
Fight your way through killing clowns, pigs and robbers in several maps across the globe.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/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 2,400 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
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Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
multiplayer when
Its all buggy and nasty. I only got this on sale with a bundle. Cheap. Even a few bucks isn't worth it. Bugs, poor UI poor visuals, whoever made this was in a big hurry and went TOO FAR... AND 3 GIGS??? OH MAN!! THERES BETTER THAN THIS FOR A FRACTION OF HD SPACE!! WTF???
YOYOY BOMBA THIS ♥♥♥♥ SUCKS BUT HEY, AT LEAST I GOT THE WRENCH
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
не знаю почему разраб забросил эту игру, мог бы доработать, учитывая баги и мнение людей и сделать нормальный продукт, а не это говницо в которое скучно играть, мало интерфейса, да всего мало, всё выглядит как пробная игра в студии курсов разработчик
This is the definition of low effort, buggy shovelware. You start at a horribly designed menu and select one of a few tiny maps. Enemies then walk straight at you while you try to defend yourself with your fists. You spawn with no weapon and they can kill you in a couple hits. Weapons cost a minimum of 500 points while killing an enemy awards a negligible amount. The only way to survive more than two minutes is two perpetually run in a circle - and even then it's near impossible. All this while being subject to motion blur you can't turn off. This isn't worth your time, and it absolutely is not worth anywhere near $9.99.
BASKIN V
☀️
(RU\ENG) [h2] Игра не для всех [/h2] Она создана для настоящих ценителей, очень жаль что я таковым не являюсь ((( [b] Гемплей игры прост [/b]: [u] выживай как можно дольше [/u] !!! Примитивное управление с которым справиться любой динозавр и сможет насладиться данным шедевром. Насчет оптимизации ... она ужасна, данная игра (творение бога) показала от 9-18 fps на минималках, на максимальных настройках пришлось купить новые глаза ((( [h3]Плюсы игры [/h3] - тайм киллер - великолепный пейзаж на картах - сбор фанатов моргенштерна, райн гослинга, билли айлиш, влада а4 в одном месте!!! (смотри в моих скриншотах) - любовь с первого взгляда [h3]Минусы игры [/h3] - придется купить новые глаза - не сможешь выиграть - взорвется комп от перегрева - потеряешь друзей - [strike]утратишь веру в любовь [/strike] - [strike]найдешь девушку в реальной жизни [/strike] [h2] The game is not for everyone [/h2] It was created for real connoisseurs, it's a pity that I'm not one ((( [b] The gameplay of the game is simple [/b]: [u] survive as long as possible [/u] !!! Primitive control that any dinosaur can handle and will be able to enjoy this masterpiece. About optimization ... it is terrible, this game (God's creation) showed from 9-18 fps at minimum settings, at maximum settings I had to buy new eyes ((( [h3]Advantages of the game [/h3] - time killer - magnificent landscape on maps - gathering fans of Morgenstern, Ryan Gosling, Billy Eilish, Vlad A4 in one place!!! (see in my screenshots) - love at first sight [h3]Cons of the game [/h3] - I'll have to buy new eyes - you can't win - the computer will explode from overheating - you'll lose your friends - [strike]you will lose faith in love [/strike] - [strike]find a girl in real life [/strike] https://steamcommunity.com/sharedfiles/filedetails/?id=3031978750 screenshot 1 https://steamcommunity.com/sharedfiles/filedetails/?id=3031978899 screenshot 2
Genuinely baffled by the design choices for this one - why would you make a wave defence game where the only weapons are bad melee ones? Why would you start the player out with no weapons and randomly spawning mobs? Why would you make such an unintuitive menu that doesn't seem to register what you select some of the time? I'm not even mad, I just don't understand how someone stitches all this together and calls it again without spontaneously combusting.
Scary defense is an indie wave-based action game developed by WhackAKey Games and published by Conglomerate 5 that aims to deliver straightforward survival shooting wrapped in an oddball mix of themes. From the outset, the game presents itself as a defensive endurance challenge: you are dropped into a series of arenas and asked to survive successive enemy waves, earning points for every foe you defeat and reinvesting those points into stronger weapons and tools. The premise is immediately understandable and requires little onboarding, positioning the game as something meant for quick sessions and casual play rather than a deeply structured campaign. The core gameplay loop revolves around constant pressure and repetition. Enemies stream toward you in waves, and your success depends on positioning, reaction speed, and choosing when to spend your accumulated points on new weapons or firepower upgrades. This loop can be satisfying in short bursts, especially during moments when enemy density ramps up and the screen fills with chaos. However, the mechanics themselves remain very basic. There are few tactical options beyond shooting and moving, and defensive strategy rarely extends beyond choosing a favorable spot on the map and unloading fire as efficiently as possible. One of the more unusual aspects of Scary defense is its enemy roster and tone. Despite the title and horror-leaning tags, the game does not commit strongly to horror as an atmosphere. Instead, enemies such as clowns, pigs, and other bizarre figures feel more cartoonish than frightening, creating a tonal disconnect between the game’s name and its actual mood. This can make the experience feel unfocused, as if multiple ideas were layered together without a unifying theme. Players expecting tension, dread, or psychological horror will likely find the presentation too light and chaotic to evoke fear. Progression is handled almost entirely through point accumulation and weapon unlocking. As waves advance, you gain access to stronger guns and more destructive options, which increases your ability to mow down enemies but does little to change how you actually play. Enemy behaviors remain largely consistent, and maps do not introduce enough unique mechanics or objectives to significantly alter strategy. As a result, progression feels numerical rather than experiential, with the sense of growth tied to damage output rather than new ways to interact with the game. Visually, Scary defense reflects its indie scope. Environments are functional but sparse, and enemy models are serviceable without much animation nuance or personality. Effects such as gunfire and explosions provide basic feedback, but they lack the impact or clarity that would elevate combat encounters. While the presentation is readable and rarely confusing, it also lacks a strong visual identity, reinforcing the impression of a game built more around mechanics than atmosphere or style. Sound design follows a similarly utilitarian approach. Weapons provide audible feedback, enemies signal their presence, and background audio fills space without drawing much attention. There is little in the way of dynamic audio design or sound cues that meaningfully influence decision-making. The audio does its job but rarely enhances immersion or tension, which further distances the game from the horror label suggested by its title. Over time, the biggest challenge Scary defense faces is maintaining player interest. Because enemy patterns, environments, and objectives change very little, the experience can begin to feel repetitive after only a handful of sessions. Difficulty scaling can also feel uneven, with some waves posing little threat and others overwhelming the player abruptly, creating spikes that feel more frustrating than challenging. These issues contribute to its mixed reception, as enjoyment tends to depend heavily on tolerance for repetition and simplicity. Ultimately, Scary defense is best viewed as a lightweight survival shooter designed for brief, low-commitment play. It offers moments of chaotic fun when waves intensify and firepower escalates, but it lacks the depth, cohesion, and polish needed to sustain long-term engagement. Players who enjoy simple wave-based action and are willing to overlook rough presentation may find it a serviceable diversion. Those looking for strategic depth, atmospheric horror, or evolving gameplay systems are likely to find it too shallow to leave a lasting impression. Rating: 5/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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