
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 818 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
What can I say? The graphics and animation are top-notch. It plays very smoothly and is quite challenging at times, keeping you entertained for 5-10 hours without any issues. I played through it in one sitting with a controller. No agonizingly long story, just straight-up dungeon slaughter with items, buffs, and debuffs, just how it should be! It's currently on sale, and it feels like stealing, haha.
Honestly, no. It's addicting but it's a farce like most roguelites. There is very little content, simply gated repeatedly until you grind enough to make it through. And then since it took so much time, blind people think there is significant content. I am so tired of this formula. Why are gamers okay with devs making very little actual content, then just blocking it off behind grinding? This whole system also removes most of the responsibility of the dev to make a properly balanced game, because all you need to do is level up enough until it feels right. To top it off, runs don't even feel different, almost literally the same unlike isaac which it is clearly copying. If you like roguelites... fine. It is probably one of the better games of that scope. The battle is fine, items are fine, bosses are decent, except there are only like 6 or so and they never change. Art's pretty good. And plenty of stuff to buy after you die each time if that's what makes you hard. I am embarrassed I still fall for this system which is simply lazy and carrot-on-stick to disguise lack of content. This is a 6 hour game that pretends it's longer by feeling rigged until you level up or get cheesed enough to be aware of it, just like all of these games.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, German, Portuguese - Brazil, French, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Russian, Italian
| $12.99−35% |
| 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 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played almost 2 hours of this game, and only in a single, short run (maybe 7-10 minutes?) did I even see a single one of these fancy magical effects from the trailer. In all others it was just me throwing or swinging my pickaxe. No thunder & lightning, no pink energy beams, no rocks circulating around me, no blaze of fire, no nothing. And even that one time it still wasn't fun, because it was tied to hitting an enemy with your pickaxe. Also I don't like the uncertainty which the dev leaves the player with. I had to buy an item to even see enemies' names & health. For every item you can buy, the dev just refuses to give you a number for anything, except for the gold an item costs. With the effects it gives you, it's always just "Lose less gold on death", "Increase ranged damage", "increase maximum health". Would it kill you to let me know in advance by how much? To commit to a number? This is no fun, especially because at times it felt like I just lost the same amount of gold upon death as before I bought the upgrade. What are the differences? 1%? Progress felt so slow. Getting these upgrades, like everything else in this game, just felt so tedious. (Backtracking is even less fun when you have no running movement) No thank you, I already have a job. I'm looking to have fun in games. However, when your game is spawning a dungeon level in which you need 4 keys to get to rooms or to open treasure chests, but your randomizer formula doesn't even spawn a single key in that level, you're doing the whole procedural generation thing wrong. If you decide on a proceduarlly generated dungeon, at least program it in a way that you can actually play the randomly generated level. I was already leaning towards a refund, but that was the final straw for me.
Just as described. Enjoyable RPG Rogue-lite. I picked it up on sale. No regrets.
В игре ничего нового не увидите. Вся игра - тупая копирка того, что вы когда-то видели. Бомбы, ключи, секретные комнаты, сделки с демоном на предметы - всё скопировано из Tht Binding Of Isaac. Сами шахты и некоторый дизайн врагов под частую спизженные из Stradew Valley (по крайней мере внешне). Боёвка скучная и однообразная. Можно бросать кирку, чтобы убивать врагов издалека или ударить просто вплотную. При подборе предметов, с описанием по типу "Снаряды врагов теперь отскакивают от вас" не удосуживаются написать что эффект работает чисто на три пули, а дальше идёт долгая перезарядка. Тупорылый и неинтересный гринд, который даже по мере прохождения не наполняеться контентом, от чего играть скучно и не интересно. И конечно же ужасный хитбокс персонажа, который больше его самого и задержка между атаками. По скидке в процентов так 90% зайдёт, но за свой фулл прайс та ещё ♥♥♥♥♥♥
Imagine if games like Enter the Gungeon had a player collect every single shell (casing/coin whatever) manually instead of 'magnetizing' it automatically on the room clear. Now imagine that this is exactly quarter of the gameplay in Undermine, when you need to stop whatever you were doing, mine gold manually, chase gold pieces across the room and fight monsters trying to steal it. Now imagine (having mined the gold) having to chose to either make current run alive by spending gold in normal shops or hoard it to save for character upgrades after you fail said run. And you can't ignore it because your progression between runs is locked behind grinding obsene amounts of gold. How is this grind worse than old Korean mmorpgs of early 2000s.
