
Swordship is a roguelike where dodging is your best weapon. Trick your enemies into killing each other, steal containers to upgrade your ship and unlock new ways to play. Dodge, dive, die, learn, repeat.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 12 → 0/day in the week after.
About

Genres
Sums Steam only; Xbox, GOG, Epic, 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 | $2.99−85% | 242reviews | 86% | — | $12.7K |
| $19.99 | 30ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
建議使用手柄遊玩 全成就使用13小時達成 也不簡單 玩到後面會有點膩 需要多少耐心
TLDR - looks like it should be great but suffers from that artificial difficulty BS that plagues low content roguelikes to pad out the experience. I want to like this game, the art style and simple game play is all up my street, the game is incredibly short, 3 x 3 levels and then one final boss. The only variation besides colour is that the 1st set has no environmental risk, 2nd set you can crash into the sides and 3rd set left and right barriers appear. It seems like this lack of content is fleshed out by frustration, the the timing and placement of things in the game appears very deliberate and not so random as a roguelike would suggest. If you see the line for an incoming container and enemies pop up without warning between you and it just as your moving towards it, don't die with that obvious ♥♥♥♥♥♥♥♥, dodge all the attacks and explosions and manage to pick up a container and all of a sudden the screen is full of crap, delivery pads will be directly in the path of danger, it takes ages to drop off a container whilst constantly having to move off the D pad to dodge successive attacks, eventually D pads just ♥♥♥♥ off and that's a lost container because you won't be able to pick up the next whilst carrying the current one. It's probably just a skill issue as I don't tend to play bullet hells and this is dodge the bullets whilst dodging the circles whilst avoiding the lines whilst avoiding any under water shadows whilst the screen is obscured by the visually great looking explosions to hit the collection line at just the right time x 3/4/5/6 times in a row to earn an upgrade at speed, one touch of anything and you start the level completely. The controls just don't feel up to the task then add to the fact if something is a near miss the action slows down and the camera is flicked somewhere else, then the action and angle snap back and your dead.... cheers for that. The problem is the reward mechanism is completely linked to containers, so complete the level and then trade in captured containers for either points or upgrades and lives. Each containers is 1000 points to your score or one life and one upgrade option to pick from. So to have a successful run you really need to get certain upgrades early on, such as quick delivery to ensure you get those you should trade in a lot of containers but then that lowers your score, or bump up the score and die a lot because your slow and stupid. Scoring well just unlocks more upgrades most of which are ♥♥♥♥ and pointless but will pad out the randomised options hiding the needed rewards thus making gameplay less rewarding and more frustrating so with the three hours play time I've managed to kill the boss on beginner and I'm just smashing my face into a wall over and over again on normal difficulty wondering why I'm still playing. It feels like it needs a bit more control over the upgrades, some kind of attach mechanism, maybe the possibility to ram smaller enemies and more content.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
| $19.99 |
| 26ratings |
| 82% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Art style and animations are awesome, unfortunately the keyboard keys aren't precise enough. Would be nice to use the mouse for controlling the ship, it just feels very awkward and it felt like I was fighting with the controls more than the actual enemies.
