
Slime Rancher is the tale of Beatrix LeBeau, a plucky, young rancher who sets out for a life a thousand light years away from Earth on the ‘Far, Far Range’ where she tries her hand at making a living wrangling slimes.
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): 20.14/day in the week to Sep 6 → 37.86/day in the week after.
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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, GOG, 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 | $4.99−75% | 157.4Kreviews | 98% | — | $16.8M |
| $4.99−75% | 26.7Kratings | 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 2839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Buy on sale if you want to play this. The early game of Slime Rancher is incredibly well-done and rewarding, and it's almost certainly where the game's positive reviews come from. The mid-game is where the problems start to show and by the late game it was like pulling teeth even starting the game to try and play it, at which point I realized that I had no reason to keep doing that anymore and stopped. I might go back out of some kind of completionist compulsion but I have doubts. The early gameplay loop is, simplified, go out and explore to collect slimes, which you corral and then harvest for Plorts, which you sell for money on the Plort Market, which gives you access to more and better corrals, for more slimes, with which you collect more Plorts for more money, etc. It's a tried and true formula that's fun in a simple mindless way, in the same manner that other similar quasi-business-management games tend to be (Harvest Moon, Stardew Valley, etc.). There isn't much negative to say about the early game, other than perhaps that backtracking can get tedious, and you'll need to do it A LOT in this game. [b]MID-GAME[/b] At a certain point, though, you hit the mid-game. I would say this is around the point where you unlock The Slime Lab, which gives you access to Slime Science. On paper, this is a fairly interesting mechanic. The plorts that you used to use for selling to the Plort Market for money, you can [i]now[/i] use to put into a giant machine to turn them- and other resources in the world that you can collect- into new devices that you can use around your ranch and around the game world. In practice, there are about five or six items you will ever create with Slime Science. A shocking majority of the things you can create in the Slime Lab are mostly if not entirely useless, and several of the useful items (Drills, Pumps, and Apiaries) are only useful because their only purpose is to harvest resources for use in Slime Science. Most of them, though, are cosmetic upgrades that you dump enormous amounts of resources in for no mechanical reward whatsoever. You can probably see why this might be an issue. Even more than this, you're going to begin to realize by this point in the game that money is becoming less and less useful. You've probably already fully upgraded all of your chicken coops, gardens, and Slime corrals by this point, and you've probably unlocked most if not all of the player upgrades such as increased health, increased energy, water tank, etc. (Most of THESE are useless, too, because the game starts easy and many of them make it even easier). However, the developers at Monomi Park also clearly realized this issue, because they've given you the option to gain cosmetic upgrades that you dump enormous amounts of money into for no mechanical reward whatsoever. Hey, wait a second... Simply put, instead of actually addressing player progression in this section of the game by introducing interesting new mechanics, new upgrades, or new content, almost everything that you can do by this point is in service to cosmetic upgrades. The gameplay loop remains almost entirely the same as the early game, but now with more tedium, more backtracking, and none of the fun of adventure and discovery that was there in the game's start, considering that you have almost nothing actually useful to put your resources nor money into, anymore. This is not fun. Ending off the mid-game, your character will be fully upgraded, have a completed Ranch, and your only use for money is cosmetic upgrades, and your only use for resources is to build teleporters to cut back on the time you're spending backtracking. [b]LATE GAME[/b] Everything bad about the mid-game, but worse. By the time you've reached the Ancient Temple and gotten into the Glass Desert, you'll have a couple of useful gadgets around your ranch, and by that I mean teleporters to reduce backtracking time and maybe a drone or something. The positives: The Ancient Temple and The Glass Desert are actually interesting areas with cool slimes. But now that you've got essentially infinite money, infinite resources (if you have the patience to spare for the tedium of harvesting them), and a fully upgraded ranch, what do you do...? Where do you go from here...? You COULD collect these new slimes, but what's the incentive? The answer is nothing. There is nothing more to do. This is roughly the point in playing the game at which I realized I was chasing the fun I had in the early sections of the game, that the developers of Slime Rancher had absolutely no idea how to actually balance a playable experience in regards to player progression vs. just creating a cutesy relaxing world, the point at which I put the game down and did not pick it back up again. Early game is worth it for ten dollars or less, but definitely not twenty. I think that the Overwhelmingly Positive reviews come, mostly, from people who did not make it this far.
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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): 26.14/day in the week to Jul 23 → 41.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, French, German, Russian, Swedish, Simplified Chinese, Japanese, Portuguese - Brazil, Korean, Spanish - Latin America
| $19.99 |
| 20.1Kratings |
| 92% |
| — |
| not modelled |
| $4.99−75% | 296ratings | 82% | — | not modelled |
| $19.99 | — | — | — | 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 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很喜欢,很适合我这种闲着无聊不知道玩什么的人
Игра хоть и старая, но всё так же интересная: изучение, выращивание новых видов слаймов, битвы с варрами и развитие отношений с персонажами, вообщем советую!
