
In up to four player co-op, form a group of explorers searching for treasure. In this cursed jungle, danger is everywhere and monstrous creatures alter reality. Stay clear-headed and tame the jungle before it devours you…
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.
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): 11.29/day in the week to Aug 29 → 16.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 4.1Kreviews | 69% | — | $3.7M |
| $29.99 | 2.2Kratings | 74% | — | not modelled | |
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 1530 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
La verdad es que el juego es bastante divertido, en especial si te metes a jugar con amigos, la experiencia cambia un montón. La atmósfera te atrapa desde el primer minuto; los efectos de sonido (como escuchar gritos de la nada o el ruido de la vegetación) y todo el tema de las alucinaciones están buenísimos y te meten mucha tensión. Obviamente le falta pulir un poco y hay que perdonarle algunos bugs que tiene por ahí, pero nada que te arruine la partida. Por el precio que tiene está súper accesible y vale la pena totalmente. Como dato extra, me corre bastante bien y fluido, y eso que lo juego con una tarjeta gráfica ya antigua (tengo una 1070 Ti), así que de rendimiento va d muy bien. Recomendado.
I hate to say this when in all honesty I really like The Mound, it has fantastic potential and really does seem to be moving toward a viable product. Note that I said "moving toward" the game is plagued by technical issues that really make it feel more like an early access title rather than a full release, persistent crashes, loss of progress, getting stuck interacting with simple game mechanices, and some mechanics just outright not working. Now when the game is working it is overall a fantastically atmospheric and unnerving co-op experience that should definitely be enjoyed with friends. Trudging through the dense jungle, past ancient and unnatural creations, and encountering the remnants of the dead and cursed civilisation that once called the island home is brilliant. Each step further in is tense and delicate, as you navigate around twisted abominations and the undead. The sound mechanics are very solid and the games audio is a treat. Combat is clunky and could do with some polish, but it is quite good for what it is, they are actively improving upon its mechanics and its good to see the update addressing some of these. Still it doesn't feel particularly satisfying and can be somewhat sluggish in a way that feels less like a challenge and more like an annoyance. The hallucinations and alterations to different players perception is a brilliant game mechanic, adding meaningful interaction with the gradual loss of sanity and makes effective and quick communication absolutely necessary which forms a very cooperative experience. HOWEVER, some of the visual effects that are less creative and a bit cheaper detract from this vibe quite harshly, adding a blurred or red vision that makes it impossible to see much of anything on screen is less of a challenge and more of an annoyance that just makes the game look murky in the worst possible way. Overall the atmosphere and experience presented are fantastic, but they are sadly packaged in a game which needed more time in the oven, the severe issues once rectified will turn this into a truly fantastic experience. Once those are solved this will likely turn into a positive review. Buy it in a few months.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, French*languages with full audio support
| $29.99 |
| 721ratings |
| 64% |
| — |
| not modelled |
| $29.99 | — | — | #20 | 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good game yall shud make it so u can unequip armor
IF YALL READ THIS PLEASE FIX THIS STUFF The cart is WAY to slow. Whatever mech yall have for making that thing follow the player SUCKS A$$ and needs fixing because WHAT IS THAT. you need to get at least 20m away from the cart in order for it to start slowly moving towards you, not to mention when it hits a crossroad the bot straight $hits itself and goes in both directions, a circle then on to wherever the player currently is heading. with mulitplayer its even worse because its focus for some reason is on whoevers cloests it seems? which is dumb. If you play multiplayer the bodys of your friends WILL NOT STOP SWARMING YOU UNTIL YOU LEAVE. which is so stupid i cant even put in to words. they are already super hard to kill and then just an infinite respawn rate? when yall dont give us infinite respawns? gtfo. DONT EVEN GET ME STARTED ON THE DURBAILTY OF WEAPONS MAN. not only is there not a SHRED of extra ammo on 90% of the map, the durabilty of most weapons is like 30 hits. HOW ARE YOU GONNA BUILD A HORROR GAME WITH AN INFINITE NUMBER OF SPAWNS OF ENEMIES AND HAVE THE DURABILTY OF A WET FART DUDE. The concept of this is insanely good but you guys executed it like the french queen in 1793, horrible and messy. there is a belly of bugs which is expected so they arent really the main focal point. in summary, fix the dog dookie durablity, enemy spawn rate, ammo spawn rate, and food spawn rate. lots of yelling because i lost like 4 times in a row because of all this with 3 people playing.
So far lot's of fun, I'm not expecting more than 20-30 hours out of this game, but it's so far delivering.
