
A shopkeeping adventure for 1-8 players. Cook, fish, fight, and sell your way through a magical island!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.57/day in the week to Sep 1 → 1.14/day in the week after.
About
Saleblazers is an adventure shopkeeping simulator. It's up to you to decide how you want to thrive in this world!
Combine ingredients to cook amazing meals to help you on your journey.
Travel the lands and find a variety of fishing spots to catch the biggest fish... and sometime rare items!
If you pick it up, you can sell it!
Swords, guns, spells... or chairs!?
Use your skills to survive a deadly island full of human factions and deadly monsters. Make sure you loot your enemies!
Play solo or bring up to 7 friends
Over a thousand cool items to discover with hundreds of powerful attributes
Create interesting builds that fit your playstyle through player stats, equipment, and items
An immersive world with villages, quests, factions, and police
Character classes that offer unique experiences
Build and run multiple shops across the island
Hire employees
Dedicated server (see Steam Community guide for details)
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 2.2Kreviews | 79% | — | $2.1M |
| $29.99 | — | — | — | 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.
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 96 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The concept of adventuring and looting endless gear, and then turning around and selling off the items you find that you can't use is ingenious, fun, and refreshingly original. This game is absolutely massive as well, and impressively constructed by a very tiny team of extremely talented people. If you're concerned about the mixed reviews, ignore it. They got review bombed when they reduced movement speed by 10% or so. It's unfortunate, but that's the landscape of gaming these days. I'm a big fan of shop simulator games from The Walking Trade to Gacha Capsule Shop Simulator - Akihabara, I've played them all, and this one made me forget those other games existed. The base building / shop construction is incredible, you build shops from the ground up, we're talking foundations, floors, walls, roofs, etc. Decoration is spectacular too because while you're out adventuring, you can see some cool decoration and just take it for your own shop! I've had so much fun in the short time I've had the game, and the price of admission is 100% worth it. It also plays like a CHAMP on the Steam Deck and is playable on GeForce Now too.
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.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain, Japanese, Russian, Simplified Chinese, Traditional Chinese, German, Korean, Polish, Portuguese - Brazil, Dutch +11 more
Hours played at review time, across 96 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is awful, this game as the literal name implies is supposed to be about making money, selling items, owning a shop, decorating it. And yet when I first bought it I couldn't play it for even a day without giving up because it crashed all the time, and then now I came back for another shot, the games possible redemption arch. But the review shows no it did not redeem itself at all. I like what they added and did yes, as I'm not against it and generally see the appeal for long term game play with a leveling system. But as I made clear in the first bit of my review it was supposed to be a shop owning focused game, and yet there is nothing new shop wise to speak of besides some items, the employees are horrible, the decoration is almost non existent, and don't even bother having a employee restock items for you cause they shove 1 singular item on a shelf and call that good enough, they do not focus on the actual main reason I and probably many other people bought the game for. It was the only reason I wanted and bought this game to begin with. So I feel like I was cheated out of my money and time I was promised a shopkeeping game and I get a low quality adventure game instead. If you are like me and prefer shop keeping games and that is the reason this game looks appealing to you, don't bother buying this game. They wont fix the shopping and expand on that main feature at all, it is always buggy, lagging, or having issues and things that annoy you that you can't fix which will drive you crazy the entire time. I truly tried to love this game, and came back even after it wouldn't stop crashing. and it still failed it's main purpose and gameplay entirely even after this long.
Picked up the game because it looked like something different. Logged in and got my first day as a shop owner started by going out in the world and relieving the travelers of all there goods, returning them to the shop to sell back to travelers. Getting arrested by the police. Then causing a scene in jail where the guards came running in and got beat down by a baguette from the table. Proceeding to run out of the jail cell and immediately relieving the police station of anything that wasn't tied down that would fit in my inventory and finding out that you can practically use anything as a weapon. Beating every guard on my way out of the city with an old metal stove I found on my way out... 10/10
Dev has an amusing game set up. Haven't seen the end game stuff or much of the story, but I love what they have going on, and have been having a lot of fun with it. They recently completely reworked a lot of stuff, and some of it was not well met. And do you know what they did? They either walked a lot of it back, re-tuned things, or allowed access to the old style all at player request. I've never seen another developer do that, and I think that was amazing for them to try an idea, see it wasn't well received, and take the extra time to make things enjoyable for everyone.
My brother and I loved this game before this "immersive" update. I hope they can improve it, as it was in a decent spot compared to what it is now. Graphics took a dump. Gameplay is more janky. Games usually get updated with better graphics. Right now, hard pass.
