
Toroom is a dungeon crawler roguelike-like top-down shooter, where the protagonist just wants to come back to his bedroom after waking up in a world of fantasy. Fight your way through multiple biomes, clear rooms full of enemies, get as much loot as possible and defeat the bosses in your way.
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/day in the week to Sep 8 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 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 | $11.99 | 203reviews | 79% | — | $41.2K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I got this in a 3€ bundle with 4 other games, so it cost me about 60 cents. I lasted 15 minutes and 3 runs. Not exactly the worst game I got out of the five, but the one I had least fun with. The game is quite difficult, but it's hard to tell whether I suck or it's maybe a balance/curve problem. All rooms are samey, each containing many enemies that take several hits to kill with the starting weapon. Damage feedback is weird, maybe too weak; I found myself dead without even knowing. There's a mana bar, there are different weapons, there's a boss at the end I saw once; expect to traverse many very similar rooms before finding something different though. Some enemies fire projectiles, which feel too fast and they seem to hit even when you think they didn't; imagine Enter the Gungeon with tiny rooms and regular projectiles that go 1.5x faster. There are many trees (at least in the first area) that hinder movement and obscure enemy placement/projectiles making things worse; they become transparent when you're directly behind, which is better than nothing, but it's not enough. This was rather miserable for me. I hate dropping games so quickly, but I was having zero fun and not looking forward to discovering more. Granted, I'm not a roguelike dungeon crawler guy anymore these days, but you can bet I'll look elsewhere if I find myself needing to scratch that itch in the future.
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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*, Portuguese - Brazil**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Toroom is an energetic roguelike shooter that embraces classic twin-stick action while adding its own playful identity. Developed by Gagonfe, Ulon, and Rhowsl, and published by Gagonfe, the game revolves around an amusingly simple objective. Instead of saving the world or defeating an ancient evil for glory, the protagonist's greatest desire is to make it back to their room after being unexpectedly transported into a dangerous fantasy realm. While the story serves mainly as a humorous backdrop, it provides enough personality to distinguish the adventure from many other roguelikes that rely solely on grim fantasy settings. The focus remains firmly on fast combat, randomized exploration, and the excitement of discovering powerful new equipment. Every expedition into Toroom's procedurally generated dungeons offers a fresh challenge. Rooms are rearranged with each run, enemy encounters constantly change, and rewards never appear in exactly the same places. This unpredictability keeps the gameplay engaging because players cannot simply memorize optimal routes or strategies. Instead, success comes from adapting to whatever the game presents. Battles are intense from the very beginning, requiring quick movement, accurate shooting, and constant awareness of the environment. As new enemy types and hazards appear, the difficulty rises naturally, rewarding players who improve their reflexes and learn to prioritize threats under pressure. One of Toroom's greatest strengths is its wide selection of weapons and collectible items. The game encourages experimentation by offering dozens of unique firearms and melee options alongside an impressive collection of passive upgrades. Some items increase survivability, others enhance damage output, while cursed equipment introduces powerful bonuses balanced by meaningful drawbacks. Because every run generates different combinations, players are motivated to test new builds instead of relying on a single strategy. Shops scattered throughout the dungeons further deepen the experience by allowing players to spend their hard-earned currency on upgrades, additional gear, or companions that can provide useful support during battle. The steady stream of rewards creates a satisfying sense of progression even when a run ultimately ends in defeat. The visual presentation successfully captures the charm of classic pixel art without feeling outdated. Environments are colorful, enemies are easy to distinguish during hectic firefights, and animations communicate attacks clearly enough to allow skilled players to react appropriately. Although the graphics remain relatively simple, they complement the game's arcade-inspired gameplay perfectly. Explosions, weapon effects, and enemy projectiles create enough spectacle to make combat exciting while avoiding excessive visual clutter. The soundtrack matches the pace with energetic compositions that maintain tension throughout each dungeon, while sound effects reinforce the impact of every successful shot, defeated enemy, and valuable pickup. Boss encounters serve as memorable highlights, acting as true tests of everything learned throughout a run. These larger enemies feature more elaborate attack patterns that demand patience, positioning, and mastery of the player's current arsenal. Defeating them feels genuinely rewarding because victory depends more on player skill than random chance. Although luck influences which items become available during a run, understanding enemy behavior and making smart tactical decisions remain the most important ingredients for success. This balance between randomness and player ability helps Toroom avoid feeling unfair while still delivering the unpredictability that defines the roguelike genre. The game is not completely free of shortcomings. Its challenging pace can be overwhelming for newcomers, particularly when later stages fill the screen with numerous projectiles and aggressive enemies. Certain runs may also feel significantly easier or harder depending on early item drops, leading to occasional balance fluctuations that are common within procedurally generated games. In addition, players seeking a story-driven experience may find the