
We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 24.71/day in the week to Sep 7 → 43.29/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, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 218.7Kreviews | 97% | — | $80.9M |
| $24.99 | 10.5Kratings | 91% | — | 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 2808 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nice game, take me 9 hr to kill 1 boss. lol skill issue
非常好玩,越玩越上头
好玩
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 31.75/day in the week to Jul 25 → 43.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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, Simplified Chinese, French, German, Korean, Russian, Japanese, Polish, Ukrainian, Spanish - Spain, Italian, Dutch +5 more
| $24.99 |
| 499ratings |
| 92% |
| — |
| not modelled |
| $24.99 | — | — | — | 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.
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's just perfection! what shall i say? look at my playtime :D it says it all :)
going to be honest, this is currently ruining my life. every waking moment is consumed by me trying to figure out how to win this game.
杀戮尖塔(2019)30h 杰作:组牌是起步,弃牌才是进步 o 这是一个系统设计范本——简洁、锐利,巧思非凡,节奏干净利落,设计没有冗余,build构筑丰富且有深度,信息透明又不完全可控,每一步都带有明确的计算重量,是一个可以反复游玩的优秀卡牌系统。 o 但它也过于纯粹了。导致我第一次成功用战士爬塔后,反而没有了继续探索的动力——没有世界推进,没有人物成长,也没有终局表达,相比邪恶冥刻的叙事牵引、哈迪斯的关系递进,杀戮尖塔更像土豆兄弟式的数值循环,不像一个可以让我持续沉浸其中的作品。毕竟我是一个更爱“有终局表达的轮回”、而不是“无限循环的肉鸽”的人。 o 但是在第二次拿起、花费近20h用猎人重新进入这套系统后,体验又发生了转折——在我从摸索“组牌”到开始理解“弃牌”的意义,理解锋利不源自堆叠而在筛选,理解强度不仅在单个卡牌更在结构稳定性后,这个游戏才真正展开。它不再只是构筑,而是一种控制的艺术。成功不再是运气,而是认知的体现(倒霉起来抽不到卡还是抽不到卡)。 o 最终成功爬塔的那一刻,不只是通关,还带来一种“我变强了”的认知快感。它用设计本身说明了一件事:认知才是最锋利的武器。令人上瘾的不是数值成长,而是思考本身。当然它的边界也同样清晰——几乎放弃表达与沉浸,将一切让位于机制,这决定了它难以在情绪层面留下回响。你会反复游玩它,但未必会怀念它。 o 这不是一个有表达的作品,而是一把打磨极致的利剑。仅凭刀锋的锐利,就让人愿意一次又一次回到它面前。
挺好玩的,其实刚开始挺容易的,打到后面就越来越难,不过还是得放平心态来。
1代还是好玩
好玩
Makes me nostalgic for Inscryption
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 |
|---|---|---|---|---|
| $12.2M | 21.3K | 92% | $19.99 | |
| $1.1M | 1.4K | 75% | $19.99 | |
| $246.1K | 728 | 81% | $14.99 | |
| $49.6K | 489 | 55% | $4.99 | |
| $1.6K | 3 | 67% | $17.99 | |
| $1.7K | 6 | 67% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $80.7M | 127.7K | 91% | $29.99 | |
| $81.1M | 213.1K | 75% | $29.99 | |
| $80.5M | 162.6K | 96% | $19.99 | |
| $81.4M | 162.6K | 92% | $24.99 | |
| $82.3M | 42.9K | 59% | $69.99 | |
| $82.4M | 52.3K | 79% | $59.99 |