大規模アップデート(没入感アップデート)後にプレイ開始してのレビュー、90時間ほど遊ばせてもらいました。メインシナリオもアーリーアクセス実装分までプレイ済み おすすめできない訳では無いがセールのときに安く買ったほうが無難である。といった感じにまとまりました いいところはオープンワールドサバイバルとしては面白く、クラフトはそこそこ 店舗経営は以前より品出しがやりやすくなった…くらいで以前とほぼ変わらず 釣りと農業は殆どあってないようなものといった具合に収まりました シナリオ実装進捗は変わりなしです(1年位前との比較) 基本みんな後先考えなしで進むキャラしか居ないバカたちの話です 深い設定とかも多分ナイと思う 大規模アップデートと聞いて何があったか見てみたところ グラフィックの向上、その他ゲームシステム面の大幅変更という内容でした 大規模アプデ前の内容については実況プレイ動画等で確認していたので アプデ後どうなったかを確認したくてプレイ開始してみたものの とてもじゃないが満足はできない内容でした 狙ったランダムエンチャントがつけれ得るようになる機能とかクラフト機能に欲しいと思いました 以下あまり良くない点に関して ・グラフィック向上により動作が低速化 夜や天候の実装で画面の暗さがより何も見えない状態になるなどが起きました 最適化についてはEA版の為正式版に期待したいと思いますが 明かりが必須装備になるため、松明などが装備枠を占有する状態なのは あまり良くないなと思う次第、どうせなら明かり枠としての装備スロットが欲しい 現状アクセサリ枠が追加インベントリを装備する枠として優先度が高すぎるため 明かりのためにアクセサリ枠を埋めたくないというのが正直な感想 夜は外でも何も見えないほど真っ暗なのに 光源のない洞窟は昼に視界がはっきりみて取れる というのも没入感とは?となっている状態です ・水に潜る機能の実装 これの実装のせいでモブ敵や動物が勝手に溺れ死んで 水深のある水場近くにアイテムが大量に散らばっていることがよくあります ひどい時だと1スタック分(アイテム99個)以上死んでるときがあります おそらくこれの影響で余計な処理が増えて重くなることがあるのだと思う ・日本語への翻訳が英語から中国語に翻訳してからさらに日本語に翻訳されているという点 翻訳後の内容に中国語が混ざっているとか、アイテム名や人名などのゲーム内の用語が統一されてないとか 元々の言葉からのニュアンスも含めてセリフやアイテムの説明が変わっているものがあるとか 様々な問題が発生しており明らかに精査がされていないことが目に見えてしまっている 作るのであればもう少ししっかりしてほしい 実験的にしても自分の言語からの翻訳をしてほしいと思いました (2回翻訳を行うせいでGoogle翻訳レベルでも内容が違ったり会話的に変な箇所があった) ・ステータスポイント改変とクラス追加について 以前は3つだったのが6個になったとかクラス追加で特色が出るとか やりたいことはわかるが、ゲームの内容とアイテムの配分が全くあっていない状態になっている 6つのステータスの内、半分ほどが死にステータスになる状態になっている 正確に言うとアイテムのレアリティやエンチャントにステータスが連動しているため どれだけレアアイテムができようがステータスが満たされなければ機能しない状態になっている (威力半減、エンチャント効果の無効化) アイテムのレアリティもコモン、アンコモン、レア、エピック、レジェンダリーの5種類あるが 基本的にレジェンダリーのアイテムはレベルが30以上AE版終盤のステータスを持ってしても 装備条件を満たさないことがある そのためビルド以前に高レアリティアイテムが出ても装備できず喜びが半減したり そもそも魔法ビルドであってもダメージ増幅のエンチャントに体力や筋力が必要だったり 鉱石掘りや伐採のアイテム(斧やピッケル)も筋力依存でダメージ幅が出るので どうやっても筋力最強、器用さや知力はほぼ死にステータスになっている またオープンワールドではスタミナも必須要項であるため 他のステータスの優先度が下がってしまう これもまた良くない状態の一因 ・魔法の使用条件が劣悪 スタミナだけでなくハラヘリゲージも消費して魔法を撃つ仕様のため どうしても食費がかさみアイテム枠を占有することになる、さらに言えば 攻撃のために余計な回復行為を挟まざるを得ないということでもある レベルや知力を上げてもこれが殆どかわらないのであれば 魔法ビルドが辛いだけのものになってしまう 知力がエンチャントにあまり影響ないのもいただけないところ あと単純に魔法の種類が少ない、エフェクトも対して良くないし 動きも対して違いがないコンパチ物ばかり ・クエストなどのマップ―マーカーの誘導範囲が雑 メインとサブ両方ともクエストノクリアに必要なもの、 人物のいる場所が指し示されるのだが、その指定座標にターゲットが居ないことがたくさんある 移動しているタイプの人でなく、座標が固定されているNPCの位置もかなりズレが起きる また一部ファストトラベルのポイントも地面に埋まっていて起動できなかったり 転送されたときにマップの位置からズレていたりする ・座標設定の雑さ 誘導範囲の件からもそうなのだが、このゲームはアイテムや人物の座標設定がおかしくなることがある 指定の位置に居ない、収納したチェストから溢れ出してデータが増殖する 初めて見つける宝箱から中身のアイテムがぜんぶ外に漏れ出ている事もあった 衝突が起きるようになったことでも悪さがおきており 他キャラとぶつかったり死体に躓いて転んだりするととんでもない量のダメージを受ける、 小石や死体に向かってダッシュするだけで転ぶ、横や斜め上にすごい勢いでプレイヤーが吹き飛ぶ アイテムが机に沈み込んでいく、ぶつかったアイテムの挙動が荒ぶり暴れ出す 物理演算使用したゲームでよく見る悪い挙動のオンパレードだった ・ストアページの商品画像にあるような装備もまずない 基本的に敵から奪った装備をつけて持ち歩くため 背中に盾と剣といったことにはならない、何ならすぐ壊れる 見た目装備機能はたしかにあるが 武器枠はすべて背中にすべて背負って反映される状態 また、ストアページを飾るあの鉄の盾がゲーム内にそもそも存在しない可能性がある 少なくとも現状見たことはないです(作れもしない) 直近のパッチで直っているところもあるとはいえ その後の盛り上がり等が下火になっているのも含めて良い改変ではなかったのかなと思います
Love this game! Yes there is some Jank but its clear the dev's are listening and trying to find a balance.
Sank probably closer to 90 hours played, so much content to play through via quests, exploration, and shopkeeping. Pretty cool so far! Some minor bugs here and there but honestly for being early access, nothing really game breaking yet. Can't wait for the next patch/1.0 to see where things go!
It used to be a fun kinda goofy shop keeper game that was relaxing, now it feels more clanky and boring, the silver tongue isn't fun and makes me avoid wanting to attend my tills.