Do I play to unlock and see this what this game has to offer YES, do I recommend it: NO! This game is solid enough, it's servicable and has great pixelart assets, and you can likely get alot of hours out of it, but sadly, the gameplay loop feels repetitive and unrewarding quick. It tries to replicate the hugely successful Enter the Gungeon formula, but the majority of the actual items are way too boring and unimpactful on the gameplay, to live up to these giant shoes. What it captures perfectly is the grindy nature of a different competitor. The progression of Hammerwatch! The stupid grind to reduce taxes on your spoils of war. The incremental, but expensive stat upgrades, that never feel they actually made your character different from where you started out. 'Look here's +2points of damage for 150 Pieces of Eight,... (hours later) look here's +2 points of damage for 38.000 pieces of eight' ... at some point you will eventually one hit the rats on the first level of the dungeon. But don't hold your breath, it will literally take an astronomical sum and the highest level of throwing axe upgrade, i kid ye not. While we are at it, the throwing axe is the only viable weapon. Melee is no option in most cases, since traps and aoe's will prevent you from reliably closing the distance to your targets. So you are stuck with throwing your boomerang axe. A single projectile that traverses roughly a third of the screen... once fully upgraded. This makes for punishing enocunters, even the crappiest of enemies appear in numbers and their ordnance can travel the entire screen at rapid speeds, while you are waiting for your axe to return so you can get another shot. It's not terrible, - it is annoyingly mundane- especially the grind for gold. The enemies are fun and colorful and they get cool weapons. Your peasant character, stays bland and is stuck with it's throwing axe and a tool to mine gold. A roguelike where white damage rules supreme, while items can be largely ignored. Other gripes: Radability issues - Pillars and pits look deceptively similar. Rooms tend to throw all tons of stuff at you at once...cheap stuff like hidden mines, layered with aoe hazards, that make you easy pickings for range DD's which will magdump you, as soon as the animation for the room transition ends. Some of the enemies literally use hitscan spells that can wreck you within seconds while you are dealing with trashmobs or traps. The RNG for this feels sloppy and unrefined. the chances of reliably navigating the rooms without taking damage at random are very slim. Other roguelikes give you 3-5 hp and you can account for every single one you lost or gained. This one gives you hundreds of HP, because it's systems are so inconsistant. There was a reason why EtG had stuff appear in waves. In this game, visual clutter is your greatest enemy.
Très bon jeu dans le plus pur style rogue-like. On meurt et on recommence depuis le début mais on garde néanmoins ce que l'on a débloqué à la manière de Rogue Legacy pour ceux qui connaissent... Pour le prix où je l'ai eu (moins de 2 euros) c'est du vol franchement! A noter quand même les boss un peu difficiles, il faut le noter.
I HATE that there is no character creation. I DO NOT want to be a different person every time I die
Really mixed on this one. Imagine if Hades had one single weapon instead of 6. Or if Risk of Rain had one character. That's Undermine's combat, for the most part there is only one playstyle/loadout. The first 10 hours were moderately fun, but after hitting 20 hours I'm not motivated to finish it. It's too grindy and way too similar from run to run. The slimes that try to steal the gold you mine are supposed to be quirky but I just think it's annoying. The platforming/jumping feels very stiff and awkward. IMO items are what really make or break roguelikes. Some of the items/relics are neat, like the popcorn ones or stomping boots, but most boil down to damage/healing/gold buffs. Boring. Item synergies exist, but you’d hardly notice because there are so few of them. After 15 hours, I’ve seen....two. Where’s the SPICE? An item that shoots fire in front of me from a handheld lantern. An item that makes me super fast. Give me an item that gives me a block. SOMETHING different. Every run, I’m just swinging my pickaxe and throwing it. The game seems almost afraid to let you be occasionally OP or let you do anything other than swing or throw. Having items that buff those two attacks is fine, but it’s mostly executed in an underwhelming way. Hopefully the sequel adds some spice.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $227.8K | 471 | 78% | $24.99 | |
| $433.8K | 866 | 75% | $19.99 | |
| — | 9 | 92% | $12.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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Related
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|---|---|---|---|---|
| $3.9M | 2.1K | 68% | $49.99 | |
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| $3.9M | 7.9K | 92% | $24.99 | |
| $3.9M | 5.7K | 87% | $29.99 | |
| $3.9M | 3.8K | 78% | $49.99 | |
| $3.9M | 4.2K | 78% | $24.99 |