two for good measure. Anything, really. It's a well-designed elite who combines with most other foes and environments. To boot, given the claustrophobic levels, his hitscan lighting can be mitigated by either using corners or baiting his melee attacks, demanding skill and spacial awareness. [b]Guns.[/b] As for the guns, it's a matter of preference. I realise how near-perfect they were mechanically, setting the stage for years to come, but I'm not in awe of any of them flavour-wise. None look or sound particularly amazing to me. The electric thingie is alright, but it ain't no BFG. I certainly nerdgasmed when I fried myself by shooting it underwater for the first time, though. It was before Half-Life normalised placing electric cables in every puddle. Quake's SSG is the rocket launcher, not the actual meagre double-barrel. Some love the launcher, I'd take a good shotgun over it. Two nailguns are almost identical, but they feel better than Doom's chaingun and, apart from NiN's involvement, I appreciate the implication of pain they bring. This game is all about Medieval torture. This time, it's not machine presses but all kinds of spikes. [b]Levels.[/b] Let them hurt, go Hard, then Nightmare. You won't regret it! Up until Sandy goes full Patrick, producing seven abysmal levels to catch you with your pants down. Boingo-boingo. The man couldn't design a decent level if his life depended on it. Then again, who says one can only love a decent level? I always liked Sandy's slimy abominations, they were memorable and aligned with the themes in their malignancy. The sadism of unfair enemy encounters culminates in Episode 4. But so does the shifting geometry I so admire. The malicious architecture of Pandemonium in Doom and Quake was always a marvel to behold. Here, it's extremely concise, compressed, more than ever, but still responsible for the catharsis of Quake, on par with all the shooting. The game is so tight it has no choice but to shove everything in your face. You learn to read the room FAST or rest in gibs. At the same time, rare slower moments create tangible suspense. Roaming alone in the murder chambers, you sense how the sound and visuals condense into a unique space Gothic horror atmosphere, sending shivers down your spine. Quake can be eerie when it takes a moment to let you soak it in proper. [b]Impact.[/b] In 1996, I was still at that age when Quake genuinely creeped me out. Not like Doom or Wolfenstein, I wasn't a kid anymore, and yet. Yes, Wolf3D scared the crap outta me, no kidding. You stand in a featureless room with a knife in your hand, which is in itself ominous. Looking for a way to open that door, you try every key. Suddenly, it slides open! A guard screams at you in German, then starts blasting! The Jewish blood of my ancestors shot up like my heart was a petri dish in MacReady's hand! It was deeply immersive to see a game's world in first-person. To soon see it in such detail with verticality and advanced sounds in Doom. Quake went on and took it to another level: full 3D and a resolution higher than 320x200! Who'd possibly need such smoothness in a game!? I coped, for I couldn't afford 640x480 or, God forbid, 800x600. I had nothing against the new precise platforming and the dynamic lighting was jaw-dropping, sure. But nothing beats observing true 3D corpses instead of sprites for the first time. You could walk around them - and they didn't turn to face you! The realism blew my little mind to pieces, it was a revelation. Grim and cool. [b]Conclusion.[/b] Once I bored you to death with old man's ramblings, let's go back to the present where a flood of these memories is streaming in alongside a flow of gushing chunks on my screen. Level by level, I unearthed my Quake, a game I forgot I loved, and swore to include it in my blunt rotation next time. It picks itself up in the second episode. In fact, the way it ramps up the action is a thing of beauty, I thoroughly enjoyed the relentless escalation of this ever-accelerating meat grinder. It felt like Quake reciprocated, like it was glad I returned, happily assaulting me with a vicious smile on its square mug and a jagged hard-on in hand. As it does for anyone who discovers or rediscovers it. If you haven't touched this game in years, do it for old time's sake. If it's new to you, forget what I said in the beginning, you'll find that it holds up big time, providing modern shooters with a tough competition. If nothing else, I betcha it's still fun in multiplayer. Oh yeah, the remaster is stellar, but I only wanted to convey the core game experience here. Now, in its expansions and the new episode I'll revel alone. My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian
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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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Happy 30th Quake 1. This is the game that made me definitively a PC gamer. There is something about this unique combo of Lovecraftian/eldritch horror, dark ambient Nine Inch Nails music, fluid and fast movement, and depressing atmosphere that stands the test of time. I still put Trent Reznor's Quake 1 theme as one of the best intros to a game ever. The moment it plays, you're put into a trance. If you know you know. This is the one game I risked a lot of punishment for. In high school, I had network admin privileges and I installed Quake 1 in the back row of the computer lab where "the boys" and I would play deathmatch while our should-be-retired teacher droned on about C++. This was when 56k modems were the norm so playing on super low ping and seeing my friends' reactions in real time was an incredible high. Little did we know that Quake 1 would spawn the beginnings of eSports, multiplayer client-server architecture, WASD, and usher in the era of accelerated graphics cards. I eventually got caught where I vividly remember my teacher saying "Ahem, what is THAT?" and had my privileges revoked. Needless to say I didn't ask that teacher for a letter of recommendation. Perhaps there is a game that you too were willing to risk a lot for and hopefully there is a game that sticks with you for 30+ years like Quake 1 has for me.