Let me preface this with the following. This game is difficult so I am going to add a tips and tricks section to the end of this review in case there are people who run into some of the same problems or difficulties that I have and have gotten past. So if you don't want to read all this just skip to there for some of the things I've figured out so far. Some of these tips are from grinding in the game, some are from hopping onto multiplayer and asking others, and some are just from straight up looking stuff up. They will help though. If you read this review before playing the game it will save you some time. There are SPOILERS though. I am also sure I missed some tips so feel free to leave a comment to add to it. So the "Mound" is a very fun all be it challenging game. I don't understand the people saying it is "unplayable it's so difficult". It's challenging for sure but with any practice and an understanding of the games mechanics it really is a lot of fun. I have mostly been playing two player with my brother and we have had a blast. I only played a couple solo missions and those were more scary, and less fun, but otherwise not much different or more challenging. I escaped easily solo but just got in and got out. The game is immersive. It makes you feel like you are a treasure hunter on an island no one should be adventuring on. I have had the feeling of stress, fear, frustration, and anger simultaneously playing this game. That might sound bad but it's not. I enjoy a challenge and it's a challenge that you can overcome with skill which takes practice which takes time. If you don't want to grind to get good at the game it's not for you. People are complaining that the game has no reward for the difficulty. I understand this to a point. A lot of what you unlock is cosmetic and also a lot of what you spend in tokens is only good for that one round. I think that's the point though. You are literally being used to do the dangerous dirty work for the captain and the merchant. To me it adds to the immersion. READ the dialog from the captain. He is not a good dude. You are paid a tiny faction of the value that you collect on each run. I say it again, that's the point! Right now I have almost 1000 tokens and we collect more than that in value on each run. I think weve done like 30-40 runs. Some negatives. These are honestly brief and I think most of them will be addressed as the game goes on. The developers seem like they are on it. First off is that the game definitely gets a little repetitive. Even with the different maps and mission types which are good. They need to spice it up a bit. Add more variety to loot, food, and map design. I would like a little more incentive to go deeper into the maps. At this point when you hit double the needed value there is literally no incentive to go deeper into the map. We have found ourselves getting greedy trying to get the the 2x bonus but if there was a little more to the map and a little more incentive to get more each run would feel more intense. Next I wish that the dialog had some variance in it. Honestly the voice acting is fantastic but when you have played the game for hours it get's annoying that everyone just says the same lines over and over again. It wouldn't have to be a lot of change just some more variance in the sentences (especially the captain and the merchant at the end of each run, I'm saying "what food did they bring" in my sleep at this point) Now on to the tips and strategies portion of this review. Oh also some of these might be in the tutorial which I have never played so forgive that infraction. 1. "Get in and get out" This might be obvious but moving quickly and with purpose is essential in this game. The forest wakes up and that means you are on a time crunch on every run so move with intent to get out as quickly as possible. Focus on your objective and don't overstay your welcome. Getting greedy will often get you killed. You don't need the 2x bonus on every value run although it's fun to be a little greedy sometimes. 2. "Jungle fever" You go insane the deeper you go into the jungle and the longer you stay there. You go crazy faster if you are in darker areas, or in the mud. To counter this try to get out of the dark areas and into direct sunlight quickly and use a torch or a lantern in caves. Also glowing mushrooms will help with your sanity. 3. "Team work makes the dreams (nightmares) stay away" Along with the jungle effecting your sanity you also get isolation effect from being away from your teammates so try to move together. This also helps for when you have too much to carry and honestly it just helps make everything go faster and smoother. 4. "Backstabbing is recommended" When in combat with base zombies there's nothing quicker than a stab in the back. This is another reason to stay in teams of 2 at least. One to distract and one to circle around back for the kill. Also be aware that sometimes your best bet is to run like a coward. Been there done that. Be aware that everyone does not have to get out alive in order to gain rewards. It just takes one cowardly cur surviving to get those sweet tokens. So yeah stab zombies in the back but also be willing to stab your buddy in the back by abandoning him because he stupidly got surrounded by enemies. I digress. 5. "The cart is your friend but not a necessity" This one we figured out so far into the game it's embarrassing. You do not have to return your cart in order to get the supplies back to the ship! The cart is basically a guide and a storage bin. It's also a handy place to store a downed fellow teammate. With that being said when you tell the cart driver to return he leads you out. If you know the way though it's not necessary. The salt trails can be confusing though and I feel like the cart helps protect you by putting moving cover between you and your enemies. We always follow the cart back for these reasons even after we found out it's not required. 6. "Pick your fights" This one is hinted at in the notes on the game but some enemies just don't die. Others have specific requirements to kill them. So look it up and pick your battles. Sometimes you don't have a choice but to run. 7. "Extracted NPC's join your crew" I added this hint because there was some confusion for me. Maybe I'm just dumb but so be it. If this helps one person that's great. The first npc that you rescue is a playable character, the second is not, the third is a playable character. The black npc that you rescue that the captain keeps making racist comments about is a wood carver. He can be found below deck in the ship next to the cook. He adds to your saint buffs as you collect them. When I rescued this character I was assuming that he was playable and that my game had bugged. Nope he's stuck on the ship with the racist captain. 8. "Oh Deer" The deer that you collect do in fact do have a purpose beyond adding to the value of your trip. They add to the effectiveness of your rations. You can see your progress at the cook below deck. So many deer unlocks a higher effectiveness for your rations. So get out there and hunt! One question I had for anyone that might know. What the heck good is the firewood? Does it add to anything like the deer do? This game is not impossible, it's quite fun and I'm sure it will only get better. I'll get bored eventually then I'll take a break and come back when they've added more to the game. In the meantime I'm having a blast playing it!! If you have more tips and tricks please leave them below! I'm always learning and improving!! There's a lot to cover and I'm tired of typing HAHAHA Thank you to the developers this is a fun game. Please add some variety to the maps, dialog, and collectables sincerely a fan of "The Mound"!!
What food did they bring?
Fun with friends
Great game but still needs some work. Ran into some bugs and frame issues. The bug was the two guys that want to know what loot you found. I have had it just stuck with them just saying nothing. I've had some of my weapons just not swing anymore or shoot. The AI needs some work aswell, but overall the game is great.
This game is very cool!
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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