
The magical misadventure of a novice wizard thrown (literally) into the unfamiliar world outside. Go on a sprawling hand-drawn adventure with spells to study, bosses to best, and a huge handcrafted world to traverse on the long journey home.
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 Aug 25 → 0.57/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

Scrabdackle is hand-drawn using traditional animation techniques, with tons of curious creatures to study, characters to squabble with, and tough-but-fair bosses to overcome, made by one developer who was maybe a little over-ambitious about all this.
Here’s the setup: When the wizard academy is attacked, novice student Blue is thrown out the academy’s window and face-first into the unfamiliar world outside. Pushed out of their sheltered life, Blue reluctantly sets off on a long journey home, learning to navigate the world of Scrabdackle for the first time. Along the way, they’ll contend with daunting foes as well as uncomfortable truths as they reckon with just how much of the world outside differs from their books in the academy.
It’s a big game with a huge, sprawling world worth getting lost in - if you’re up for a bit of adventure!


Scrabdackle is a scribbly, open-world adventure drawing from zeldalike, soulslike, and metroidvania influences. You can explore the world in whatever direction you want, but may be blocked from some pathways until you learn a new spell to help you get by. Or you can just turn around and head somewhere else first instead! Nearly all spells, bosses, and regions of the game can be found in any order.
While exploring, you’ll come across tons of hidden secrets and challenges, characters with their own storylines to progress, mysteries about the world to slowly piece together, and endless things to study and write about in your academy notebook. Chat with the locals to get your bearings, or walk away mid-conversation if you’re ready to move on and see something new (although, some of them might find that a bit rude!)
Some areas are more open and interconnected for harmless exploration; others operate as ‘dungeons’ with linear challenges and puzzles to navigate. Bosses will test your skills along the way, with each attempt bringing you closer to a hard-earned victory. If you’d rather focus on puzzles and exploration - or alternatively, if you want to really push your skills to limit - challenge settings are always available!
A first playthrough of Act 1 on the Poet difficulty should take about 12-15 hours to see all the ‘main’ stuff and roll credits - but if you really like to poke around each nook and cranny for secrets and tackle every optional challenge, it’ll take a bit longer!


Scrabdackle Act 1 features:
6 spells to learn,
9 bosses to challenge,
10 11 regions to explore,
60 unique stickers and stars to find,
90 minutes of music to nod to,
122 130 notebook entries to scry,
and about 70,000 80,000 words to read!

Acts 2 and 3 will launch (later on) as free updates, each with just as much content as Act 1. Think of them like episodes in a TV season - each one is doing its own thing, but they're also part of a greater whole, building off what came before. They're designed to be played with a little time to digest in between each, too, like how you tend to get more out of a show that releases episode-by-episode rather than a whole season dropping at once.
Worth calling out as well: the base game price will go up with each act that launches, meaning you can either buy Act 1 and wait to get A2+A3 free, or buy later to be able to play multiple acts back-to-back for a slightly higher price.
All that to say - Act 1 on its own is a pretty cool and large game, and it's only going to get bigger and better with more acts to come. Hope you enjoy!