Swordship, developed by Digital Kingdom and published by Thunderful Publishing, is a bold and unconventional entry into the roguelike action genre. It challenges genre conventions by removing one of the most fundamental mechanics found in nearly every action game: shooting. Instead, Swordship flips the formula entirely, forcing players to survive and thrive through speed, precision, and evasion. It's not about attacking enemies—it's about dodging them, outsmarting them, and turning their firepower against each other in an elegant dance of risk and reflex. Set in a dystopian future where climate catastrophe has forced much of humanity to live underwater, Swordship casts the player as part of a rebellious group smuggling vital resources to the surface dwellers who have been exiled from the safety of underwater cities. The narrative, while minimal, sets a strong tone and contextualizes the high-stakes nature of each run. You’re not just dodging bullets for sport—you’re delivering hope to the forgotten. This premise adds a moral weight to your choices: you can either keep stolen containers to upgrade your ship or donate them for points and prestige, introducing a meaningful risk-versus-reward system at the heart of every decision. The gameplay is fast-paced and deceptively simple. You pilot a sleek, futuristic ship through narrow canals filled with enemies, hazards, and shifting terrain. You have no weapons—your only means of survival is movement. Each level is a high-speed gauntlet where positioning, timing, and momentum are key. You use enemy attacks and the environment to destroy foes or create openings, which adds a strategic layer to what might otherwise be a pure reflex challenge. The controls are tight and responsive, offering just enough precision to feel in control without ever feeling too easy. The slightest mistake—one mistimed dodge or misread movement—can end a run in seconds. Visually, the game is striking. It uses a clean, minimalist art style with bold colors, sharp lighting, and strong contrast to create a futuristic, almost abstract world. The design is focused and stylish without being distracting, and each enemy, obstacle, and power-up is clearly telegraphed to give the player fair warning. Despite the minimalism, the aesthetic has personality, and the environments feel alive and urgent. Complementing this visual style is a dynamic and intense soundtrack that adapts to the action, heightening the tension and rhythm of each encounter. Swordship’s roguelike structure is built around short, intense runs. Each playthrough is procedurally generated, offering a variety of weather effects, enemy patterns, and terrain configurations. You can unlock different ship variants, each with its own active abilities, which drastically alter how you approach the game. Some focus on aggressive dodging, others on mobility tricks or defensive tools, allowing for some customization and experimentation. Between runs, you're rewarded with permanent upgrades, which help slightly smooth the learning curve and add replayability. However, much of the game’s success hinges on mastering its core mechanics, which remain unforgiving throughout. That unforgiving nature is both a strength and a barrier. While seasoned players will appreciate the precision required to master the game, newcomers may find the early runs frustrating. The game does little hand-holding, and the difficulty curve ramps up quickly. Additionally, the random nature of enemy spawns and environmental hazards means that some runs can feel disproportionately difficult or unfair. While this unpredictability adds tension and forces adaptability, it can also lead to moments where success feels more like luck than skill. Still, the core gameplay is so tightly designed that even failed runs rarely feel wasted. Swordship’s unique identity lies in its purity of design. It’s laser-focused on delivering a fresh take on the action roguelike, and it does so with remarkable confidence. There are no filler mechanics or unnecessary systems—everything feeds into the core loop of risk, speed, and movement. The decision to remove weapons and focus solely on dodging is a bold one, but it pays off by offering an experience that feels unlike anything else in the genre. It's not about overpowering your enemies, but about outthinking and outmaneuvering them, which creates a rewarding sense of mastery. For players seeking a highly polished, stylish, and challenging roguelike with a twist, Swordship delivers a thrilling and original experience. It’s a game that respects your time, demands your focus, and rewards your skill. While it may not appeal to everyone, especially those who prefer slower pacing or more conventional action mechanics, it’s undeniably a standout in a crowded genre. With its sharp design, high replay value, and compelling gameplay loop, Swordship earns its place as one of the more innovative indie releases of recent years. Rating: 8/10
绝世精品! 各种电影镜头角度,大角度运镜+实机谢幕无缝衔接;毫不吝啬的特效; 音乐可以再激进一点(游戏n难度通关时谢幕,难度不小,最带感的曲子放在谢幕只有5%玩家听过 全平台支持,全语言支持,3块钱 良心到下跪 一开始做独立游戏时策划还比对着复刻过~
It's interesting and unique but that don't mean it's good.
自分で球を打つ、のではなく。 敵の撃った球を利用し、同士討ちを誘発させるゲーム。 これ、STGってことになるんでしょうか。 見た目以上に頭を使い、上手くいくとヨッシャアー! の声がでる。 難易度は中々高め。
A well-crafted indie game, definitely worth playing through.
Game has no rizz. Completely lacking in masculine energy. No waifus. Feels incredibly bland.
yes
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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