
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 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

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
mspaintadventrues-ass s*** (derogatory(affectionate)), I love it despite absolutely sucking at bullet hells, 11/10, add an extra 5 hours to my playtime from time spent on the demo
I had a lot of fun with the first act of Scrabdackle. The characters are charming, the soundtrack is great, and the boss fights are really cool!
Pretty good start to a game. dont mind that its sorta being released in chapters. Bosses can get crazy hard but very creative attack paterns for most of them. Honestly was a bit too much text for me, but im just so lazy to read anything in games anymore so thats probably just me. Cant wait for next chapter to be released
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Overall a good game with beautiful graphics and great atmosphere and sound design. I like that you can choose where the stickers go. However, there are some cons: - The game dumps way too much exposition from the beginning. If you need a tutorial on how to select dialog options, maybe the dialog system should be more intuitive (why can't you select options with the mouse?). From the very beginning you have so much stuff you can go through from the menus, and maybe they should have been introduced one by one (for example, finding your notebook in the same way you find your wand). Also I don't feel like the writing is good enough to justify there being so much of it, especially at the very beginning. Going through the dialog sometimes feels like a slog. - There are some QoL annoyances. For example, the fact that nothing persists when you die and you just go back to your last save. The most egregious example of this was at the very first area when I died, and when I respawned I had to go through all the dialogue options for the first peanut you see to get all the markers back in my notebook. When you die, you have to redo talking to people because that's progression you can lose! I'd prefer if most other things saved too, but having to redo talking to people? That's just frustrating. The game has potential but maybe if you're considering it, you should hold off until the developer polishes things up a bit more.
This game oozes charm from the moment you select your difficulty and only gets better from there. I came for the hand-drawn animation and left with both anticipation for the next chapter of the story and a newfound appreciation for a style of game I hadn't played much of in the past. Like everyone else has said, it feels very complete for an early access game, each area of the map is packed with so many details that it makes exploring for the sake of it both fun and rewarding. If anything about this game catches your eye, check it out! Its worth your time.
I have been enjoying the heck out of this game. The humor is really silly with a cast of wacky characters including living peanuts and very aggressive ducks. The combat has been surprisingly difficult (there are different difficulty settings, don't worry) but not in a way that felt insurmountable. You can kind of go whichever direction you please but without finding the right upgrades you might struggle in some areas. There are lots of secret little areas to stumble upon and quite a lot to do even tho only the first act of the game is out at this time. I like the art style and the different spells I've managed to collect so far. Can't wait to see what gets added to the game next!
Jolly good fun
it good
Absolutely an excellent piece of work. 游戏处于EA阶段,作者计划共有三幕,目前出了第一幕。关于体量:个人诗人难度(普通难度)全收集22h,因为没打汉化补丁加上此作文本量巨大,所以正常全收集时间会比这少一些,非全收集时间会再少一些。第一幕独立出来看已经可以算是一部小品级游戏了。 卖相:我是很喜欢这种简洁又抽象的美术,感觉很有特色。当时在新品节里一眼看见了。不过肯定会有人觉得画风很简陋,这个见仁见智。音乐音效客观上说不上特别好,但是很贴合游戏世界观那中略显怪诞奇异的风格。 地图设计:我不知道怎么算客观评价一部类银/类塞的地图设计,所以就谈谈我个人的感受。各区域的连通性上没什么惊喜,可以说很普通,不会有开通之后豁然开朗的感觉(这方面的佼佼者是mina the hollower)。不过我很喜欢放一个在当前区域看得见但是拿不到/进不去的收集品/区域的设计,至少我会因此有极大探索附近区域的欲望。 战斗:打着类魂标签,战斗确实算不上简单,不过死了不会掉钱所以还是蛮友好的。[spoiler] 尤其是遇见龙猫之后可以交易获得恩惠(boon),三个都装上的时候伤害高回蓝快,打boss会简单很多。不过恩惠都是用一些负面buff换的。其中一个恩惠会获得脚滑buff,在一些区域会很难受。这个时候可以去waydream找龙猫返还恩惠。[/spoiler]boss设计也还可以。我觉得很有意思的一点是,很多游戏设计boss的最后阶段一般都是增加难度:更多招式,更高伤害;这个游戏boss最后阶段打起来体感上会比之前的阶段简单,且是一个招式复读,感觉就像真的要完蛋了一样。还挺好玩的。 解谜:占比不多但是也不算少。难度方面应该还好,我这种半个解谜苦手也没看攻略(不包括做支线时一些隐晦的npc提示)。解谜也挺好玩的,至少游玩过程中没觉得无聊。 剧情文本:好多的字,给我看得晕字了。虽然整体游玩过程中的基调是比较幽默诙谐的,但是主线看起来应该比较沉重。根据角色种族/性格做的文本差异很棒。[spoiler]比如有一条蛇的文本里,单词里出现的s会写很多个;waydream里muse人格说话完全就是莎翁腔,一堆literary用词,还是古英语句式写法。感谢ai大人救我...... [/spoiler]由于我对除了不是很逆天的剧情都没什么感知力,所以很难说剧情到底还是好或坏,只能说正常吧。 最后是一点题外话。很少买EA阶段的游戏,毕竟不知道完整版到底要等多久,也有可能后续质量下滑严重,更甚者直接跑路。本来这部作品也是打算出完整版以后再购买(或者至少是第二幕宣布发售之前),但是之前看到作者通知因为工作强度导致严重身体原因第二幕无限期停工,且目前EA阶段销量远不及预期。很难说看到一部充满热情的优秀作品开发者说这种话是什么心情。 Anyway, hope the dev gets well soon.
Steam's better discovery system is genuinely fantastic. Without it I never would have found this underrated gem. If you are on the fence about playing it just buy it already. It is really great.
Players by region
Where this game's players are, estimated from review languages.
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