
Survive a mad Sultan's reign in this brutal resource management RPG. Draw a card every seven days and complete its challenge. Make dreadful choices to stay alive: will you die a loyal servant, become a kingslayer, or call down the gods' judgement?
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.
Every market we collect.
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): 8.71/day in the week to Aug 20 → 15.71/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 2,402 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
Sultan's Game is a dark fantasy resource management RPG inspired by the extravagant beauty and brutal intrigue of the Arabian Nights.
As a lowly minister serving an insane Sultan, you are trapped in a deadly game. Every week, a card is drawn: Carnality, Extravagance, Conquest, or Bloodshed. You have seven days to obey its demand — or face the executioner's axe.

Time is your enemy. Allocate allies and manage resources before the sand runs out. Accumulate wealth, secrets, and influence to survive the court's deadly politics. Every hour wasted brings the headsman closer.

Survival demands sacrifices. Will you slaughter innocents in the name of a Bloodshed Card? Will you betray your marital oaths for the Consort's favour? Watch in horror – or glee – as the consequences of your choices ripple through the story.
With 50+ endings, determine your legacy: die a loyal sycophant, rise as a dragon slayer, or summon the apocalypse.

Strategy, not luck, dictates your survival. Build a deck of allies, deadly tools, and dirty secrets. Deploy assets wisely to counter assassins and supernatural threats lurking in the palace shadows.