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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I originally wrote this rant as the steam refund reason, but turns out it was too long and hit the character limit? So I'm here posting as a review instead. The game does not have well telegraphed attacks, options in combat. The dialogue is verbose if not pointless and makes me feel punished for reading through 3 minutes worth of text just to learn 1 new lore information and a rehash of everything I already know. The attack patterns are all RNG or player track with essentially no nuance, which makes every enemy feel stale. The fact that some enemies are up on high grounds and are literally invincible is extremely frustrating to deal with as you take damage and get punished for literally just trying to get to the other side. The sound track is charming but repetitive, easily gave me audio fatigue since from what I could tell, every song on the sound track is like at most a minute long. The strange usage of motifs also contributes to this, as in other games the motifs would be altered to fit in the atmosphere of the track, but in scrabdackle it feels like the main "complete goal" motif is just literally plucked out and stabbed into every part of the soundtrack unchanged, which not only feels jarring but feels frustrating to hear for the billionth time as it slowly loses meaning. The enemies also contributes to the frustrating experience as, from what I could tell, scrabdackle's core philosophy punishes you for thinking and rewards you for reacting, you can't "read" the enemy's "pattern" because there is no pattern, and you just have to react. This is not only frustrating as reacting and putting enemy's attacks into your muscle memory takes time, but also makes combat extremely tedious, as you get jumped, loses 3 health and then miss five shots and the three you do land isn't enough to kill. Not only is the only attack method you have, just absolutely boring to use, there exists no depth to the combat because it's just put cursor on enemy, there's nothing you can actively do to spice up the combat other than an unsatisfying dash that works SOME of the time. There is literally nothing in your tool kit which is weird, especially for a wizard game? Still, the combat would've been better if WHAT could damage you is actually telegraphed, there are times where I randomly fell into the river because I missed a pixel to the bridge apparently (which, why is that even a gimmick??? it's literally just punishing the player for trying to move, which makes it so much worse in the middle of combat) or I accidentally rammed myself into the tall spike trees just to lose a quarter of my health for literally no reason. This combined with the fact that enemy attacks are literally unreadable makes my experience in just trying to get from point A to point B absolutely miserable. Not to mention areas like the duck castle where enemies can just open a gate for infinite enemies to spawn and then lock you in the area until you kill all of them? So the most annoying aspect of the video game is forced upon me for what? Accidentally walking into the sight line of ONE enemy that isn't even properly shown or previously mentioned to me??? How am I supposed to know what the enemy sight line is if you don't tell me what it is? The gate boss for the duck castle has to be, by far, the worse experience I have had in any video game ever, and I have played Getting Over It with Bennett Foddy with a smile on my face. The fact that the guard duck will just, not attack you occasionally even IF you're in range is actually so infuriating because I have no idea of knowing WHEN the duck attacks. So I get at most 2 hits in before I am punished for not knowing when the duck gets into defense stance, like at least have a glowing red aura around it or something so that I know WHEN to not attack? The fact an RNG enemy is thrown in just out of nowhere, in the middle of the fight, is so painful because now I have two things to worry about, two unreadable enemy and if I do ONE thing wrong, I die and have to restart. This is not a difficulty issue, this is the fact that the game gives me no clear indication of when or what attack is going to happen, it's not difficult, it's just annoying to deal with. I KNOW I can beat those enemies I mentioned, and I did, but the process of it was not enjoyable because I can't tell what's going on. If that is intentional, then this game is just not for me. TL;DR I would've preferred: 1. more attack options in combat and a way to deal with enemies on high ground 2. make the following more telegraphed: hostile enemies, damaging background object, attack patterns and interactable objects (levers, fences, destroyable roadblocks etc.) and 3. Less punishment for just trying to get from one side of the map to another, E.G. make it so that roadblocks don't respawn until you save, stealth option that stops enemies from seeing you entirely, or add more fast travel. In general just more QoL so the player doesn't take damage for just wanting to go from point A to B. but if anything in this angry rant of mine conflicts with your vision, feel free to ignore 'em. I've tried to be as constructive as I can, but this game was just really not fun for me, and this is coming from a hard core bullet hell enjoyer.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
