
The roguelike where you play as the enemies. Take control of your foes, turn them against each other in fast-paced combat, and leap to a new host before your current body breaks down.
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.
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
RAM is a top-down roguelike shooter with a defining twist: you don’t have a body. You play as a rogue AI, jumping between enemy robots to survive. Turn your enemies into your weapons and fight your way through a post-apocalyptic world run by quirky robots.
Every enemy is a potential host. Switch control at a moment’s notice between unique enemy types, each with a distinct moveset and playstyle, and their own arsenal of upgrades to unlock.
Digital pets. Student projects. Sentient memes. Within a year, they were all that remained of intelligent life. After ten, it was just the strong ones. And in 2120… one of them made you. How much longer until there’s nothing left at all?
Traverse the ruins of the human world across multiple procedurally-generated levels, and contend with the eccentric mechanical societies that have risen to inhabit them.
RAM expands the style systems seen in games like Devil May Cry and Ultrakill by making style points in-run currency. Master combat techniques and execute trickshots to earn a diverse array of upgrades that modify how each host robot functions, then pit your accumulated strength against dangerous bosses with their own unique swap-related mechanics.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ultrakill but one of the core gameplay mechanics is transitioning.
I feel like I HAVE to give this game a good review, not out of any pressure from any outside force, but because it is objectively good, VERY good in fact, but I'm not really sure if I am going to continue playing it. The main reason is this game requires you use the built in "tech", like, Melee land-cancelling kind of tech, and there is A LOT of tech. Perfect-timing on using the main soldier character's blast to fire accurate rounds, using momentum for max damage with the speeder, flying and balancing heat and not accidentally hitting the self destruct as the flamer, grappling and reliably juggling with the melee guy, etc, and it expects you to master ALL tech with ALL characters because you're gonna be swapping between ALL OF THEM, BABY! ALL THE TIME. Oh, and all of those types of attacks are going to be flying at you all at once in giant hoards with various modifiers at certain times, and those are ONLY the first 4 you run into. There's more, and they're even more ruthlessly complex and difficult to fight. Really, REALLY cool concept for people who like that sort of extreme pressure and can juggle 2 tons of information in every single nana-frame-fiber of the screen at all times... I'm not that guy. I mean, maybe I can train to BE that guy, but this game puts the weight of the world on your shoulders and I don't need that kind of stress in my life, I just wanna shoot robots. Again, great game, great concept, great execution, but not for the faint of heart and I'm gonna really have to train my heart to keep up if I wanna play more.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $267.1K | 1.1K | 82% | $14.99 | |
| $267K | 460 | 81% | $19.99 | |
| $267K | 1.4K | 85% | $6.99 | |
| $267.2K | 378 | 86% | $19.99 | |
| $267.3K | 320 | 78% | $24.99 | |
| $266.8K | 1.5K | 84% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $121.6K | 332 | 79% | $14.99 | |
| $65.4K | 220 | 90% | $12.59 | |
| $24.5K | 116 | 90% | $9.99 | |
| $17.3K | 55 | 82% | $11.99 | |
| $10.6K | 71 | 72% | $9.99 |
Languages: English*, Simplified Chinese, Traditional Chinese, German*languages with full audio support
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Excellent robot-themed roguelike by the least deranged deltarune theorycrafter on youtube
at every step of the design process, the devs were probably like "how do we add more opium to this game" and let me tell ya, they succeeded
Fair warning: this game is for people who enjoy a punishing experience. The tutorial alone took me about an hour, and after that, it is clear this game will take a lot of time and commitment to actually get good at. First things first, I love when a hard game feels fair. Every death made my blood boil, but I could only be mad at myself, not the game. My biggest gripe is that this feels like the kind of game where, if you take too long of a break, coming back is going to be rough. Remembering each bot’s moveset, timing, strengths, weaknesses, and combos is a real commitment. I also felt like the tutorials for each bot were basically mandatory. Without them, you are putting yourself at a huge disadvantage. That is both a strength and a weakness. This game is good, but it is absolutely not for everybody. Its biggest strength is also what makes it hard for me personally: there is no chill. You either lock in, or you die. Sure, there is a town where the story unfolds, but once you are in the world, you are a bot-killing machine. Literally. So yeah, this game is smart, fair, and well-made. It deserves love, and there is definitely an audience for it. It is just not really for me.
Basically what if games were fantastic and fun as ♥♥♥♥ and one of them was named Random Access Mayhem umm OK what else do I say Every enemy is an opportunity to shoot/stab/punch/pummel a different enemy in the back of the head. Or the front! And it tastes so good to take advantage of this. Play the tutorials for each robotlet.
this game plays like crack cocaine when you know what's happening, the learning curve is a bit steep but i found that the training regimens helped me a whole lot i feel like theres this incredible mix of meta-progression and skill-progression that feels so good to see come together
What lore implications does this have for Deltarune?
Flumbo endorses violence.
Really fun, fast-paced and lots of cool dynamic playstyles with everything being simple but having fun complexity and interactions.
Players by region
Where this game's players are, estimated from review languages.