DSZADAXZFXFAAATDVAXCZAFGZAHJDAS USADGYASDUYASDGSDYGUADAYDSFAVDASDRDSASFCDSADC TRDSADYTFASDRTASCASDARTDASRADF V6DADFASVRDFGFASD5RCVBGSAR5D FCGBAWRGAWFSDFGWAGDAWFDGACSFDFRSAGDFASCGFCVV VSDZXSGVAHSDADAWDSADDASDASDASADSADDADADADADADADDDDDASDSADawSDSDFSDEFADFADASDDDSSDASDADF
Поиграв во вторую, я наконец по‑настоящему оценил, какая же первая часть всё‑таки легенда. В ней есть всё, за что я люблю эту вселенную: интересный сюжет с допками и заданиями от каждого персонажа, необычные локации, каждая со своей атмосферой, и реальный стимул исследовать мир. Помню, как ты бродишь по биомам, ищешь гордо, чтобы получить ключи, и сам решаешь, какую дверь открыть следующей — это давало ощущение приключения, а не просто беготни по красивым картинкам. И отдельный кайф — творческая свобода: эхо-осколки, из которых можно выкладывать светящиеся дорожки, или взрывать их вместе с гордо для прикольных световых сфер — это же чистый полёт фантазии. И даже ранчо чувствуется живым: ты вкладываешь заработанное золото в улучшения через 7Zee Rewards, открываешь новые цвета для дома, украшения и реально полезные апгрейды, и видишь, как твоя ферма растёт. Да, гринда много, особенно с этими пасеками и сборщиками разных уровней, которые ещё и не бесконечные — бывало, задолбывало, потому что каждый ресурс был нужен, но каждое улучшение окупалось. В общем, первая часть — это та игра, в которую хочется возвращаться, потому что в ней есть душа, загадки и настоящий исследовательский азарт, а не просто оболочка.
fun game
juegardo para relajarse
100% Completion – All Achievements Rating: 6/10 with co-op. 5/10 solo - maybe 4.5 if I'm being honest. Co-op Mode that Saved the Day! So, it's obviously an indie game, but it has a lot of very noticeable problems with its core mechanics. There are bugs, inconsistencies, and mechanics that feel unfinished or simply not polished enough. By the end, the whole gameplay loop starts feeling boring, too simple, and sometimes even a little broken. The basic idea is really cool: it's basically a casual farm simulator mixed with first-person exploration and collecting. You build your ranch, collect different slimes, feed them, sell their plorts, unlock new areas, and slowly expand your operation. The slimes themselves look great, and the core concept is genuinely fun. The problem is that almost every mechanic feels like it needed another round of polishing. There are machines and systems that you build which barely add anything to the gameplay. The drones are a particularly good example. They constantly get stuck, stop working, or lose their commands, forcing you to go back, refill them with water, reset them, and configure everything again. Instead of feeling like automation, it often feels like another chore you have to maintain. There is also additional content with new locations and slimes that feels strangely restricted. You can find interesting new slimes, but then discover that you can't properly use them in your ranch or that their mechanics don't fit into the existing systems. I understand that there are technical and optimization limitations, and adding completely new slimes with new food requirements and ranch mechanics isn't easy. Still, as a player, it makes some of the additional content feel underused. The visuals are pretty generic overall, and the music is mostly generic as well. The slimes themselves are the exception - they look great and have plenty of personality. The whole game has a charming, colorful presentation, but I expected more polish from the overall package. I actually remember playing something very similar in a browser many years ago, probably around 2014 or so. The idea has always been appealing, and Slime Rancher clearly demonstrates why it works. Unfortunately, I don't think the execution reaches the level of polish that the concept deserves. And then there is co-op. I played most of the game in co-op, and honestly, it saved the experience for me. Suddenly, all those simple activities become much more enjoyable. Running around the ranch together, collecting slimes, feeding them, exploring, messing around with the farm - it's just funny and cozy. Playing with your girlfriend or a group of friends turns a mediocre gameplay loop into a genuinely pleasant little party experience. Of course, co-op itself also introduces some additional problems, and it isn't technically perfect. I also tried playing with mods, but some of them simply didn't work properly for me, so I eventually gave up on that. But honestly, you don't need them. Grab a friend, start a co-op session, and just enjoy the chaos. When I compare it with games like Party Hard, Darkest Dungeon, or Stardew Valley, the difference in polish becomes very obvious. Those games started with a focused scope and polished their core mechanics extremely well. Then, over the years, they added content while continuing to improve the foundation. Slime Rancher feels like it expanded before all of its basic systems were completely polished. I also can't help but think that the game could have been better. From the credits, it seems like there was a fairly large team involved, and I expected a more polished product from such a large development effort. That said, I believe Slime Rancher 2 fixes many of these problems. It has a better overall technical state, better performance, and multiplayer/co-op built into the game itself. I'm definitely open to playing it and seeing how much the series has improved. Final thoughts: Slime Rancher has a genuinely cool idea, cute slimes, a cozy atmosphere, and a gameplay concept that absolutely works. It just isn't polished enough for me to consider it a great single-player game. But with co-op? That's a different story. Grab your girlfriend or some friends, jump into the ranch, and have a cozy evening throwing slimes around. 6/10 with co-op. 5/10 solo - maybe 4.5 if I'm being honest. I wish the developers all the best, and I'm genuinely interested to see what they improved in Slime Rancher 2. P.S. And yes, six - or even five - out of ten isn't a bad score. For me, 5/10 simply means average. It's an okay game, but nothing special. My rating scale is more linear than the one you often see from game journalists, where almost everything they like gets an 8, 9, or 10, and anything below that starts sounding like garbage. For me, 9/10 is elite level, 7/10 is a good game, 5/10 is average, and 3/10 or below means genuinely bad. You can check my other reviews to get a better idea of how I rate different games. I prefer this kind of scale because it makes the score actually mean something.
рекомендую
i love slime rancher
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.
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