
An incremental deckbuilder where you constantly unlock new cards and upgrades and discover one game-breaking strategy after another to make THE FIRST MILLION — and then many more!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.71/day in the week to Jul 31 → 0.71/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 2,400 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

THE FIRST MILLION takes the endlessly satisfying feeling of making numbers go up from idle games and fuses it with the strategic depth and replayability of roguelike deckbuilders.

As they say, THE FIRST MILLION is the hardest — you cannot win this game on the first try. But you will get closer with every try as you constantly unlock new cards and upgrades and discover one game-breaking strategy after another.

THE FIRST MILLION keeps you thinking outside the box and playing the game in different ways with dozens of diverse challenges, which you will need to complete to unlock the best cards and upgrades.
If you're familiar with deckbuilders, you might beat the first difficulty level in a couple of hours. To complete all difficulties and challenges, you will need at least 15-20 hours. And you can endlessly enjoy a daily mode where you compete with other players to see who can make the most money with a fixed set of cards every day.
Genres
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 102reviews | 75% | — | $21.2K |
| $4.99 | — | — | — | $807 |
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.
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a game where I think the demo was more compelling than how the full game played out. Here are some thoughts after getting the first difficulty completed: - The game offers you two meta currencies: silver and gold. Both can be used to buy new cards or flat upgrades. The page where you can buy new cards is presented first and, for silver, the per card cost is significantly lower than the per upgrade cost. I would have been much happier unlocking cards for achieving in a run vs. the current system. - Buying new cards before upgrades will make the game significantly harder to progress. In my opinion, either the upgrades should be front and center to encourage buying those first or (and probably better) these aren't on the same currency. The developer has since added a note in game to encourage buying upgrades first but it's still very easy to mess this up and have to crawl your way back. - Each meta upgrade takes an escalating amount of currency to purchase and each one feels very minimal (2% increase to this, 0.01x that). On the whole, they will matter but per upgrade they're both boring and minimal. The best way to overcome this is to build "silver farms," which are essentially throw-away runs for the express purpose of grinding currency. - Many of the unlocked cards feel counter productive initially. I'm sure that gets better later with upgrades and synergies but until you get to that point the game just gets harder every time you unlock another card. Overall, I had a good time with this game and I was excited to see more after the demo but was disappointed at what was there.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Russian, French
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not a super well balanced game. It's totally possible that the solution is "git gud", but I've played around with 7ish different builds and have gotten pretty much perfect conditions for several different solves to the exponential scaling of the difficulty. Only one of them worked, barely, and then the game nerfed the core card of that build because I won with it. The Bull and Bear mechanic is clearly meant to diversify build options, but the game cycles so quickly (~5 minutes per run when at max speed) that it ends up feeling like a drag. I've had one card in the Bear position for several days now... so I just haven't played it. If it cycled after every run it might be more fun. Part of the issue is that even for an incremental game, it feels like an incredible slog. A lot of the core mechanics are locked behind meta progression that you have to sacrifice runs in order to speed up progress towards. Incrementals generally feel good to me because I get a little further on every run. There's a sense of constant progress. This game feels like it *should* have that sense of progress, but it doesn't. After a dozen or so runs, your meta progress grinds to a halt, locked behind time itself (meta progress tokens are received every 20 seconds; you need 100 of them for the cheapest upgrades). At the end of the day, I don't feel like the game rewards you for trying to win, but rather for spending time in the game and completing a laundry list of tasks to make your runs unexcitingly better (e.g., +0.01 to your speed multiplier which starts at 1.20, amounting to a 0.83% increase in efficiency at best). Some of the cards are also pretty unsatisfying to stack up. Like there's a card that increases its value every time it's played. Classic linear rate progression. When you stack multiple of the cards, it increases