Quake is a really fun fast paced FPS, with really great combat, weapons, and the maps are one of the best parts of the game, since it's like Doom, except it's a Lovecraft version of it. Definitely recommend this game.
If this beautiful game wasn't made, there would have no call of duty, no battlefield, no apex legends, no cs2, no half-life or no valorant existed. You don't have to love this game but you will respect it :)
Не ждите современного шутера с режиссурой и кат-сценами. Тут просто выкидывают на уровень, говоря: "Вот дробовик, вот трехстволка, вот телепорт, иди убей Шуб-Ниггурат". Графика - она чуть подтянута, но всё ещё "пиксельный хардкор" 96-го. Если вы не застали ту эпоху, местами интерьеры покажутся очень пустыми и угловатыми. Если вы скучаете по временам, когда игры не сюсюкались с игроком, а просто давали в руки ствол и кидали в мясорубку - берите не думая. [h3] Scourge of Armagon [/h3] Образцовое дополнение для своего времени. Оно не пытается изобрести велосипед, а просто берёт всё лучшее из оригинала и добавляет щепотку безумных, но хороших идей. Новое оружие и враги отлично вписываются в игровой процесс, уровни радуют разнообразием и хитроумными ловушками. Да, некоторые моменты могут раздражать, а уровни порой слишком запутаны. Но если вы фанат классического Quake, то проходить это дополнение одно удовольствие. Это больше, сложнее и местами даже интереснее оригинала. Это всё тот же Quake, только более бодрый и наглый. [h3] Dissolution of Eternity [/h3] Дополнение предлагает два новых эпизода. Они заметно различаются по атмосфере. Первый выполнен в привычном тёмном средневековом стиле. А вот второй резко сворачивает в сторону древних цивилизаций - тут вам и египетские храмы со сфинксами, и греческие мотивы, и даже что-то вроде храмов майя. C одной стороны - свежий воздух после бесконечных серо-бурых замков, с другой - ощущение, что ты играешь в Hexen II, а не в Quake. Уровни стали заметно длиннее, но при этом менее продуманными. Архитектура часто плоская и однообразная. Много тесных коридоров, где враги просто не оставляют пространства для манёвра. Немного переборщили с ловушками. В сочетании с длинными уровнями это приводит к частым и обидным смертям в лаве, после которых приходится переигрывать огромные куски. Дополнение на любителя. Новые боеприпасы веселят, но делают игру слишком лёгкой. Новые враги разнообразят бестиарий, но их расстановка часто бесит. Уровни предлагают смену декораций, но страдают от посредственного дизайна и раздражающих ловушек. Если вы фанат, готовый закрыть глаза на недостатки ради ещё одной порции классического экшена, - проходите, получите своё удовольствие. Если же ждёте уровня Scourge of Armagon или оригинальной игры, лучше поискать качественные пользовательские карты от сообщества. Dissolution of Eternity - достойное, но далеко не идеальное завершение эпопеи. [h3] Dimension of the Past [/h3] По структуре это классический эпизод. Никаких новых монстров, оружия или механик тут нет - только старый добрый Quake в его первозданном виде. Уровни сделаны по современным лекалам: вместо линейных коридоров тут используются кольцевые маршруты, когда вы находите ключ и возвращаетесь к началу через новую дверь, не таскаясь по уже пройденным местам. Это приятно освежает старую формулу. Хороший, но необязательный эпизод для тех, кому мало классического Quake и хочется немного хардкора. Оставляет смешанные чувства и крепкое желание больше никогда не брать в руки топорик против Шамблера. [h3] Dimension of the Machine [/h3] Самый настоящий подарок фанатам и великолепное завершение марафона. Этот эпизод стал не просто данью уважения, а примером того, как можно вдохнуть новую жизнь в легендарную классику. Сюжет здесь традиционно прост: вам нужно собрать пять рун в разных измерениях, чтобы остановить древнее зло. Это лишь повод, чтобы отправиться в путешествие по пяти биомам, каждый из которых представлен двумя огромными уровнями. Но именно в этом и кроется главное достоинство дополнения. Каждый из миров - это не просто набор коридоров, а настоящее, проработанное до мелочей место. Геймплейно это всё тот же Quake, который мы любим: здесь нет нового оружия или врагов. Но MachineGames блестяще переосмыслили дизайн уровней, взяв лучшее из фанатских карт, созданных за два десятилетия. Dimension of the Machine - это не просто ностальгическая прогулка. Это уверенное заявление о том, что у легенд всегда есть что сказать. MachineGames создали эталонный образец того, как нужно работать с классикой: с уважением к истокам, но со свежим взглядом и современными подходами к дизайну.