The Sultan is not the only horror here. Ancient gods watch from beyond, promising power and salvation. Piece together the cosmic truth across multiple lifetimes. Claim powers no mortal should. Bring down the apocalypse. Kill a god.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1302 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
【涉及剧透,属于更新前版本的游玩体验】 打了三十多个小时,一手抓屠龙线一手抓革命线偶尔也抓抓正教线和密教线,终于把想体验的剧情都体验了一把(不限于推奈费勒当宰相、和奈费勒携手建立孩子们的苗圃,去除苏丹四近卫的近卫签、替鲁梅拉报仇、给夏玛报仇后让他/她当大领主、跟阿迪莱和哲巴尔屠龙、摔碎三瓶妖精的提灯获得三妖、与大家建立命运的羁绊……),并打出了很喜欢的结局们(长夜将尽、千廊之国、贤者之国、伟业之国),接着用俩存档刷出尽可能多的支线结局hhhhhh,铺垫了很久终于开花结果。 打完后可能一阵子都不会再玩了(实在是太肝分支太多了),但每个人物已经在我心中格外鲜活,读着后日谈,属于是哭完你的哭你的,已经相信了他们是真实存在的,大家的故事仍会继续。 梅姬,我的妻子我最坚定的挚友不会再因为我而担惊受怕,并一举废除制造出畸形人的暴政,成为反抗的女人们最携手同心的战友;亲爱的政敌奈费勒大人即使已将我视为唯一真正的朋友+一同形成革命的思潮,但仍然会用他的反对3来时刻提醒我要践行正道,并会继续不眠不休地耕耘他那伟大家国理想;我跟奈费勒携手建立的苗圃将成为伟大帝国的第一所大学,苗圃的孩子们又会一代代传承着奈费勒口中那个阿尔图的思潮;法拉杰继续撰写着那已被夸张至被当成野史的阿尔图传记,时刻惦念着他无法明说的心上人;鲁梅拉会致力于读完世界上所有的书成为名垂青史的智者,后世便做回了她真正的星灵的模样;在夏玛的治理下领土的人们安居乐业,奴隶制也早已废除,经商的贸易口岸已然发达;阿迪莱和哲巴尔这对冒险夫妇继续探索着一个又一个的传说,相互称赞着对方的一身好体魄,阿迪莱的家族也因她而将世世代代的长女取名为“阿迪莱”;热娜成为了帝国最出色的宝石制作商人,实现了穷人也能戴珠宝的愿望;哈桑没有了那么多需要用酒来自我麻痹疏解的不快之事,成为自由自在的诗人;麦娜尔继续探索着一个个绿洲,也时不时从中国传来问候的书信…… 几周目玩下来不得不感慨,制作组太赞了,文本和人物塑造1000/10分!!(但我依然觉得对不起可怜的朱娜,到底怎么做才能让撕奈布哈尼近卫签和朱娜存活二者兼得/其实想来我也能用火焰大王套一轮奈布哈尼来着,或者直接动用马衔,但这又是另一种挑战人性的角度了……而且我好喜欢法德耶,勇敢又可怜的女人,希望也能有她和法里斯的后日谈,或者任何幸福的后日谈就好!!)
我草我好喜欢这个222和伊曼,第一次玩跑去了中国第二次撅到了巧克力大奶男
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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, Simplified Chinese, Japanese, Traditional Chinese
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
한국어 <<압도적으로 긍정적>> 이건 조금 생각해 주셔야 할 것 같습니다. 한국에도 팬많고.. 공식 한글패치가 나온다면 수익이 엄청날 것 입니다. 제발 한글 패치 해주세요 ㅠㅠㅠ
I wish to support the developer so ill be criticizing the overall design - because i can tell a lot of love has been put in here by a small team, but like any rng gambling-style loop games goes— I don't want it 'going down the wrong path'. The game idea based on One Thousand and One Nights have so much potential to shine OUTSIDE of Roguelike, procgen (etc. maybe not full gacha mobile here but similar loop addiction etc.). Using Rouguelike and RNG psycho-exploits design just buries all the game passion and design along with it. Characters, music, choices, the lore, the creativity — are Great. Whatever the sales incentives or development limitations are to using roguelike system procgen endless time-sink (just like Hades, STS, LOL, Dota etc.) really limits the core essence of this game. Praise and sales incentives are important but good games naturally attract these without basing the entire game on a debated flawed design, some even on low budget (see good examples with SV, Undertale, also see CT, FF canon series, RDR, crosscode, Zero Escape Franchise). Cards games that truly really work are the YugiOh (physical) collections, and Solitaire xd Commodified card games with RNG don't really get much respect they should in the long-term (see HS, Hades, STS, brotato, Balatro, MTG etc.) because monetization and exploitative RNG to manipulate replays often bury the genuine passion design in roguelike games. After thinking through: Giving a 'no' recommend because tough love— Loop Roguelike procgen design limit caps it into 'Good game to have for addiction' [strike]VS 'Up there with the GOAT'[/strike]
認認真真玩了15hr不查攻略 結果被一根黃金大雞雞給害死 人生第一次玩遊戲竟是因為雞雞太大被害死!!!!!!!!
通了一遍登神就不想玩了,玩得有点累,但前几次玩是相当好玩,个人觉得越玩越累
honestly most of my time is spent restarting the run because Im a ♥♥♥♥♥♥♥ perfectionist but it's ok I WILL ASCEND TO BECOME GOD I SWEAR WHILE ALSO BEFRIENDING ALL CHARACTERS AND COMPLETING ALL QUESTS I CAN DO ITTTTTTTTTTTTTTTTTTTTTTT
デジタルTRPGの傑作、これをきっかけに新しいジャンルが流行ってほしい
不错
텍스트 퍼 먹는 게임. 취향만 맞으면 이거 엄청 오래 할 것 같은데, 내 취향은 아님. 근데, 몇시간 해봐도 딱 호불호 미친듯이 갈릴 게임인데, 이게 어떻게 매긍 게임이지. 이해가 안된다. 게임적으로 보면, 고정 이벤트인지 반복이 너무 질리고, 이게 이벤트가 자율롭게 뭐를 할 수 있는 것처럼 보이는데 몇 번 리트 하보니까 그냥 정답이 정해져 있는 느낌임. 이상해. 자유도가 있는 것 같은데, 없는 것 같아. 그리고, 생존 일자 늘어나면 카드가 쌓이는데 정리가 너무 불편함. 스토리도 내 취향 아님. 이 게임은 태크에 RPG, 카드게임, 전략 이런거 있는데, 그냥 껍데기만 있는거고 사실은 스토리 퍼먹는 포인트 앤 클릭 게임인데, 선택지인 척, 카드게임인 척 하고 있음. 아마 몇가지 정해져 있는 엔딩을 보기 위해서 정답이 정해져 있는 이벤트를 클리어 해 나가는 게임 같음.
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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