
An action-adventure roguelike with a bit of RPG tossed in. Adventure deep into the UnderMine and discover powerful relics, deadly enemies, hidden secrets, and a few friends to help along the way.
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.
About






Sums Steam only; PlayStation, GOG, 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 | $19.99 | 9.9Kreviews | 90% | — | $3.9M |
| $19.99 | 512ratings | 91% | — | 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 819 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
я ИМБА КОПАТЕЛЬ ШАХТ, но киркой ни один камень не трогал
Wish I could recommend this, but I can't. The art style is great, but actually playing it feels like the game hates me. I play roguelikes, I play on harder difficulties, and enjoy a genuine challenge. This game doesn't feel challenging so much as it feels like it was designed with the intent of trying to stop the player from succeeding. I've never felt that way about other roguelikes/roguelites. Also, big gripe: Why give the player an awful jump instead of a dodge? Just feels really bad.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 2.3K | 69% | $49.99 | |
| $3.9M | 8.8K | 79% | $14.99 | |
| $3.9M | 7.9K | 92% | $24.99 | |
| $3.9M | 6.9K | 87% | $29.99 | |
| $3.9M | 9.8K | 91% | $29.99 | |
| $3.9M | 4.2K | 78% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $329.4K | 681 | 78% | $24.99 | |
| $428.7K | 826 | 75% | $19.99 | |
| — | 9 | 92% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, German, Portuguese - Brazil, French, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Russian, Italian
| $19.99 |
| 9ratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 823 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Undermine: A Delightfully Dangerous Descent[/h1] There’s something oddly comforting about Undermine. You start as a nameless peasant. No prophecy, no chosen one status. Just a pickaxe and a vague sense that you’re probably going to die. And you do. Often. But each death nudges you forward, like a stern but fair teacher who believes the best way to learn is by being exploded by a cursed barrel. At its core, Undermine is a rogue-like dungeon crawler with a progression system that rewards persistence more than perfection. You collect gold, upgrade your gear, collect new friends for the starting hub, and slowly transform from hapless miner to competent spelunker. It’s a satisfying loop: fail, improve, repeat. It never feels punishing, just mischievous. [h3] The Enemies Are Learning. Are You?[/h3] The caverns are filled with creatures that range from mildly irritable to outright vindictive. Slimes split into smaller slimes. Rats explode. Mushrooms shoot projectiles with the kind of enthusiasm usually reserved for confetti cannons. And I can't stand the demon witch things that pop fire out at your feet. Every room is a puzzle, and every enemy has a quirk you’ll need to learn, preferably before it kills you. Boss fights are chaotic and memorable. They often require a mix of reflexes, strategy, and the ability to remain calm while everything around you is on fire. The first boss was something I thought would be near impossible. Now 15 hours in I'm excited when I can beat it without getting hit. [h3] Charm in the Shadows[/h3] What makes Undermine stand out isn’t just its mechanics. It’s the charm. The writing is playful without being overbearing. The world feels alive in its own quirky way. Even the cursed relics have personality. The game doesn’t take itself too seriously. But it’s not a joke either. It’s confident in its tone: lighthearted, with enough depth to keep you invested. [h3] Verdict: One More Run[/h3] After 15 hours, Undermine still surprises and I feel like I'm barely scratching the surface with only three bosses beat. It’s the kind of game that makes you say “just one more run” and actually mean it. Three runs later, you’ve memorized the attack pattern of a sentient meatball and you’re genuinely proud of it. It’s clever, addictive, and full of small moments that make you smile. If you enjoy rogue-likes with personality, progression that feels earned, and the occasional magical explosion, Undermine is well worth digging into.
基本属于彻底通关一次后再也没动力打开的
idk
Прикольна гра. Босів не багато але вони доволі норм( мобів і локацій теж можна так описати). Легка, з приємними ОСТ і графоном. Думав на платіну закрить але деякі ачівки повний грінд. Може повернусь і дограю до 100%. Доволі одноманітна, тому швиденько набридає. Але вечором годинку- з дві те шо треба. Лампова, спокійна, приємна для вух і очей. Підходить ідеально, шоб відпочить. Челенджу тут не багато, а ось почілить ідеальна. Рекомендую поціновувачам жанру і не тільки.
Great game, somehow a mix of original NES Zelda and Hades. What at first I thought was a very simple game, starts to feed you complexity as you dive deeper.
It is grindy with exhausting sense of progression, not mentioning the lack of healing items. the developers prioritize lenght over fun.
This game is so much fun, I can’t stop playing it. When I lose a lot of gold, I just get even more addicted to earning more. It feels like gambling, but the halal version
好好玩, 難度不高 中後期開始有一點點難度
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.