
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 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is fun and has a good progression. The bosses feel hard, until they don't any longer. Just a generally enjoyable game.
Miners? Minors? 😝
Been playing this for awhile on my steam deck. Its a great game and fits perfectly for handheld experience. I like the pace of progression it's fairly polished and i don't think there are any improvements that can be done. However it does upset me that is so easy to make a mistake sometimes and just fall off the edge of the dungeon if there is an abyss there. Or when everything gets so convoluted with a lot of enemies it can get tedious to avoid losing tons of health, i think the difficulty level varies from too simple to too hard. Many rooms i encountered that were harder to clear out than fighting a boss. Ah and i think the most annoying thing is the randomness of keys and bombs. Some games i have too many bombs and no keys. Some games i have too many keys and no bombs. It's crazy how often this happen, you would think its intentional. But it's a good game. I do recommend it. Edit: another think i dislike lately, many secret rooms are apparently empty so in my eyes keys are more valuable than bombs now. But some might have hidden treasures that appear when you destroy statues but not all the times. I wish i could check how the devs wrote the room generation code and have a deep dive in it out of curiosity, it feels way too random.
Media

Related
Related
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.
Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩爱玩
Very nice roguelite with progression, they switched the usual dodge of the genre by jump to add platformer mechanics. Polished graphics, nice gamepad support. I got this in a sale but it's worth full price. Will buy sequel.
I am torn, it doesn't do anything new, but it's still fun and good, however, I can't for life of me understand who thought of making a jump instead of a dodge?! Like, I appreciate creativity, but it hasn't been done before for a reason lol. It's extra bad, cause obviously this is a heavily-focused combat game. Edit: After 10+ hours. Yeah, I legit can't get over how stupid that decision is, with all due respect lol. With some enemies (spiders) it's so idiotic, you hit once and jump since they swarm you !! RIVETING gameplay :D You just float in the air like an idiot, and I have done some maximum silliness where I jumped, and floated to a hole lol. Game is too grindy especially in second half when inflation hits :p while you don't feel substantial difference from each level! For example the Tunic, you literally get 20 health each time you upgrade, what is that supposed to do?? Last dungeon enemies hit you for 60?? Each pickaxe adds 4 damage, last upgrade is 50k gold lol. Now, compare the first 13 levels there is 1k - 4k difference in price, but last three are 15k to 25k to 50k !! There are too many upgrades for little value, it feels like stretching the game honestly, could have had half the upgrades for each item, half the total cost and you would feel each upgrade making a difference. Food is especially silly, with the money I was paying I thought I was getting substantial upgrade, it was literally 5 health! and now it wants 18k for another 5 !! I am VERY annoyed with the progression of items and pricing (grinding).
재미는 있음. 빌드도 작정해서 만들진 못하지만 시너지가 나오는 게 상당히 많고, 아이템도 상점같은 데에서 얻기도 쉬운데 여러 이벤트도 많아서 할맛은 남. 근데 뭔가 세부적인 데에서 뭔가가 빠져있음. 내가 당한 거 밑에 적어둠. 2챕터 힐러 몹 둘이서 서로 자힐해대는데 내 딜량보다 한참 웃돌아서 잡지를 못함. 폭탄 두개 갈겨서 겨우 잡음. 잡몹 두마리 잡는데 아이템 써가야 잡을 수 있다는게 뭔가 이상함. 3챕터 첫번째로 발들이고 나온 방이 가고일 6마리인가가 나오는데 계속 석상 상태로 돌아가면서 자힐해대고 석상 무적기도 안풀려서 한참을 때려서 겨우 잡음. 투척무기 주로 쓰는데 투척무기 유도시켜주는 '유도' 아이템 뽑고 신나가지고 2챕터 가자마자 번개벌레(번개상태일때 피격 시 뎀반사)들을 몽땅 체인샷 시키면서 뎀반사로 뒤짐 컨텐츠도 좋고 빌드 시너지도 다양하고 키우는 맛도 있는데, 뭔가 중요한 부분에서 이상함. 이게 이 겜의 복합적 이유라고 본다 ㅇㅇ
10元內其實是無聊可以玩玩, 操作是有點別扭, 需要時間才能適應 前期難度很高, 強迫玩家一定要反復刷, 升級裝備,解天賦, 不然根本打不過 而且升級費用很高, 基本上一回遊戲賺到的錢只能升1~2樣東西, 遊戲中不能主動撤離, 一定要死才能回去, 所以獲得的錢永遠要打大折扣.. 一有金塊, 那些煩人的slime衝出來太煩了, 是嫌玩家會拿太多錢嗎?? 難度曲線明顯有問題, 玩家變強的速度 明顯不夠 敵人變強的速度 聖物大多都比較保守, 相反很多詛咒太噁心, 太要人命了, 制作組覺得這樣很有趣嗎 終於辛苦殘血打完大蟲BOSS, 接著進地牢 敵人的強度完全不是一個等級, 還要玩家殘血接著打.. 只能說為了增加遊戲時長, 安排各種弄死玩家的機制 不太令人滿意. 玩久了其實還挺好玩 就是要一層一層打, 跳過不全打的話, 後面BOSS根本打不過
Solid for 20 Hours, but the Late-Game Grinds to a Halt UnderMine hits strong right out of the gate with a addicting core loop, but heavily relies on artificial padding to stretch out its endgame. Addictive Early Game: The initial 20–25 hours offer a fantastic sense of progression, crisp mechanics, and genuinely fun casual roguelike exploration. Great Discount Pick: Absolute steal on sale if you want a reliable action-roguelike to sink a few casual weekends into. Where It Stumbles Lazy Scaling: Late-game difficulty doesn't introduce new mechanics or tactical challenges, it just bloats enemy health pools and makes your build feel underpowered. Repetitive Encounters: Enemy variety drops off hard in the final stretch, making runs feel like a chore rather than a new challenge. The Verdict If you're expecting the infinite replayability and narrative depth of Hades, dial your expectations back. Grab it on sale, enjoy the initial 20-hour high, and feel free to walk away once the grind sets in.
I can recommend this game for people who want a more chill roguelite. I can't recommend this game for people who are expecting something with Isaac where you're fighting god itself in an attempt to have a somewhat decent run. You obviously can't compare a game that has had ages to develop it's current state with Undermine which only released in 2020, and the content is slowly being added, but I just have an overall problem with the game for myself. Items just don't do ♥♥♥♥. 95% of the time if you pick up an item, your gameplay won't change. You may or may not now be better doing what you're already doing, but generally speaking there's no items (that I have encountered so far) which will change your approach to any fights. The artstyle is good, hell, very lovely even. The bosses and enemies I have faced so far are interesting and the gameplay itself is goodish. It's just the gameplay loop that gets tiring. Not even cause of a grind or anything like that, the grind-pace so far seems fine, too! It's just that every run is very similiar, cause the items don't do enough to change that up. The game isn't too expensive so I'm still putting a positive recommendation, it's good for what it is, it just doesn't challenge the replayability of other similiar roguelikes.
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 |
|---|---|---|---|---|
| $329.4K | 681 | 78% | $24.99 | |
| $428.6K | 868 | 75% | $19.99 | |
| — | 9 | 92% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 7.9K | 95% | $19.99 | |
| $3.9M | 2.3K | 69% | $49.99 | |
| $3.9M | 4.2K | 78% | $24.99 | |
| $3.9M | 7.9K | 92% | $24.99 | |
| $3.9M | 6.9K | 87% | $29.99 | |
| $3.9M | 9.8K | 91% | $29.99 |