My first ever homebrew game on PSP way back in the day, finally got to finish it!
An absolute classic, fun as hell, gotta go fast, *the* game that made people want 3D accelerators (the things we call ‘GPUs’ these days), the best Rocket Launcher in any shooter ever, the best soundtrack in any shooter ever, and the technical- and social-genesis of so many other games and so many huge online communities that I wouldn't even know where to begin if I wanted to list them. Neutral review however (not recommended, but not not-recommended) because I don't love this Kex-engine-based remaster that you'll get by buying the game here or on Switch/PS4&5/XBOne. If you really *really* want Steam achievements for Quake and really want to give even more money to the mega-corpo conglomerate of Microsoft-presents-Xbox-presents-Zenimax-presents-Bethesda-presents-id: buy and install this Steam version but then also install “Ironwail” (GitHub andrei-drexler/ironwail) alongside it. Ironwail is a proper Quake source-port, i.e. a directly-modernized version of the code from the 1996 original Quake. This 2021 remaster is a workalike that merely pretends to be Quake despite being completely different under the hood. To ‘install’ Ironwail: ― Go to its GitHub project page. ― Click ‘Releases’ in the right-hand column. ― The newest version will be the one at the top, and you can ignore all of the older lower-numbered versions below it. ― Download only one of the archive files from the newest Release: the one whose name matches your computer's architecture, either ‘Linux’ for SteamOS or ‘win64’ for Windows 10/11. ― Extract anywhere but the Steam folder, and run the EXE; either `ironwail.exe` on Windows or a file plainly called `ironwail` on Linux. ― Select “Add a non-Steam game to my Library” from Steam's ‘Games’ menu and add `ironwail.exe` (just `ironwail` on Linux) if you want to launch it easily from within the Steam UI. In theory I would have zero problem with Quake-remaster being a different engine internally if it actually worked well, but I've found it to be extremely unplayably buggy. It has somehow even gotten worse over time. The newest update crashes immediately at launch on my Intel 11th-gen integrated graphics (Framework Laptop 12) without tweaking the launch options to force D3D11, then it's riddled with glitchy textures and weird incorrect model warping once I do. The previous version ran okay without tweaking but refused to unlock achievements for me for anything after Episode 1 of the base game despite not using cheats, not using map-select console commands, and doing everything else you'll find suggested in threads where other people have the same problem. The remaster is just bad, its usage of a different engine obviously a business decision so they can sell it on the largest number of console platforms with the least amount of investment, and I have no faith in Bethesda/NightDive to ever make it not-bad or to not break it again in the future if they did. Once you have Ironwail set up, run it and it will find and directly load the remaster's game ‘pak’ files (the archive files that contain the actual ‘Quake’ parts of Quake like the maps and models and sounds and music) so you don't have to supply anything else yourself. Ironwail will even present itself to Steam as the remaster's Steam App ID so you get Steam achievement unlocks! Your online status will show you as playing remaster-Quake but you'll actually be playing something much better. As for my review of the game episodes you get here… ― the original game, just ‘Quake’: what is there to say? It's the reason anybody is reading this or still playing this at all. Tortured development cycle, ripped id Software apart at the seams, but *damn* what a game. American McGee's levels (especially episode Ⅲ) are my favorites. Play the NIN soundtrack *loud*! If you played Half-Life first you might be a little shocked when you notice how HL's Headcrabs and standard Zombies are mere re-skins of the two attacks of the Fiends in Quake, leaping and scything respectively, and how Vortigaunts are obviously re-skins of Quake's Shamblers with their long-range lightning attack and short-range clawing attack. Half-Life is excellent, of course, but it stands on the shoulders of this giant! ― Scourge of Armagon: didn't like it at first, because I went straight into it after a playthrough of the base