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): 0.43/day in the week to Aug 21 → 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

VIVIDLOPE is an arcade game with a puzzle touch. Join Cerise on her journey through the strange realm of VIVIDSCAPE. Here, the gravity is totally off the wall. Turn the world upside down as you run on ceilings, collect powerful items, fend off waves of enemies, and paint tiles. Plan ahead, but stay alert and react, as the foes keep coming from all directions - north, south, east, west, even top and bottom - watching your back might not be enough!
IT'S A COLOR FRENZY - paint the target % of tiles and clear the stage!
STORY MODE - featuring animated cutscenes and the Atrium hub with a chatty weirdo galore.
ENDLESS MODE - don't stop 'til you drop!
3 PLAYABLE CHARACTERS - with unique playstyles - defense, speed, or offense?
RANK SYSTEM - go for the best one!
ATTIRES - get the most stylish hat!
A slew of extras to discover!
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 | 519reviews | 98% | — | $123.2K |
| $9.99 | — | — | — | 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 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tragic game. If this released in the early 2000s I think it would have been a big hit, or at least a cult hit. Delightfully simple, very easy to plow through if you don't care about score, and surprisingly challenging to collect the coveted V ranks, especially in the later levels. It's the sort of game that tests planning and patience more than reflexes and controls, though those skills to come into play as well. It's like a modern, much more fun version of Q*bert. Ever play Q*bert? Oh, and the music and sound effects are phenomenal.
Do not be fooled by this game's whimsy and vibrant colors! It's as tough as it gets (that's if you are someone who likes to aim for the best results) but don't let that discourage you, because it never did for me. This is if not one of the best games I ever had the pleasure of having to play and 100% together, every hour and life lost was worth the satisfaction. There's nothing but good things I have to remark about Vividlope (even the smallest things), but it'd be better to narrow it to the best points. The aesthetic is of sixth generation console and old windows perfection with crispy and immaculate visuals. Music that soothes your spirit and is reminiscent of good times. It plays and controls like butter, down to navigating through the menu screen and dashing through levels with a 100% clear is like eating butter-powdered toast (maybe with strawberries too). Remains intuitive throughout every level and its mechanics while introducing more hectic and unforgiving stages; sometimes you'll need to slow down and think of better approaches to clearing it perfectly (trial and error). The characters have personalities that are impossible not to adore and the humor is a right blend of wholesome and cheekiness. I looked forward to every cutscene (poor Wawa). Vividlope fondly reminds me of Paper Mario from its total quirkiness to how the characters and enemies are designed! Outside of the story mode there are Miscellaneous options and extra game-modes for you to check and mess around with for simple fun (the Bestiary being the most useful). If that wasn't enough, anyone can upload their own courses and mods to the workshop. All-together it contributes to a true addicting PS2/Dreamcast game and experience that can't be forgotten. Vividlope pays homage to both the arcade experience and older Gen Console charm games used to have, while modernizing it same time. Just an entire love letter to gaming as a whole and deserves all the love it gives in return. If this game was released during the era it was inspired by, it would've been praised as a "must get indie hit" or even be acclaimed as a console defining title. I'm surprised for the little attention it has as of now, or it could be blessing in disguise; a hidden gem. Vividlope may have been a side project of Umbrella Warriors, but I really hope it stays as a staple of the Jaklub universe or even someday get a sequel/spinoff. Get this when you can! It's cheap with a fantastic demo and it's on two handhelds, the Switch and the Steam deck! 10/10 Game to make me dizzy. Go for Vividlove, and good luck on the X levels. [If you know a game called Thruspace, you deserve a crown. Same vibes from both.]