(side note: the New York sounding music when you make sales does not fit the game and is disgusting and repulsive tbh. I can just turn off the music, but I do not understand why this was chosen. it oozes falseness, exploitation and seediness.) I do not understand how this is designed so horrifically... to put something on a shelf, you don't click the shelf to open a container, or select something and then drop it, no, you have to equip it (!!!!!!!!!!) then press (interact)... so you have to: step 0: if the game had a UI for this, not a physicalized location, you could just open the shelf icon you wanted to select, from anywhere in the shop. this would incentivize you to name shelves and pre-sort where things go, like naming the shelf "mops" and then select it and shift-right-click and dump all mops it can hold in there. but no. we gotta do this the hard way.... so step 0 is go to the shelf. step 1: open the inventory step 2: find the damn item, and since everything is tiny and on the side of the screen for no reason and has the same beige brown color tone, it is hard to differentiate things. step 3: equip the thing you want to sell step 4: close the inventory since you can't interact with it open step 5: aim at the shelf, and interact step 6: interact step 7: interact step 8: interact step 9: interact step 10: interact step 11: interact and so on until you placed all of it step 12: open the inventory step 13: re-equip your weapon or whatever you had equipped before more steps if you need to move around at all and good luck of an enemy or a customer needs you meanwhile. this is ridiculous!! this should be (if we want the idiotic physicalization): step 1: interact to open the shelf -> shelf appears as container next to your inventory. no need to close the inventory step 2: shift-right-click or shift-left (let the player bind that) to drop all of one thing onto the shelf you obviously can still do it one by one if you click, or interact without shift that's it no re-equipping anything a baby could figure this out. has the dev ever played a game before? to me it is insulting and reeks of sheer unbridled arrogance to make a game so weird and inconvenient to use when this has been solved for well over 10 years since path of exile and factorio and I bet many many other games. I am convinced even the MMOs I played in the 90s were easier to use, but I do not remember the exact steps. fishing is the worst I have ever seen. complicated, awkward, unfun. fishing is supposed to be chill. not tense another example: the crafting menu is tied to scroll since it is blithely ignoring all available space and insists on showing craftables in a narrow bar on the right with wide space between the next row. so even at the very start of the game you already have to stress your scrolling finger then crafted stuff gets dropped into the crafting table. not the inventory. so now you have to take that mop from the damn crafting table to put it into your inventory. for this you need the extremely damaging and pain inducing "drag & drop" move. no click or grab interaction works. only drag and drop does. the very method that is THE MOST damaging to people like me and induces stress injuries and is banned in any usability bible. (edit: I eventually spotted the Y to take all. but to take individual items, only drag and drop works) there should simply be no reason the have the crafting table act as an independent container. only allowing taking one item at a time is inexcusable insanity. this WILL add up and if you play fast and efficient, it will grind on your nerves until you never touch the game again. this is akin to youtubers who put all effort in making everything visually appealing and having a bad mic. sound matters more on youtube than anything else. same here: usability is what makes or breaks a game. because even the very best game can be killed by lacking usability. the cooking is yet another example of how to ruin a game: it is like a phone game: any wine mom who never plays such a game would be impressed by how "real" it seems, but any gamer who needs things to work without cramping their hands up is just annoyed. minigames are always a bad style, no matter the game, that's why gacha games are full of them. you could have the same visuals and automate the process instead of making me DRAG AND DROP the thing around. the overcooked component adds nothing but friction in a game that seems to contain nothing but friction already. this is