game, so I was still in the mood for gothic NIN stuff and Scourge of Armagon is not that. The new weapons feel very incongruous with the ones from the base game, very QuakeⅡ-ish. I ended up enjoying it, and it does some stuff in the engine that would have been very cool to see in 1996, but far too many of its maps are one of those “Where the ♥♥♥♥ do I go?” kind of games that will have you annoyed and bored running around in circles. ― Dissolution of Eternity: its first episode is the low point of everything here, so many damn pushbuttons and enemies spawned directly in your face. R1M5 was just straight-up bugged and couldn't be finished on my first attempt. In the interest of saying something positive about it: the Phantom Swordsmen are a very cool enemy. Dissolution's second episode is great however; loads of cool Egyptian-themed levels, new mobs like the knight statues that come to life, and actual bosses! The two halves feel like they were made by two completely different teams of people. I'm not going to bother looking up credits to see whether or not that's true lol ― Dimensions of the Past: I beat Dimensions of the Past in one shot on Normal and wow was it hard. Not in a bad way *usually*, but there were a few times I ended up having to use the Axe on Death Knights, which was obnoxious. Very cool level design, like base Quake with the BSP limits removed so everything is bigger and there's more going on at once. ― Dimension of the Machine OTOH was very very well balanced; I loved it. Challenging but very rewarding map design. I loved how many times they had power-ups in areas you would eventually backtrack into, so it's up to you if you want to use them now or later. It solves one of the biggest annoyances in the base game where you'll clear out a room full of enemies and only then discover a Quad Damage or Armor pickup. Great environmental storytelling in a Half-Life-ish kind of way, like when you walk in on a squad of Enforcers trying to fight a Shambler. I love how it solves the no-ammo problem from the last episode by having deathmatch-style ammo spawners in single player. Simple and effective. ― Dawn of the Machine: MachineGames have perfected their Quake level design skills here. Huge levels full of hundreds of monsters each, but never in a way that feels like a slog. They actually managed to make me love backtracking, at the individual-map-level and at the episode-level alike. In any given map there will be a central area that you will keep coming back to after a long trips in some direction followed by unlocking a return door to allow faster travel. The early levels will have doors you can't open at all on your first time through. Very ‘Metroid-vania’ in the best way. I absolutely *love* the way they reward secret-hunting by letting you find permanent (for the duration of the episode) upgrades to your maximum health and maximum ammo of each type, all of which start very limited. In exchange for making you start very limited, they signpost the secrets à la Half-Life (with a pentagram instead of with a lambda) so they're much easier to find than in any other episode. They do all sorts of technical teleportation ‘time-travel’ trickery that would be an annoying gimmick in the hands of a less-skilled team but which are pulled off brilliantly here. Remember that the episodes included here (even the modern ones) are merely the tip of the Quake iceberg! There are, not an exaggeration, *thousands* of maps available for this game, and even plenty of packs curated into longer episodes like the ones here. Once you're done with everything you get here, check out Quake Brutalist Jam and Quake Retrojam!
This game is one of the most influential games in the whole wide world. Awesome soundtrack by Trent Reznor himself from Nine Inch Nails, Awesome combat, Really cool guns, And awesome enemies. All so awesome. ITS AWESOME
Opravdová zábava v té nejčistější podobě.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.6M | 10.4K | 95% | $9.99 | |
| — | 2.6K | 89% | — | |
| — | 4.5K | 97% | — | |
| — | 1.3K | 86% | — | |
| $10.8M | 25.5K | 97% | $19.99 | |
| $7.2M | 29.1K | 97% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.8M | 2.7K | 78% | $59.99 | |
| $3.8M | 3.1K | 52% | $59.99 | |
| $3.8M | 4.2K | 77% | $29.99 | |
| $3.8M | 4.4K | 70% | $34.99 | |
| $3.8M | 7.4K | 81% | $19.99 | |
| $3.8M | 5.3K | 82% | $19.99 |