
Guide 'Skul' on his quest to single-handedly take on the Imperial Army and rescue his King from captivity, in an action-packed rogue-lite 2D platformer for the ages.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 1.57/day in the week to Sep 14 → 2.25/day in the week after.
About
Genres
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, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−50% | 57.6Kreviews | 93% | — | $19.6M |
| $13.99−30% | 7Kratings | 84% | — | not modelled | |
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 955 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
베타 떄부터 스팀 계정을 바꾸기 전까지 치면 100시간 이상으로써 많이 발전하였다 느끼며 뭐하나 아쉬울 것 없....지는 않지만 아무튼 부담없이 한판 씩 하기 좋은 게임이라고 생각드는데 그 씨 개같은 레이아나 자매랑 빡빣이 아저씨는 진짜 제발 좀 나가라;; 니네 떔에 난이도가 4배는 뛰는거 같다 야 제발 자매 둘 증에 한면만 미리 안살 쓱싹 치고 시작하자 아님 ㅈ같은거 뒤에 빡빡이 좀 먼저 패 놓고 하게 해주라....계란이랑 칼든 자매 말고는 다 괜찮게 플레이 하였습니다
i really want to like this game, and i'm really trying, but the combat and overall replayability is rough for me, i don't see the point in mashing my controller if it's gonna do the same thing over again and again, i don't like the combat and hate the way enemies react to it, the game is also really hard but not in a good way
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 3.29/day in the week to Aug 6 → 4.86/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.
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, German, French, Spanish - Spain, Russian, Traditional Chinese, Portuguese - Brazil, Polish
| $19.99 |
| 2.4Kratings |
| 72% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | $0 |
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 962 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
首先,横版肉鸽很容易对比上《重生细胞》 但是在此并无拉踩意思,只是提一些个人意见 1.没有爬墙机制,很多时候跳平台就差一点死活跳不上去,就是得重新来,手感拉爆了 2.力量型骨头在空中的攻击行为变成下坠攻击,所以打空中的敌人跟便秘一样,还有下坠之后对敌怪没有眩晕效果,说白了就是下坠之后会吃到对方的攻击,再加上会硬控自己只有疾驰可以取消后摇,所以结果手感拉爆了 3.骨头碎片的获取途径拉爆了 4.疾驰带有无敌帧,但是手感拉爆了 游戏挺好玩,确实挺喜欢,但是手感真的拉爆了
小骨的美术在同类作品中并不算出色,配乐也略显平淡。与其说是一款传统肉鸽,不如用"带策略构筑要素的刷宝爽游"去定义它也许更为合适。换句话说,在玩家具备一定熟悉度的前提下,使用正确的头骨搭配足够强大的装备构筑即可通关,而操作则更像是某种锦上添花的存在。 小骨最为独特的设计应该是它的"头骨系统":玩家能在使用选定的头骨之外再额外携带另一个头骨进行战备切换。这一机制在提升操作上限的同时,也拓展了策略深度,是小骨区别于同类动作肉鸽最为核心的点。但这个设计并不完美,头骨间的数值平衡可以说完全不合理,因而强度差距明显。部分头骨对装备要求极低,凑齐散件即可成型,另一些则极度依赖特定流派的核心道具,一旦难度升高容错率会严重下降,导致玩家的游戏体验落差较大。更关键的是装备属性与词条分配明显更加偏向物理系头骨,导致部分法系头骨难以配出能够最大程度发挥其特性的构筑体系。制作组虽为弱势头骨设计了专属武器,但道具池并非许愿池,大部分玩家更愿意为了胜利在"等不来的翻身仗"与"超模的通关常青树"之间选择后者。并且,这些专武大部分对其他头骨所适用的构筑体系作用不大,甚至会挤占通用装备的出现概率,这就导致本意为丰富内容的设计反倒促成了两头堵的现状,着实让人感到可惜。另一个令人困惑的设计在于:既然装备构筑本身就需要在物理与法术之间进行取舍,为什么游戏又允许玩家同时携带一枚物理头骨和一枚法术头骨?这种一法一物的搭配方式,与装备系统的构筑路线倾向之间明显存在着逻辑上的矛盾。 虽然设计上存在一些争议,但这丝毫不影响小骨这款游戏的战斗手感。游戏整体的战斗节奏紧凑轻快,动作流畅且打击反馈相当扎实。三类头骨的战斗表现与其设定贴合度很高,不过因为各类头骨的手感区分度较高,不同玩家偏好的差异也很明显:力骨相对笨重,疾驰(冲刺)后摇大,通常用于取消普攻后摇以提高输出效率;速骨迅捷飘逸,疾驰冷却短,攻速与移速双高的同时拉高整体输出;法骨则是疾驰手感居中,爆发高但输出窗口短,技能依赖度高。美中不足的是,部分头骨能力以及道具效果的词条描述存在歧义,表述不够明晰,需要玩家自行试验才能准确理解。并且,作为一款定价七十且带有肉鸽标签的游戏,它在敌人、地图与特殊关卡的种类储备上明显偏少。反复游玩后,路线基本固定,特殊关卡类型也不过三、四种。