
The world-famous meme becomes a metroidvania of mental mayhem. Play as Question Hound and explore a collapsing theme park shaped by your everyday worries. Jump, fight, and caffeinate your way through surreal worlds. Everything is fine... probably.
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.
About

Except it isn’t. Welcome to Question Hound’s collapsing inner world. Step into a strange park built from pure anxiety, where your regrets, deadlines, and awkward memories have grown claws. There’s only one way out, and it involves a lot of coffee.
We’ve all felt them. But have you ever been trapped inside their prison, teeming with minions? Taunted by ghostly memories of your high school blunder years, hunted by dizzying work deadlines, or haunted by all the things you probably should never have done? Sounds fun, right?
It’s time to face those demons head-on.

As you platform your way through each world, you’ll encounter enemies that each represent a very specific everyday anxiety. From biting toilet monsters to flying textbooks, every threat is a familiar feeling in a funny disguise. Explore five emotional worlds, take down the unique boss in each area, and unlock new abilities that let you dive deeper into the chaos, revisiting earlier places and pushing into new ones.

Be sure to stop at every burning Rest Point to save, sip coffee, and pretend everything is fine for a brief moment. Collect Coffee Beans as you explore; your currency used to purchase perks and refill your healing coffee cup. Keep your eyes peeled everywhere you go if your heart is set on finding every quirky collectible!

This Is Fine: Maximum Cope transforms KC Green’s famous comic into a lovingly animated labyrinth of absurd anxiety. Angst and helplessness have never looked so good.
Each world is a dreamy, surreal experience. Every enemy oozes with personality, and every boss looms larger than life. It’s weird, it’s fun, and just the right amount of unhinged.

