
Rusted Moss is a twin-stick shooter metroidvania where you sling around the map with your grapple, blasting your way through witches and rusted machine monstrosities alike. This wasteland once harboring mankind has since fallen, and Fae long forgotten now knock on humanity's door...
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): 1.29/day in the week to Sep 9 → 1.29/day in the week after.
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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, 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 | $7.99−60% | 1.7Kreviews | 89% | — | $267.9K |
| $19.99 | 84ratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 115 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't have a lot to say about this game even though I feel like I should when the same developers are currently making my most anticipated game of next year. I feel like there are the bones of a truly special metroidvania in Rusted Moss, but it can't fully realize its true potential because of the rotting flesh covering it (sounds awfully harsh but I can't come up with a better metaphor), it really does seem like Rusted Moss was a proof of concept and Iron Bramble will be the true Twin stick movement shooter metroidvania that Rusted Moss wanted to be but couldn't. The game undoubtedly has the best grappling hook of any metroidvania and easily gave ESA a run for it's money, the game's weapons and combat felt lacking especially with pre-dlc content, but even later on I realised that there was basically no use for the weapons outside of rocket launcher and the shotgun, I wish the game had more of an incentive to use Fern's full arsenal which is why I'm even more worried for their upcoming release Iron Bramble which boasts a whopping 20 guns in it's arsenal compared to the 6 in Rusted Moss. Enemies of the base game rely on frustrating bullet hell attacks that have little to no telegraphs, it also makes it harder to utilise Fern's movement during combat when there's projectiles cluttering the arena which is why I'm making a distinction for base game and DLC enemies which seem to each work under completely different design philosophies, DLC enemies are super well telegraphed, really mobile which gives the player an incentive to move around more without punishing the player for it, overall this revamped design philosophy in enemies seems to be their new approach for Iron Bramble which I welcome greatly. The game has some very pretty pixel art and great music and it's even more noticeable in the DLC, I could really see the dev team grow in their skills over the course of jumping from the base game to the DLC areas which was super nice, though I have not finished all of the DLC and I'm not sure if I will, I realised at one point that I just wasn't having any fun anymore, this isn't really a fault of the game however, but creating new areas as DLC for metroidvanias introduces a problem where it doesn't really tie into the gameplay in a meaningful way, as the game puts it you do the challenges if the challenge itself is a reward, otherwise there is really no reason to do them. I did however do the great climb and holy ♥♥♥♥ if I ever see some Hollow Knight fan talk about how hard the path of pain is I will rip their hair out as they don't know what true hell is, the great climb is easily the hardest platforming challenge in any metroidvania I've ever played, I was really burned out by the end of it only for it to culminate in one of the most fun bosses I've fought in this genre, that honestly made the pain worth it. I hear the devs often talk about "expressive platformers" where the player is not required to do a specific platforming sequence in order to progress but rather can come up with their own by the virtue of their own creativity. There is an interesting conversation to be had about expressive platformers as to how can the developers account for every single solution the player can discover to be equally as fun, Rusted Moss gives the player so much freedom in platforming due to it's physics based movement but not once did I think the platforming was a highlight of the game despite there being so much of it, there's always the thrill of "was that solution what the developers intended" but it never gives the same well curated experience that precision platformers give you, but they also have their own problem in that their solutions are mostly static, which is better I wonder as I can't quite put a finger on it myself. I did not find myself caring about the story and lore of the game, also I found Fern an irritating main character at times but maybe that was her characters point? (Also for Iron Bramble I hope there will be an option to mute Lilac's grunts because I almost went insane from hearing Fern's "Eugh uh" everytime she took damage, seriously I had to take off my headphones at some platforming sequences) Can't wait for Iron Bramble!
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Every market we collect.
Reviews, worldwide (the counter carries no country): 24.5/day in the week to Jul 17 → 1.14/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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Traditional Chinese
| $19.99 |
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| 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 115 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game's like Hollow kinght and Celeste Had a child. Beautiful platforming and cool Bossfights. Need to 100% this game ASAP,
You've really ought to just buy it already. You watched the trailer, right??? How ♥♥♥♥♥♥♥ sick is that???