narrative relatively light, as most of the game's attention is devoted to refining its combat and replayability rather than developing an elaborate plot or cast of characters. Despite these minor issues, Toroom succeeds as a polished indie roguelike that understands exactly what makes the genre enjoyable. The combination of randomized dungeons, responsive twin-stick shooting, diverse equipment, rewarding progression, and entertaining boss fights creates an addictive gameplay loop that encourages repeated attempts. Its humorous premise adds charm without distracting from the action, while the constant variety ensures that every new run presents fresh opportunities and challenges. For players who enjoy skill-based action games with strong replay value, Toroom delivers a thoroughly satisfying experience that remains engaging long after the first successful escape. Toroom delivers an enjoyable blend of challenging combat, rewarding progression, and excellent replayability, making it a standout indie roguelike for players who appreciate fast-paced twin-stick action and endless opportunities to experiment with new builds. Rating: 8/10
I have now played a few of this developer's games and I've started to notice a trend. Take a popular genre/game and do it very simple and boring with some absolutely baffling design decisions. Right off the bat, the default character is garbage. The default character is slow, has low mana, and starts with a melee weapon. All of this is terrible. This is a game much like Enter the Gungeon with a sorta twin-stick, bullet hell style to it. So being able to properly maneuver is important. The default character cannot do this. Their slow speed makes it hard to dodge all but the slowest of projectiles. Your best bet for being able to actually dodge them would be keeping your distance but you can't do that with melee weapons. The starting weapon has abysmal range to it. Basically requiring you to get right up in your enemies' faces. Which does not bode well when most enemies use projectile attacks. Even when you get better melee weapons it's just not enough. Enemies will overwhelm you with fast moving projectiles that are damn near impossible to dodge even with longer range melee weapons. And you can forget about taking out any of the bosses with melee weapons. Bosses will zip around the room constantly before sitting in the middle throwing tons of extremely fast projectiles. Switching over to the other starting character did make things more manageable. Starting with a magic weapon and actually have the mana to use it made so much of a difference. I could not get past the first boss, if I even made it to the first boss, with the default character. The other character I managed to get a decent ways through the third and final zone before dying on my first run as them. Even then, this is still an extremely boring game. Enemies don't really feel all that different aside from having more projectiles or faster projectiles. There are no real patterns or ai to speak of. Rooms are as basic as could be. Decorations are just that, decorations. They don't act as cover or even as obstacles that block movement. The camera is also zoomed in way too far for the size of the rooms making it easy to get hit by projectiles you couldn't really see coming. This is not a good game. At its best it is bland and [i] barely [/i] functional. At its worst it is a frustrating mess that feels like the developer didn't even know what they were doing. This game is not worth it even on sale. There's barely even any content here anyways. For a few dollars more (or almost a dollar less on sale) you could get The Binding of Isaac: Rebirth and get 100s of times more content that is all significantly better designed.
fun little game.
Siento que es una idea piola, de un rogue-like puro bastante simple y bonito, me gusta su estética y jugabilidad (aunque este ultimo tiene unos pequeños peros) pero lo que está mal es el diseño en si como un roguelike. Los enemigos son fáciles y logras explorar todo el mapa sin mayores problemas, pero su balance hace que cuando llegas al jefe, está varios escalones por arriba. El problema: por mas que hayas hecho todo bien, tus objetos encontrados durante tu run te impiden avanzar, ya que no fueron buenos. Esto te obliga a perder con el jefe, volviéndolo a intentar, sin encontrar un resultado diferente. A veces, las tiendas están en cada esquina, mientras que otras solo aparece una vez y con items pobres. Hay veces que venias con suerte, y luego tus items te trollean, debido a que también tienen un debuff. La exploración me agrada, pero mas temprano que tarde sentís repetitivas las salas, y se siente como si los objetos que conforman la estética de la sala ( como arboles y suelo ) fueron puestos muy al a azar, sin patrones o reglas claras para su construcción. (al igual que las tiendas) En si, siento que falta balancear varios aspectos. Se me ha crasheado varias veces también, sin hacer realmente nada raro. Logra aburrirme en poco tiempo, y morir una y otra vez hasta encontrar una run donde si me dan items competentes no es mi idea de diversión. Es una buena idea que le faltó pulirse.
weapon spawn rate is ♥♥♥♥♥♥♥ and your starter weapon is pretty useless on bosses so you will just have a hard and not fun time unless you are lucky. the gameplay itself is good, the music is okay at best. there are better games out there with the same premise.
bom jogo.
legal, bom pra passar o tempo
并不适合轻度玩家,难度异常的高(汗颜
Jogo bom, recomendo para a galera que gosta de um desafio, o jogo tem dificuldade médio/difícil requer atenção e quanto mais fases passa mais difícil fica. Toroom é um jogo rogue like onde você sendo um coelho vai passar por monstros e bosses em cada fase que passar ( tipo o jogo Isaac) em geral gráficos incríveis e roda em qualquer computador e jogabilidade viciante nota 8 de 10
Players by region
Where this game's players are, estimated from review languages.
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| $0 | 9 | 89% | Free | |
| — | 0 | — | — |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $41.2K | 50 | 84% | $17.99 | |
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| $41.1K | 147 | 41% | $14.99 | |
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| $41.1K | 77 | 52% | $14.99 | |
| $41.1K | 208 | 85% | $9.99 |