
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 | 3.1Kreviews | 69% | — | $3.2M |
| $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 1546 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
really cool and refreshing
If you play with friends its fun, for solo i wouldnt recommend
C'est nul c'est vide le gameplay est minimaliste mais c'est pas un compliment, on se fait chier après 2 run, on dirait une demo à 30 balles. Pire achat de 2026.
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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 | — | — | #21 | 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 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very excited to see this game be the absolute best it can be. I have been having a good time with it, the story and objectives are enjoyable enough, but the game itself needs some MAJOR fine-tuning. Some missions are underbalanced for the difficulty rating, such as The Portal starting as a basic mission despite it absolutely bombarding you with enemies every second despite combat needing to be minimal. Furthermore, the game severely needs to be optimized. I have attached my specs, but I get constant framedrops every 5 seconds, stutters and lagspikes to the point where completing a mission causes the entire game to break and implode on itself for every player involved. It can run fine on the ship and in certain areas, but others become unplayable within seconds of loading in. My PC handles bigger games like Elden Ring or Baldurs Gate like a breeze at high settings, but even on the lowest of performance settings it cannot handle The Mound. I would really like this issue to be addressed outside of "use DLSS upscaling" (which doesn't even work for me), because I've seen other players report similar issues with no resolution.
mechanics are badass i like the new ideas for co op with the mind fxsc
とても楽しいゲームだが 日本人があまり慣れてない説明が少ないゲーム、慣れるにはトライアンドエラーが必須 武器の種類はいまだによくわからないでいます でも、友達とやり続けるととても面白い、するめゲームである ショップのアイテムは必須なので探索前に買うのを忘れずに もっと日本人人口が増えるのと 快適にプレイする要素が増えるアップデートが楽しみです。
Godt spil, dog lidt med kampteknikken, som virker lidt klodset.
Está bacan, lo voy empezando, la ambientación me gusta mucho, época colonial, estamos en las costas de Chile, el prólogo te da una probadita de lo que vas a descubrir más adelante. Lo he estado jugando con mando y todo bien. Buen soundtrack.
The Mound: Omen of Cthulhu me ha parecido un juego bastante interesante, sobre todo si te gusta el universo de Lovecraft y el terror cósmico. Tiene una ambientación oscura y misteriosa que consigue meterte bastante bien en la historia y explorar el mundo mientras vas descubriendo lo que ha pasado resulta bastante entretenido. No es perfecto. - Tiene algunos momentos donde te trabas, bugs al subir escaleras, golpes falsos y algunas animaciones rotas, PERO en general la experiencia funciona bien. - La mecánica es sencilla y sutil. Gráficamente es increíble, me ha sorprendido lo bien hecho que está el agua. - Hay escenarios que son muy oscuros y si no tienes antorcha, no verás nada. - El combate es un poco tosco, no detecta bien atacar por la espalda. Una de las mecánicas que más destaca es el sistema de locura. A medida que avanzas por la jungla, tu personaje puede empezar a perder la cordura y esto afecta a lo que ves y escuchas. Lo interesante es que las alucinaciones pueden variar entre jugadores, así que algo que uno de tus compañeros está viendo puede no existir realmente. Esto hace que hablar y comprobar las cosas entre vosotros sea muy importante. Lo recomiendo, es un buen juego para jugarlo con amigos y la comunicación por chat de proximidad hace que separarte del grupo sea mucho más peligroso, especialmente cuando la locura empieza a afectar a la percepción de cada jugador. Necesita algunas mejoras pero es un buen juego.
The atmosphere is great, and the sanity mechanics were pretty well done. Graphics are also a strong point in this game. I love the visual style and theme, so man was I disappointed when this game didnt turn out how I expected. This game has so much potential, but it is completely suffocated by its lack of abiility to instill you with a desire to progress. My progression in this game felt more like I was forcing myself to play it in hopes of seeing what the mound was, rather than actually enjoying the gameplay. Not being alowed to keep gear and upgrade it over time is a terrible decision that needs to be scrapped to make the game enjoyable, that or there must be a shop that allows for buying upgraded weapons, but the game leans towards wanting a craft/upgrade system with the anvil and whatnot. A couple of journal entries and the ominous unknown of the mound is not enough to pull a player through to the end when the core gameplay loop is as flawed as it is. Virtually all the maps look identical without so much as a different foliage shade. Monster designs are great but repetitive. This game needs more "oomph" put into it that it just repeatedly, exhaustingly fails to deliver over and over again. If I had made it to the end, I can all but guarantee that I would be disappointed regardless of how theoretically amazing the final map may be, because the game at its core is not capable of delivering on the suspense it tries to create. The price is far, far too high for what this is. My top things to change would be: 1. Let us keep and upgrade weapons. Games generally need an exceptional combat system to make non upgradeable, instanced weapons work, and you will not be able to achieve this without massive overhaul to both how weapons function and how the player can move, which would in turn probably require map reworks to prevent people from getting places they shouldnt with the new movement. Just let people upgrade and keep their gear. You can even make it losable to mobs permenantly if a mob disarms you and you dont go back for it. You could also keep the kit limitations, but allow for players to upgrade, for example, bows, and then every time they pick a bow kit, the first bow is stronger. There just needs to be some feeling of progression here for me to keep playing the game. 2. Map variety. You have tried to add some with weather conditions, which I think is smart, but too much of every map looks the same and I don't understand why. Jungles are among the most diverse biomes on the planet. You could have swamp levels, rocky levels, lake levels, levels with flowers and mushrooms everywhere, cave levels, temple themed levels, levels with different style and colours of plants. Why would I put all this time into unlocking a new map, only for it to look identical to the last one? Every new map unlocked should add something to the experience so that it is exciting to load into it for the first time, and it makes you want to see everything that level has to offer. 3. No more "chokepoint" levels. Some levels were absolutely miserable to progress through due to them being massive areas with one single hidden path that led to the correct location. It does not feel like you are exploring because your mobility is so sluggish and everything looks the same. It is incredibly frustrating to spend hours going from one end of the map to the other nearly pressing your body against the walls the entire way just to find the one path that opens up and lets you get farther in. If you want to keep this gameplay, you need to add a way for players to mark places they have been, like coloured flags to drop in the ground/wrap around trees. Hell, you could repurpose firewood so players can use it to start fires and mark important trails or locations. 4. Backstab needs to be reworked or removed since its inconsistency at this stage of development is unacceptable. I will play this game again and change my review if these changes are made. The vision is there but its lacking severely in map variety and the lack of progression completely destroys any desire to slog on into the endgame.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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