Nice music, good exploring. Love the grappling hook, so excited for Iron Bramble!
[h2] (tldr; Rusted Moss is fun! Grapping and Rocket Jumping is fun to play with, and trinkets lead to some really fun builds that can break the game at times. But grapple needs more forgiveness, controller input needs fixing, bosses need to chill out, and storytelling needs work.) [/h2] [h3]Bungie / Grappling[/h3] The bungie-cord grappling hook physics felt very fun and allowed for such fun movement opportunities. When really get a feel for the game and enter a flow-state you feel amazing. There are some issues I have with niche scenarios of grappling, more specifically on slopes and high-velocity scenarios. There were many moments where I would lose a grapple because A) I wasn't pixel perfect at high speeds or B) the game would incorrectly glitch a grapple on a slope. [h3]Controller Input[/h3] I feel like game controller input could've gotten more attention. Wasn't a huge fan of rebinding buttons because it would often glitch and break input entirely. Also for some reason D-Pad and Left Stick shared a binding, which I really didn't enjoy as I was hoping to use the D-Pad as hotkeys for the main guns I needed. [h3]Guns[/h3] Guns are really fun and have a variety of uses but for the most part I found myself defaulting to the guns that enhanced movement the most. Also due to some controller issues, the guns I ended up using was very limited [spoiler]Rocket Launcher and Shotgun were my main 2 guns, I rarely used any others. [/spoiler] [h3]Trinkets[/h3] Trinkets were really fun to experiment with, I wish some trinkets found better usage but around the late-game I found some really fun synergies that broke boss revisits. I really enjoyed that nearly every trinket has a visual cue to show it's functioning. I feel like most metroidvanias just like to make changes to the values and you're often left asking "is this actually helping" this game chose to make that visual and I really appreciate that. [h3]Bosses[/h3] Not sure if I'm a fan of most of the games boss fights, usually good boss fights just feel like a dance you need to learn to get better at. For most of these fights they devolved into projectile spam and chasing. Which makes sense for the moveset given, but I felt the chase-to-dance ratio leaned heavily on panicking. [h3]Story[/h3] The storytelling also didn't capture me personally. The protagonist being unlikable is fine, but the cutscenes felt static & motionless most of the time, as if the story was being told around an engine that wasn't built for partially animated cutscenes. I am also not a fan of most of the lore being told purely by computers and stone-tablets. Would love to see more of the important lore done through item-descriptions, NPC's, environments etc. [h2] Overall, regardless of the minor criticisms, I really enjoyed my experience with this game. Especially that entire mountain DLC, it kind-of felt like it's own encapsulated experience and I can't wait to see what comes next in Iron Bramble. [h2]
it's so laging
Мега кривой и рандомный платформинг, боссы имеют слишком неочевидные паттерны атак (Я так и не понял как нормально возможно уклоняться от Войны) Возможно допройду, но с каждой секундой геймплея хочется всё больше прибегать к читам Спасибо огромное, что их хотя бы в игру встроили Ещё непонятно сколько вообще кто урона наносит, насобирал хп, но нифига разницы не вижу (Намного лучше, если бы противники наносили урон в 1 хп, а какие-то сильные в 2, как в хк)
super duper fun. Some of the best platforming I've seen in a metroidvania.
Solid Metroidvania thats carried by the platforming. The grappling hook bungie cord rules and rocket jumping is fun. Rest of the game is a bit underbaked. 7/10, looking forward to Iron Bramble
this game is AMAZING and incredibly underrated, the grapple hook mechanic is the core of the game but the combat is really solid too, the bosses are challenging and engaging, so its fun to try over and over again (plus the music!). Overall the world and story are interesting, i like the atmosphere a lot and the looks of it all (the graphics were inspired by Rainworld, which is one of the most beautiful games made imo, theres also an easteregg referencing the protagonist of RW, a slugcat can be found on a wall in the DLC of Rusted moss). Speaking of the DLC, it really solidified my love for this game, as ive spent hours getting through it and loving every section of it (while very much so losing my mind). Its a very difficult game thats well worth your money and time and i cant wait to play Iron bramble once it comes out!!!
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.
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