This is fine. Everything is fine. Whether you’re a genre fan or just here for the dog, this is an adventure built to surprise — and occasionally roast you.
5 surreal worlds of Humiliation, Fear, Failure, Loss, and Regret.
6 bosses to conquer, 6 abilities to master
28 quirky collectibles to find
27 perks to unlock and equip
Sums Steam only; PlayStation, Xbox, 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 | $15.19−20% | 84reviews | 71% | — | $18.7K |
| $18.99 | 15ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm surprised that a "meme" gained such status that it's now a game. I enjoy this game, but it does have it's challenges. Such as the statue challenges. Anyway I'd still recommend this game, if you like hand-drawn sprites, dealing with anxiety, old-school platformers, then this is one of many games that you can play. (Especially if you're a dog lover.) :) I managed to complete the game, but haven't quite earned all of the achievements. (yet). Though, I do hope, one day there will be a (free) DLC where you can play as QH's (Question Hound) angel and devil sides. I know it's not fine to go on and live without emotions. So, if there's an update to/for the game, let it be that you can play as them. And restore QH completely. In other words Free DLC That includes the following: - The Ability to play as Angel and Devil Dogs , including the ability to all them to fight the bosses as well. - An art gallery of sorts. - Costumes such as the "!" Bubsy shirt, costumes that poke a little fun at the developers. - a special thanks for the fans. - The ability to replay bosses that you've defeated. (Even after completing the game)
粉丝向作品。作为类银不合格。怪物完全换皮,甚至跑图能力也是换皮,没啥创意。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 31 → 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.
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, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Turkish
| $18.99 |
| 4ratings |
| 64% |
| — |
| not modelled |
| $18.99 | — | — | — | 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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Movement and combat feel too imprecise and slow, even with the 20% movement speed upgrade. Things like fall damage feel bad, and when you get the upgrade to remove the damage, the long fall damage animations still exist, which makes the upgrade feel underwhelming. The hitboxes don't line up well with the attack animations, so often times when you're hitting something, it doesn't quite line up how you expect, and you have to get used to that. Maps feel very samey. Despite the achievements, I copied my save from the demo, and continued it on this one, so I did give it a fair shot. I think the game has a lot of potential, but it's too simple.
I think this game has a really funny premise, and I want to like it, but it hasn't got the polish needed to be a top-tier metroidvania. The fact that your healing items don't replenish at save points and have to be separately purchased, the slippery movement that continues too long after you let go of the direction of movement and start an attack, and that there is little motivation for the player makes it hard to get started. Additionally, I made it to the first boss, and got incredibly frustrated; she has two minions by her side, but can also seemingly be attacked directly (flashes when hit like she is taking damage). After nearly 10 minutes of hitting her while one of her minions was alive, I just gave up and turned off the game. If she can't be killed while her minions live, there needs to be some indicator. If she can be, she's just too much of a sponge to be worth the time and effort.
Prawie 90zł za grę, która jest na 4h (i tak sztucznie rozciągnięte!) to jakiś żart. Pomysł, grafika, muzyka, animacje spoko. Poziomy puste jak "nasza klasa" przed odłączeniem wtyczki
Works fine on steam deck
[h1]火烧眉毛我自岿然照喝咖啡[/h1] 这只喝咖啡的狗到底是什么来头? 2013年,漫画家KC Green画了一只坐在着火的房间淡定举起咖啡杯的小狗——这就是互联网最热门的表情包之一火灾狗。事情明显不妙,不过先别慌,咖啡端稳,做好表情管理,然后硬撑着说一句——“This is fine.” Fine在哪?不管。这就是现代的成年人的精神状态。 《This is Fine: Maximum Cope》(《一切都好:极限硬撑》)是一款2D平台跳跃动作游戏。标签有类银河战士恶魔城,不过游戏的上手门槛不算高,起码我这种手残也能享受到乐趣。 玩家将扮演这只硬撑的火灾狗,深入奇幻的潜意识冒险,攻克由羞辱、恐惧、失败、失去、后悔五大情绪具象化的关卡世界。咖啡杯是血条,战斗方式是丢礼帽(如此潇洒)。想回血可以让火灾狗用收集到的咖啡豆去咖啡机买咖啡,到着火的桌子前喝一杯咖啡就可以存档——问题不大,休息一会继续。 一开始狗狗摔下来脑内冒出天使和恶魔给我笑得好大声,天使和恶魔的cv也好玩。此狗太萌,待机、攻击、蹦Q都有小动画,就是莫名其妙地觉得……傻狗贱贱嘟(褒义)。丢帽子攻击很酷,我丢我丢。话说这个把血条设计为咖啡的天才主意真是很牛马啊!辛苦地击杀敌人才能获得咖啡豆,这只牛马火灾狗还真是我啊? 基础操作只有移动、跳跃和攻击,随着游玩的深入,可逐步解锁更多技能。只要平A和跳跃就可以躲避攻击,没有多余的按键和机制,操作和难度挺适合萌新,哪怕是我同一关也不会卡特别久,起码不会劝退我再也不玩类银游戏。 我也要学习火灾狗处事不惊的心态,始终保持“放心吧,一切都好!”的松弛。 「击碎了羞辱,嘲笑了恐惧,熬过了失败,埋葬了失去,抛下了悔恨,战胜了自己。」 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
-- Gameplay This Is Fine: Maximum Cope is mainly a metroidvania, but I would describe it as a very light one. While the game does give you new powers and lets you return to previous areas to collect extra items, those collectibles never really affect the main progression. The classic metroidvania feeling of unlocking a new ability, revisiting an old area, and discovering an entirely new path forward is mostly absent here. The structure is very straightforward. Each new ability obtained after defeating a boss simply unlocks access to the next door in the central hub area, leading to the following stage. Because of this, there is very little reason to revisit older locations unless you want collectibles or completion percentage. Combat is simple but functional. You attack using the hat in all directions, while dodging mostly comes down to jumping or creating distance from enemies. It never becomes especially deep, but it works well enough for the type of experience the game is aiming for. Healing is handled through coffee cups that can only be refilled at coffee machines using coffee beans collected during exploration. Unlike many games in the genre, resting at checkpoints restores only your base health and not your healing items, so managing coffee becomes an important part of exploration. -- Art Style and Presentation The art style and animations are solid overall, with several genuinely funny visual moments throughout the game. The developers clearly leaned heavily into early 2000s cartoon aesthetics, and in many ways they succeed. That said, one animation style in particular became very uncomfortable for me, the walking animation that uses heavy smear frame effects. I understand why it was implemented and how it helps reinforce the chaotic and anxious tone of the narrative, but visually it can become exhausting to look at for long periods of time. Personally, I often found myself looking around the character rather than directly at them while moving because the effect strained my eyes. Some players may not have any issue with it, but for those sensitive to that type of animation it can noticeably hurt the experience. An accessibility option to reduce or disable the smear frame effect would have been greatly appreciated. -- Story and Atmosphere The narrative does its job without doing anything particularly exceptional. The game slowly explains the background of each area while your shoulder angel and shoulder demon constantly try to influence your decisions and perspective. It is entertaining enough to keep the adventure moving, but it never reaches the level of becoming emotionally impactful or especially memorable. The music and sound design were a bit inconsistent for me. There were multiple moments where the soundtrack felt too quiet or almost nonexistent, and several sound effects lacked impact compared to the actions happening on screen. -- Exploration and Level Design The puzzles are fairly simple overall and never become too demanding. Exploration is encouraged through hidden secrets and collectibles scattered around the map, though again, most of them are optional extras rather than meaningful progression tools. The map itself is well designed. It gradually fills out as you explore, marks rest points, and becomes even more useful after purchasing pins from vendors that reveal important locations such as shops, puzzle pieces, and coffee machines. Fast travel between checkpoints helps reduce backtracking time, although if you choose not to teleport you can revisit areas to farm coffee beans from enemies in order to purchase more healing items or vendor upgrades. Each zone has a distinct visual identity that reflects different stages of the protagonist’s life, which gives the environments more personality and keeps the adventure visually fresh. Enemy variety is surprisingly good. Even if the attacks themselves are relatively basic, the designs help prevent encounters from feeling repetitive. Bosses follow a similar pattern, visually interesting, but mechanically simple. -- Performance and Difficulty One area that noticeably disappointed me was the loading times. Whether entering a level, teleporting, or simply transitioning between rooms, loading screens often lasted between 4 and 9 seconds. Considering the game’s visual style, scope, and relatively small environments, I expected significantly faster transitions. In my opinion, room changes should have stayed closer to 2–4 seconds maximum, with only major world transitions taking longer. Difficulty is fairly casual overall. The game is clearly designed as a more relaxed experience rather than a highly demanding metroidvania challenge. -- Length The main story can be completed in roughly 2.5 hours, while going for 100% completion takes around 3.5 hours depending on exploration. -- Final Thoughts This Is Fine: Maximum Cope is a decent metroidvania-style adventure that works well as a short casual experience, though it never truly stands out in any major way. The humor, visual style, and overall presentation are enjoyable, but several aspects like the shallow progression structure, inconsistent audio, uncomfortable smear frame animation, and loading times hold it back. Personally, I would recommend picking it up during a 30–40% discount rather than at full price, especially considering the short length. Also, it is important to go in with the right expectations, this is not a deep or highly interconnected metroidvania. It feels much closer to a lighthearted meme-inspired platforming adventure with metroidvania elements.
fun and wild adventure, just make sure to top up on coffee
A bit on the short/easy side, but competent. (Disclaimer: KS backer)
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Players by region
Where this game's players are, estimated from review languages.
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