not some dog poop movie game for normies who do not actually game, but want "immersive" gimmicks instead of usability since they only play for 30 minutes at a time and the game has a "welcome" window that is so short it can't overstay anything (I mean to say they are short movie games). this game here I imagine playing for 500h it is that appealing to me. but it stresses me out too much and my hands. -------------------------- other annoyances: where are my stats? where is a proper character screen? where is a proper shop screen where I can peruse all the "upgrades" I am getting or other improvements? they had proper character screens in the mid 90s. that is 30 years ago. same with other things. it is all done as if this is the first computer game and the dev just came up with whatever and used the first method he thought of without usability concerns, without trying to minimize button presses or clicking. it is absolutely abysmal. the game has such a great mood and atmosphere, feels snappy and runs well on my machine. but I get nonstop agitated by the unbelievably bad way things are interacted with. the least amount of interaction steps = the best. use the shelf as a container, let me do normal COMPUTER GAME interactions like in any damn game like factorio, satisfactory, any MMO since the 90s.... or path of exile 1/2... this has been solved a billion times over. this is THE worst method I have ever seen to make interactions. shame on the dev. this game has been around for like 6 years and long before that I assume and he still has nnot understood that this game is utterly inconvenient to the point it deeply frustrates me and kills my fun. storing ♥♥♥♥ on a shelf should take half a second, not be a torturous minute long odyssee the game's movement is fast and smooth. it is brilliant and makes me want to play. why not apply that design to the storage system? dev: play factorio for a bit. it is a blessing and a joy to shuffle around 10 boxes full of a crazy amount of different items because it is so easy. play path of exile and watch people do this in literally 2 seconds. not kidding {open shop, check for speed boots, buy, put boots on, close out and teleport out}. you can't even see what they're doing, it's so fast. no drag and drop, no BS. or watch them empty out a whole inventory of various items into the ~self sorting~ stash system in a second. your game holds people up with the annoying things until the fun gameplay becomes available again. this is bad design. inconvenient does not mean immersive. it means bothersome. only people who test a game without getting truly immersed think that ♥♥♥♥ is cool. cause they need some extra jingling of keys like woooow I can move the bowl??? like a damn 5 year old. this is cool for people who do NOT play games. the same "logic" applies with anything else. important info is always on some random corner of the screen in tiny font everything is on the left as well, which kind of bothers me. if this is changed, the game is an easy recommendation as it does so much right. pretty much everything to be honest that I really care about. this is why I wrote that review. the game is fantastic WHEN I AM ALLOWED TO PLAY IT instead of fighting the usability barriers and minigames. but I can not deal with this complete lack of usability. it feels disrespectful and since I have a hand condition, it also causes me physical pain to use a needless amount of interaction steps
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3K | 7 | 57% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $38.1M | 66.5K | 93% | $19.99 | |
| $77.7K | 106 | 46% | $19.99 | |
| $46.8K | 78 | 65% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1M | 3.5K | 70% | $29.99 | |
| $2.1M | 5.6K | 72% | $10.49 | |
| $2.1M | 4.4K | 69% | $19.99 | |
| $2.1M | 3.8K | 88% | $19.99 | |
| $2.1M | 3.1K | 72% | $29.99 | |
| $2.1M | 4.8K | 97% | $23.99 |