the BASE value instead of the rate of increase. This punishes stacking the cards because you essentially halve the amount of value you get when you stack them. The mechanics feel like they're working against each other in that case, and this is not unique. To be absolutely clear, I like the concept. I think the tile placement is a fun puzzle and a lot of the cards are really interesting. The theming around speculative markets and day trader culture are really clever and cute. But when recognizing synergies and executing on them with good luck and clever card placement yields failures that feel pretty damn similar to when you get ♥♥♥♥ luck and pull random crap that barely synergizes... it's just not satisfying. I'll revisit and reconsider the review if there's a balance overhaul.
Not a bad game, but also not a fun one. Could be alright if you enjoy dry math sandboxes (like me). Things to consider: — When playing, you don't care about game theme at all. After 30+ hours in the game I remember only Lottery, Insurance and Startup. All other cards are perceived by their effects, not the name. — You need to create your own goals. While game has variety of challenges and requires you to complete them, you can complete most of them with the same one combo you've found. So forcing yourself to try new things is necessary to create some variety of runs. — Constant pause-unpause is annoying, yet necessary for min-maxing. — UI is horrible. Card tooltips are constantly on the screen, blocking the view of the board. Elements resize, appear and disappear constantly, creating a visual chaos. Dragging a card is a puzzle by itself. Still, very good job for your first game!
Very unique incremental game, lots of strategies and combos to try but what made me kind of not want to play, is that the more cards you unlock the HARDER it becomes, made the mistake of trying to unlock every card first, now the good useful cards are rare since I keep getting bad cards simply because I unlocked all of them, could progress further at the start when I had better card choices, currently theres no way to turn off cards once you buy them
Even after a few updates it's still way too hard. Not from a skill perspective, but more that if you don't get anything good in the first 5 or so cards, you are screwed. Most are worthless, most NEVER make up what they cost, you need the super scaling cards in the first 30 seconds or give up. It might as well play itself. Given it multiple attempts over multiple updates but still too random and too hard
It's an interesting idea, but I agree with other folks that I found it really hard to get hooked. It's sort of fun in the beginning as you're messing around, but it quickly becomes a slog to just get a few cards that have synergy. Most runs die early due to not having cards that are very good. There is "progression" in the form of permanent unlocks, but the benefit they provide is extremely marginal compared to the amount of grinding required to actually unlock them. It's got some potential, the idea is definitely interesting, but the execution leaves a bit to be desired. I probably won't play it again unless there are some balance changes to mix things up.
НЕТ! Это плохая игра. Это одиночная игра, в которой разработчик вдруг решил вносить какой-то баланс, который напрочь не нужен в одиночных играх. Он раз за разом выпускает обновления, которые постоянно ослабляют используемые карты, давая игрокам всё меньше и меньше места для манёвров, всё сильнее и сильнее ограничивая доступные решения для прохождения уровня. Зачем так делать? А некоторые карты ещё и получают ослабление, если вы с этими картами прошли уровень. Представьте: вы собрали удачную комбинацию, прошли уровень, но на следующем уровне эту же комбинацию вы собрать не можете, потому что вдруг одна из карт получила -20% к скорости. Б - значит БАЛАНС. Я видел очень много примеров игр, где разработчики вдруг решили вносить "баланс" в одиночные игры, ломая напрочь то, что хорошо работало, в угоду каким-то своим представлениям. И такие игры скатывались в итоге в статус "мёртвоё гуано". Есть ощущение, что и эта игра вскоре получит такой же статус. Не покупайте ЭТО.
Really trying to like this as "big numbers make brain go brrr", but like others say it feels like unlocking more cards actually makes things harder. The runs are dead in the water unless you get specific cards, and it feels too much like a slog to get anywhere half decent currently. I want to like it, I really do, but in its current state I just can't get hooked.
There are hardly any synergies between the cards
Разработчик занимается убиванием веселья, вместо рассшерения контента, не рекомендую после последнего патча и к чему это идёт это одиночная игра, когда весело находить имбовые сборки, последнее обновление убивает веселье своими нерфами карт. Печально когда разработчики усложняют игровой процесс ради 1% игроков, которые нашли супер комбинации. А страдают все игроки, которым становиться невесело
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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