
Sparklite is an action-adventure set in a whimsical & ever-changing land. Battle foes using an arsenal of gadgets, guns, & gear. Gear up for adventure in the dangerous corners of the procedurally generated world, take down titans of the mining industry, & harness the power of Sparklite!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 23 → 0.29/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








Sums Steam only; PlayStation, Xbox 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 | 681reviews | 78% | — | $329.4K |
| $24.99 | 204ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://store.steampowered.com/curator/43083373/]Clever games curator review: 6/10[/url]. A 2D Zelda-alike with a heavy emphasis on grind in order to upgrade your character to be able to take on surprisingly difficult bosses. The levels are pseudorandom in that there are a relatively small number of rooms, but how they are connected is different between each run. This attempt at giving you infinite variety feels very thin relative to truly random level generation in that every screen is highly familiar. Whether or not you see Room A first or B first: who cares. Unfortunately, since there’s so much grind, a lot more variety would be nice. It starts to feel very much like it’s all the same quite quickly. One bright spot is that the combat feels great. It’s one of those games where the enemy’s attacks are heavily telegraphed, and as long as you anticipate you’ll have no trouble. But you can’t just go in there and mash buttons and expect to survive. Unfortunately, the bosses are a huge step up in difficulty, which can only be brought into reasonable reach by leveling up by killing a lot of low level baddies. There is a difficulty select, and I played on Normal. I wish I could have seen what casual would have been like, especially for bosses, however you must make the choice before you have played even a second of the game. And if you want to change later: lose all your progress. I appreciate it when games offer a difficulty select, but this barely counts. In the end I got tired of the game before I had beaten the first real boss. Maybe I’m missing some great experiences that come later on, but I feel like two and a half hours is more than enough to give a game a chance to "get good". However, I can still see recommending it to people more tolerant of grind and/or difficulty spikes.
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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*, French, German, Spanish - Spain, Japanese*languages with full audio support
| $24.99 |
| 95ratings |
| 82% |
| — |
| 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 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's mid. It's procedural generation, half the time doesn't seem to be in play, the bosses feel lackluster and too similar, and honestly the procedural generation ironically makes it more repetitive, having to find a new way to the next area every time, spawning from the same place every time. Also, what's the point of having an anchor icon on your map if 1, you can't ask to come up from the anchor, and 2, you can just end your run anywhere anyway. I'm also annoyed that the dash 1, doesn't give immunity frames, and 2, it has end lag, so the whole point of dashing has been reduced to a null-and-void "here's a 2 tile gap! You can cross it with your rocket boots!" If your gonna have end lag, at least give me iframes, or don't just remove the end lag. I feel slightly less scammed that I got this 90% off, if it's not 50%. It's good enough, but even on casual game mode, the enemies past vinelands are absolute nuisances, and they spawn everywhere, and the follow you through different tiles of the map. It's a neat little feature, just leave the enemies out of it. Get this now while you can, because I highly doubt that this is worth full price. Go buy silksong for $20. And if a soulslike metroidvania isn't your jam, there are plenty of free games out there.
Muy buen juego, de mis favoritos
If I could, I’d give it a mixed review; the game’s concept and pixel art are really cute, but the game is very grindy, and you rely on upgrades you happen to get. Defense upgrades make the game feel very easy, but for the final boss second phase, you're going to need several damage upgrades.
Schönes kurzweiliges Spiel, es machte mir Spaß dies durchzuspielen. Es hat seine guten Seiten (gerade die ersten paar Stunden sind super: viel zu entdecken, freizuschalten usw.), aber auch einige Schwächen, die sich vor allem zeigen je länger man spielt. Dennoch kann man in einem Sale bedenkenlos zuschlagen und dann für ein paar Stunden dieses Spiel genießen und Spaß haben.
Tremenda obra maestra 20/10.
A solid indie pixel art zelda-style action/adventure and roguelite. The game blends the top down action of something like Zelda with random runs and persistent upgrades and vibrant art. When you start a run, you start in the central 'Vinelands' hub biome from which you can access the other four biomes that you have unlocked from it. Each biome has a boss which has to be killed to unlock the ability to access the next biome. On death, you lose temporary consumables found during the run but return with all the meta-resources you've gained during the run which you can use to upgrade NPC and buy/upgrade 'patches' which you can slot into an inventory square to give stat buffs. Combat is fairly simple. You have a short range dash and a wrench for fast melee attacks and a hammer strike by holding down attack. You will unlock blueprints which will allow you to do one-time crafts of passive and active gadgets. Active gadgets use energy to use which you can regain by fighting enemies but, honestly, I found them either meh or impractical personally and use wrench mostly. The world shifts the general layout whenever you die, the biomes are in the same general location each time through and the world is created from a set of pre-made rooms. As tile variety is a bit low you will quickly see the exact same rooms which makes exploring feel a bit monotonous. The story is pretty underwhelming, a basic story used to push you to go kill the bosses. Balance was a bit off at times, the second boss was a nightmare requiring a bunch of grinding to get better patches then the third and fourth bosses were completely trivial in comparison followed by another difficulty spike on the final boss. Heart health restore drops very infrequently from enemies (thankfully there's plenty of it before each boss so you can do them with full health) so if you take damage you're at RNG's mercy for the healing 'widget' consumable to randomly drop from a chest or other container. No missables and nothing too difficult. A few grindy type ones and a couple of trickier ones but it's a fairly short completion. No key rebinding available fyi; wasd for movement, mouse for attacks, space for dash and actions. Local co-op apparently only allows for the second player to control the helper robot (which is only available after defeating the first boss) and it's limited to only some basic passive tasks such as digging for items or cleaning muck so I would not recommend if you want to play co-op. 7/10
Не очень
no es un mal ni buen juego, el jefe final me decepciono un poco, porque pense que tendria mas patrones de ataque, fue solo 1, hay unos bugs que no afectan tanto, pero igual se podrian corregir, que en la seccion de nieve, aparecen enemigos fuera de su plataforma y mueren instantaneamente. la Musica, me encanta, es lo que mas me gusta del juego.
잘만들었는데 그냥 볼륨 자체가 너무 컴팩트 도파민이 나올 요소가 너무 없어서 추천 불가
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 |
|---|---|---|---|---|
| $3.9M | 9.9K | 90% | $19.99 | |
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| $1.6M | 26.5K | 95% | $2.99 | |
| $3M | 6.1K | 94% | $19.99 | |
| $773.7K | 23.3K | 88% | $2.19 | |
| $64.8K | 302 | 87% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $329.4K | 920 | 85% | $14.99 | |
| $329.6K | 617 | 88% | $14.99 | |
| $329.2K | 532 | 90% | $19.99 | |
| $329.6K | 1.1K | 89% | $14.99 | |
| $329.6K | 4.5K | 62% | $3.99 | |
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