Media

Related
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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, Japanese
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Dash and Bash [/h1] [hr] Cute and oddly challenging action-puzzle game. The goal is to simply to color the tiles on the level as you try to avoid enemies along the way. While the objective is quite simple in nature, Vividlope shakes the formula enough with new rules on top, so the gameplay loop itself never gets old. Visually speaking, Vividlope pays homage to the style certain games used back in the Dreamcast, early PS2-PSP era—Chu-Chu Rocket! and Super Monkey Ball instantly came to my mind while playing. Pastel colors, abstract backgrounds and most importantly, a cute-looking mascot. You can also say this game pays tributes to the early, more optimistic Y2K aesthetics. A visual language mostly defined by the promise of a brighter, more connected, clean digital future: The Dawn of the New Millennium. Suffice it to say we're long past that era, but Vividlope still manages to encapsulate this style effortlessly all these years later. As the game progresses the difficulty naturally begins to ramp up, but how does Vividlope creates challenge specifically? Throw everything at the player! Let me explain. Vividlope starts off tame, maps are easy to navigate, the enemy spawn rate is low, rules are simple—you'll be having the best of times filling tiles. The difficulty steadily scales and by World 7, the issue becomes immediately noticeable. Most levels are tightly designed with not much room to improvise or rather move freely, now add enemies that move within the same confined space as you but also have the evident advantage of well, being your enemies. There are ways to fight back at them, weapons occasionally drop to deal with annoying foes or quickly fill tiles depending on what weapon you pick up. The trick lies in knowing when to use each weapon more effectively, even though their main purpose is just to defeat enemies—you'll be hard pressed to find a creative use for each one. The main characters resemble rabbits, so it would only be logical for them to have the ability to jump — which they unsurprisingly can. A forward leap only goes over one tile, though you can also jump in eight different directions. Jumping as a mechanic is strange as is one of the main mechanics that you'll find yourself using a lot, even though doesn't feel like it is necessary in order to complete most levels. Certain hazard do require it, such is the case with tiles that disappears once you step on it. But otherwise and for what I've experienced, jumping is not strictly necessary to progress in the game. However, it becomes an incredibly more important ability once you get that itch to complete each level with a perfect rank or then again, simply jump over an undesirable obstacle. Enemies on their own are easy to predict and avoid, but in larger groups they become near impossible to manage. The spawn rate seems to increase significantly in later levels, often causing enemies to pile up faster than you ever eliminate them. It is hard to tell whether the difficulty was well balanced or not, which feels strange since the level design seems to be hinting towards a more reasonable and fair challenge. Perhaps, and I may be speaking out of turn here but the focus should've lean more towards puzzle-solving more than action. Designing stages with an already pre-established enemy placement would've been much better than randomly throwing them on the map. There's also an Easy difficulty toggle in case you're having a hard time with one of the levels. The cozy and bubbly aesthetic is often at odds with itself and doesn't always manage to find a cohesive sweetspot with the gameplay, especially towards later levels. This is subtle earlier on in the game, but as you may already know, it becomes much more noticeable to the point it could be even considered an objective flaw. The soundtrack is largely responsible for shaping this nuance with an often frantic experience. Don't get me wrong, this is a great OST, but the game doesn't let it breathe enough. Easy difficulty might have alleviated most of what I've been saying, but I'm incredibly stubborn so I never switched. Despite everything, Vividlope still oozes a lot of charm on its own, I can't bring myself to completely dislike it but feel that there is untapped potential with this concept.
Those rabbits are NOT human dude
it's pretty vivid for a lope if you ask me
Holy ♥♥♥♥ 为什么我现在才玩到这个游戏 把涂色玩法做出如此深度 路线规划和即时反应的完美结合 向开发者致以崇高的敬意 JUST PLAY IT
Not even half way through but having a blast trying to S rank every level. The thing that really makes this game is the bonus section after you reach the level % Where you have to color the tiles you missed without stepping on too many tiles that you already colored. This makes it so that you have to be more careful during the level and sometimes even decide to ignore section until the end.
Some dumb bunny painting the floor with her feet for some reason while brutally crushing evil pink shapes of doom with a comically large hammer 10/10 game Also this game gives me Vib-ribbon vibes for some reason even though they have completely different gameplay and art styles and idk why
Capital G pure Gameplay experience. A few frustrating mechanics in the later worlds, but it definitely hits home in that "easy to learn, difficult to master" category. It's a good time and a vibe, definitely worth a play if you're looking for something that feels like one of those classic PS2 era psuedo arcade experiences.
Bunnies. Yay!
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 |
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| $3.1K | 19 | 100% | $9.99 | |
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| $2.2K | 17 | 82% | $8.99 | |
| $464 | 2 | 100% | $9.99 | |
| $400 | 5 | 100% | $4.99 | |
| $123 | 1 | 100% | $4.99 |
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| $123.2K | 294 | 72% | $24.99 | |
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| $123.2K | 173 | 86% | $29.99 | |
| $123.2K | 456 | 80% | $14.99 | |
| $123.1K | 571 | 81% | $9.99 |