im scrabbin my dackle
this is the first time in a while that i've been really enchanted by an indie game. i think the last time was with undertale/deltarune. the battle mechanics are fun, and although some of the enemies have mopped the floor with me a few times already it's really satisfying when you finally win. i'm almost 4 hours in and haven't finished act 1 yet... plus i hear 2 more are on the way! i think i'll probably be pouring in more hours than i originally thought. (this is a good thing!) scrabdackle is worth the money for its personality in content and graphics, though i think the duck castle is the best out of everything else... i'm biased. anyway it's really cool to see what you can do with godot! i'm glad i picked it up and can't wait to see how the story plays out.
Excellent game, well worth full price as is. And Act 2 and 3 are still to come. Great soundtrack and art style, fun and challenging boss fights, amusing NPCs, cohesive experience, etc etc It's financially irresponsible not to buy this game.
游戏有个类魂标签,其实游戏就是类塞尔达,死亡看似是回复活点,实际上是回档了,NND之前跟NPC白对话了,主角极其的脚滑,偏偏道给的又窄,非常容易掉下去,推荐自定义把掉落伤害关了,不然太搞心态,还有这BOSS过于超雄了,我拿个破魔杖biubiubiu还得注意别给蓝打空,BOSS直接无限火力越打越猛了😭
This is an EA review for now - currently playing through Act I. Not sponsored, just love of the game [literally]. It is absolutely staggering how much love and detail has gone into this game, in every single aspect honestly. - I regularly stop to show my husband a small animation, sound cue, or UI choice. There are SO many lovely touches that are rare in complete games, let alone EA ones. Some of these include: The 'pop' when you take damage for the first time in a checkpoint (uncorking the health vial, you see); the configurable difficulty settings menu (both in the robustness of options and the cute wording, references to a certain character etc.); the animation when you switch between m+k and controller (that one really surprised me)...gosh, at least once a play session I giggle and say "god, that's a great design." (Oh, gods, the save animation, how could I forget?! The way it aligns with the sound design and music in that moment is a lil dopamine hit every time. It's like opening a Vault-tec lunchbox in FO4 for me, aka straight joy.) - The character design and sprites, the settings/scenes across the map...all darling, just so fun and cute. The color pallettes and small details make me smile. - The combat is simple (so far) but challenging; I think maybe on base difficulty things are too spongy, but I am not too proud to tweak difficulty slider to have fun so it's better after adjustments. It's fun, the boss system with different movesets (more than just 2-3 max like most games) is fun. - The music and sound design is funny but catchy. - The characters and writing are just delightful. I think that's myh word for this game. They're funny, interesting, silly, diverse. - The challenges are fun and diverse too, with different collectibles pushing you to figure out puzzles and explore a LOT. Speaking of... - Gods, the map is HUGE. And while it can be hard to navigate sometimes, I don't find that a negative for a metroidvania, given the emphasis on exploration. There's a lot to chase down and the labyrinths are really fun to navigate. - The writing is very very solid and enjoyable, and there's SO much of it. There's so so many side quests and little leads, there's funny lore in the bestiary and other journal stuff (and an ADORABLE MINI GAME FOR PUTTING COLLECTED STICKERS ON YOUR LIL WIZARD JOURNAL did I mention this game is cute). - The game is REMARKABLY stable and well-handling despite being EA. I've only noticed one bug in 7.5 hours of play so far (switching between tools on the tool wheel doesn't work on controller, so I have to switch to m+k) that I'm confident could be fixed. It's not crashed once, never lags on my several-year-old once-top-of-line PC; it's playing in the background while I write this and the music is still bopping with no issue. I truly hope it continues to be as fantastic in Acts II and III...and that I don't have to wait forever to play them because this is what metroidvanias should be. I ADORE this game. I want to grab all my friends and recommend it to them because with all the accessibility and difficulty options I really do think you could tweak things to be hard or easy enough to appeal to almost any gamer. PLAY IT.
it's really neat, and like one guy made it, so that's cool. i hope there is more soon :)
Been following the development of this game since they started releasing their first few demos, watching the story and environment expand, and it's really just a great, charming game with tons of cool secrets that feel really rewarding when you find something hidden. The combat is fun, the bosses provide some good challenge, and a lot of them are super hype moments and aura so that adrenaline rush after beating a boss feels so good. I also enjoy the way you document/ fill the bestiary, since it really feels like you're discovering something, evoking more curious gameplay. I just really love the vibe of Scrabdackle, and it's truly an underrated game.
Peak ♥♥♥♥
Chinese please pleeeeeeeeeeeeeeeeeeas TT
Players by region
Where this game's players are, estimated from review languages.
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