
A challenging puzzle platformer inspired by games like Limbo and Badland.
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): 0.14/day in the week to Aug 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
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 509reviews | 65% | — | $90.6K |
| $1.99−83% | — | — | — | 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.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
JUEGAZO 😎👍💛🌟
Great game like Limbo.. I hope there will be more games like this
[b]Toby: The Secret Mine[/b] est un jeu de plateforme-puzzle dans lequel j'incarne [u]Toby[/u], un petit habitant d'un village de montagne dont les résidents ont été enlevés durant la nuit. Personne n'est revenu des tentatives de secours précédentes. [u]Toby[/u] décide alors de partir seul à travers les bois, ce qui l'entraîne dans une aventure bien plus longue que prévue. C'est là, à peu près, tout ce que le jeu me dit sur son histoire. La narration est muette, sans texte ni dialogue. Elle reste si discrète qu'elle disparaît complètement au fil des niveaux. On avance sans vraiment savoir pourquoi, vers un dénouement qui ne surprend personne. La comparaison avec [b]Limbo[/b] s'impose d'elle-même dès les premières secondes. L'esthétique est la même, avec ses silhouettes noires sur fonds sombres, son monde sans voix et sa mort banalisée comme simple étape de la progression. [b]Toby: The Secret Mine[/b] ne cherche pas à dissimuler ses sources d'inspiration. Ce n'est pas nécessairement un défaut, mais l'imitation est si frontale qu'elle prive le jeu de toute identité propre. Là où [b]Limbo[/b] installait une tension sourde et une cohérence visuelle absolue, [b]Toby: The Secret Mine[/b] propose des environnements variés mais sans véritable fil conducteur esthétique. On passe d'une forêt à une mine, d'une grotte à une usine, sans que ces transitions ne créent jamais le sentiment d'appartenir à un monde cohérent. Les puzzles reposent sur des mécaniques classiques du genre. On déplace des caisses, on actionne des leviers, on synchronise des sauts avec des obstacles en mouvement. Rien que je n'aie déjà vu ailleurs, et surtout rien qui ne se renouvelle vraiment d'un niveau à l'autre. La difficulté reste modérée, piquante sur quelques passages de plateforme, mais jamais au point de provoquer une vraie frustration. La bande son remplit son rôle sans s'imposer. J'ai bouclé [b]Toby: The Secret Mine[/b] à 100%, cinq succès compris, en un peu plus de deux heures. Cette durée résume bien le problème central du jeu. Ce n'est pas qu'il soit mauvais. C'est qu'il ne laisse rien derrière lui. Il emprunte une formule éprouvée, l'applique honnêtement, et s'arrête avant d'avoir eu le temps d'en faire quelque chose.
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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
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's buggy, frustrating, and not a puzzle game. I can literally overlook some minor bugs and the simple artwork, even it's mostly inspired by Limbo. But when the puzzles don't require any degree of thinking or problem solving, it just becomes another copycat 2D puzzle-platformer. If it's platforming related, don't make the mechanics so clunky. If it's puzzle related, the puzzles should be satisfying to solve, not just about finding a hidden object behind an obstacle or other boring stuff like pressing the correct buttons that they r totally RNG without any clue. I hate the arrow-shooting room. There is no way to know where the arrows are coming from before activating the trap. The only way to learn the correct route is to trigger it, die, and then you know where you're supposed to go and how you're supposed to avoid them. I also hate the red desert bugs that come from underground. It feels like they were supposed to be traps, but they're not. You just have to dodge them with clunky mechanics. There are also some traps that instantly activate spikes and kill you as soon as you step on them. You die no matter what because you can't even see the platform that triggers them. It literally blends into the environment, hidden among the columns and the ground. You have to die to these traps just to learn what you're supposed to do. I hate when a puzzle game with clunky mechanics kills you in cheesey ways and then acts like you "fell into a trap." No, I didn't. I couldn't see any trap. There was no thinking involved. You just made puzzles are built around dying based trial and error rather than actual problem solving. And i m not even gonna mention about the RNG bombs at the final section. It's overall bored me but that might be because of my expectations were different for a 2D puzzle platformer; otherwise, it seemed like a game with potential.
It's designed like a rage game that requires a lot of patience and trial & error. There are deadly things popping up everywhere without warning. Everything is dark and hard to see even with my monitor brightness at max. One section had platforms that were only barely visible. Has bugs including soft locks & slow-down that requires re-launching. Also, it has an uncapped framerate; this game doesn't need 600+ fps but it runs at it. Music is very lame with only a few notes on loop in some areas.
——记录:-90%折扣 3.60元,26/03/09入。 ——21个关卡,26个需要解救的目标。 画面色彩初看赏心悦目,看久了极其晃眼,当然不排除是后期打红温了看什么都不顺眼...不对,它就是整个画面在晃! 游戏没啥文字,不支持中文也不耽误游玩。 第一次进游戏手柄不响应,重启一次没事了,不知道什么原因,不排除手柄抽风儿的可能性...26/05/01
Short and simple platformer, nothing really stands out about it. Crashes often at starting, and if you turn on/off controller when it's running. Still has bugs in it and rage baiting mechanisms that were funny at times but not worth it
Derivative clone of Limbo with cheap, trial-and-error traps and braindead "puzzles." Uninstalled less than two hours in.
Sympa
Not what i expected.. 5 / 10
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.
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