
“Tangled Up” is the story of two electric charges "Positive Charge" & "Negative Charge" who are paired by an electric string. One day the string that bonds them together gets tangled up! and they’re unable to unite!
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 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 26 → 0.14/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.
About



Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I paid money for this. I'm still trying to work out why.
This is a mobile ported 2D pathing/routing puzzle game where you must shift 2 characters ok a grid using a variety of push-pull buttons positioned around the grid. You must get both characters to the middle at the same step to pass the level. There's no widescreen support despite this being released on Steam in 2016, which is unacceptable. Fixed resolution as well, and no graphics customisation at all makes this fall far beneath minimum standard for PC. The developer has the audacity to charge $5 USD for this on Steam, but $2 USD on mobile. Do these jerks think PC gamers are suckers ready to be price gouged? I can't recommend anyone rewards this morally bankrupt greed and pays $3 extra just for the "privilege" of playing a crappy app store reject game on PC. Who do they think we are? Screw these guys.
Media

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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, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
只要你有足够多的提示就能坐着婴儿车通关这个游戏 (但你会在42关bug死……)
Very nice game, Liked it..
没中文,无论是简体还是繁体都下载不了,改为英语才能玩游戏。没中文就别贴上中文标签。
It's not "bad" bad, especially for low price, but it feels like it was ported from mobile, and it definitely didn't age well. No 16:9 resolution support, weird "hint/spin" mechanics which doesn't make sense. Level loading times/animations are way longer than what they should be, and since you don't have "undo" in-game, you need to re-load the level to hard restart.
нет
The core type-of-puzzle concept is a nice one. The art and animation is cute and fun. And... it works? But it doesn't have that satisfying "click" of "oh, *that's* how..." - at least not in the first 16 levels, which is all I did. Take this with a grain of salt, because I've been learning over the last year or two that I'm actually less of a fan of pure puzzle-games than I thought - I like there to be some element of narrative or world exploration. Still, I found some of the design decisions here a little baffling: "hint" seems to be "show you exactly how to solve this puzzle", which isn't really what I think of as a "hint". You can't access the trickier "Red/Blue" version of each level (where you have to get each star with a specific charge) until you've beaten the less-interesting generic version. There's this latency between allowed clicks so that even if you can see the exact sequence you need to perform, you can't just *do* it, you have to wait this flow-disrupting moment or two to click and then wait for the animation and tiny delay before you can click again. You can earn spins on a wheel to get hints (which are so potent I don't want to use them) and ?lives? and... more spins. "Clicking a button, waiting for an animation, and finding that you've earned the ability to do the exact same thing again" isn't exactly the height of fun. (But at least for all the levels I played through, you can just ignore the Wheel, so at least that's good?) I also wonder why there wasn't a simple "# of moves" counter, with a "lowest moves" kept track of for each level. Even with no requirement or benchmark, it would add an optional form of challenging yourself to be efficient, which might have given the earlier levels a little more interest - as is, it's often really easy to isolate the charges and move one at a time, which is effective and a little boring. I'd have liked even a mild incentive to be clever with moving both at once.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 34 | 68% | Free | |
| $8.4K | 99 | 94% | $3.99 | |
| $5.9K | 15 | 47% | $14.99 | |
| $7.7K | 36 | 72% | $8.99 | |
| $9.3K | 39 | 90% | $9.99 | |
| $0 | 72 | 69% | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $745 | 52 | 65% | $0.49 | |
| $746 | 76 | 79% | $0.99 | |
| $748 | 53 | 64% | $0.99 | |
| $743 | 87 | 72% | $0.49 | |
| $743 | 116 | 83% | $0.49 | |
| $742 | 59 | 83% | $0.99 |