加之头骨平衡现状,强力且易成型的流派构筑路径相对固化,对重复可玩性的确存在一定限制。 尽管如此,游戏在体验优化上仍有不少值得称赞的人性化设计([strike]糖衣炮弹还是得有的[/strike]): 1.进度自动保存,玩家可以随时中断与继续。这一机制使得玩家可以在退出后重置当前关卡,已消耗的金币与商店道具也会一并回档,从而提前预览后续道具再做决策。 2.没有碰撞伤害。在需要高频贴脸作战、且冲刺带无敌帧的动作游戏里,快速过图因碰撞产生伤害的设定会导致一些无意义掉血,取消碰撞伤害能够很好地规避这类问题。 3.设置界面提供一项默认关闭的(新手模式)辅助选项,勾选后可以提供50%的减伤(没记错的话),对想要轻松体验的轻度玩家十分友好。 剧情上小骨采用的是近年热门的反英雄叙事题材,主线流程约三十小时,讲述了一个以非人类视角对善恶、欲望等观念进行结构与重构的故事,但部分角色刻板印象比较严重,观感这部分只能说见仁见智。总的来说,游戏本身是足够好玩的,抛开“战斗爽”这一长板不谈,作为一款好评度90+的肉鸽游戏,我认为还是存在过誉的嫌疑。
Первый герой оказался немного сильным. Чтобы одолеть его я пожертвовал силой архилича, пожертвовал силой олицетворения смерти, пожертвовал жизнями сотен людей, пожертвовал останками моих сородичей, заключил сделку с дьяволом, с самых низов прокачал один из худших черепов потому что его легендарная версия очень сильная, стал бессмертным демоном, на снаряжение потратил ВВП Уганды и при этом всём всё равно погиб. Но это было только начало, при помощи сил темного минерала я вернулся с того света и продолжил бой, но он сумел одолеть меня во второй раз. В третий раз я не отчаялся и использовал магический артефакт, что способен вернуть к жизни. Но он ее отставал и в итоге в бою сразились два сильнейших воина в мире у каждого из которых по 3 фазы. Потом я выяснил что это был мой отец, впрочем это было неудивительно, яблоко от яблони далеко не падает
Scarily addictive, each of the skulls' different playstyles make every run feel different. The bosses feel impossible the first time you fight them, but as you learn the patterns they become more like familiar friends. My only gripe is that the difficulty progression can be a bit skewed, where the early game and final boss are significantly more difficult than the middle, but since run rng skews difficulty anyways, this isn't felt too bad. Go little skul go! 8.5/10
Never once before have I ever been able to cry to the story of a game, then start a new run through where i'm shredding through enemies as the ♥♥♥♥♥♥♥ grim reaper, then another where i'm Davy Jones, then another where i'm the Monkey God. This is so wonderful, only issue is that they don't have many big updates
爛透了,搞這麼多流派有用?最後一關是dps檢測,輸出不夠直接判輸,幽默至極
스토리도 좋고 난이도도 공략 보고 진행하면 그리 어려운 편은 아니라서 시간 때우기에 좋음 각종 조합에 따라 다양한 플레이가 가능해 전부 깨고 나서도 종종 생각 나면 하게 됨
First of all I never beat this game just wanted to say that.. The devs put so much work into this and creating all of the skulls, love the story and love to always think im better than my last playthrough and die (dieing in this game gets pretty repetitve)
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $568.3K | 1.4K | 82% | $19.99 | |
| $621 | 5 | 40% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
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| $19.6M | 36.5K | 96% | $19.99 | |
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| $19.6M | 86.5K | 96% | $9.99 | |
| $19.6M | 29.1K | 92% | $19.99 | |
| $19.7M | 27.7K | 93% | $19.99 |