
Gold are again stolen so you super hero need destroy enemy army and find stolen gold at 10 different locations
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 1 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Haha this is the meme game that won me over that night It's crazy. It looks ridiculous but you'll laugh at these stupid but cheeky opponents :D
War Of Gold 2 Mission 99 is a compact third-person action shooter built around a simple objective: enter hostile territory, eliminate armed opposition, locate stolen gold, and survive long enough to complete each mission. Developed by Tero Lunkka and Valkeala Software and published by the same teams, it embraces the straightforward qualities of a small-scale indie production rather than attempting to deliver the cinematic spectacle or mechanical complexity associated with larger military shooters. Its appeal comes primarily from accessible gunplay, exploration, resource collection, and a campaign that moves the player through a selection of distinct combat environments. The adventure consists of 11 themed locations, with the scenery shifting between forests, urban areas, factories, research facilities, military environments, ruined settlements, and other dangerous territories. Environmental changes help prevent the campaign from becoming visually static even though the fundamental objective remains consistent. Players are encouraged to search each area instead of simply rushing toward the end because recovering hidden gold is an important part of completing the missions. This treasure-hunting component adds a modest exploration element to what would otherwise be an extremely direct shooting experience. Combat relies on familiar firearms, including pistols and rifles, alongside different throwable grenades. Enemy soldiers carry weapons and attempt to stop the player while ammunition limitations discourage completely careless shooting. Additional supplies can be discovered around the maps or obtained from defeated opponents, creating a basic scavenging loop. Players therefore have an incentive to investigate their surroundings and collect resources after engagements. The inventory system supports this structure by providing a straightforward way to manage available equipment without introducing excessive complexity. Explosives add another dimension to encounters. Grenades can be useful when enemies are positioned close together, while explosive barrels scattered around certain environments can potentially turn the surroundings into offensive tools. These features do not transform the game into a deeply tactical shooter, but they create opportunities to approach some confrontations differently. Effective ammunition conservation also matters, particularly when several enemies remain ahead and available supplies are uncertain. Death carries a noticeable penalty because being killed requires restarting the current level from the beginning. This decision gives survival greater importance than it would have with frequent checkpoints. Reaching a late portion of a mission with limited ammunition can consequently become tense, since one significant mistake may erase considerable progress. The system will appeal more to players comfortable with repetition and old-fashioned trial-and-error design. For others, replaying previously cleared sections after an unfortunate death may become one of the game's most frustrating characteristics. Searching for gold provides a useful secondary purpose for exploration. Instead of treating every environment merely as an arena filled with enemies, players need to pay attention to the locations they enter and investigate them for the required treasure. The resulting gameplay rhythm alternates between firefights, ammunition scavenging, environmental exploration, inventory management, and searching for mission objectives. It is not particularly complicated, but the combination gives the campaign more structure than simply moving between groups of enemies. The visual presentation follows a functional 3D military-action style. Forests, industrial spaces, settlements, research areas, weapons, soldiers, explosions, and damaged environments establish the intended atmosphere without relying on an elaborate artistic direction. Violence is naturally a significant part of the experience, with armed combat, killing, blood effects, and explosions accompanying the player's journey. The production values should be viewed within the context of a modest indie project, as visual refinement and animation quality are not the primary attractions. This is fundamentally a single-player experience, so players looking for cooperative missions or competitive multiplayer will not find those elements here. Steam achievements provide an additional incentive for completionists, particularly because progression through the different locations and the recovery of gold naturally complement achievement hunting. The campaign's relatively uncomplicated structure also makes it suitable for shorter sessions when a player wants immediate action without learning numerous interconnected progression systems. Its greatest strength is accessibility. Objectives are easy to understand, weapons are familiar, and there are few unnecessary systems standing between the player and the action. Conversely, this simplicity is also its greatest weakness. The basic combat and treasure-searching formula can become repetitive because the fundamental mission structure changes relatively little. Players expecting sophisticated artificial intelligence, extensive weapon customization, elaborate character development, cinematic storytelling, or highly tactical encounters may find the experience too limited. Steam Deck compatibility is not officially rated by Valve on the Steam store listing, so the game should be regarded as having an unverified Steam Deck status rather than being officially Verified or Playable. Its Windows-focused specifications also mean that Steam Deck operation would generally depend on Proton compatibility. The relatively conventional controls and modest technical scope could potentially suit handheld play, but players should not interpret that as a guarantee of flawless performance, controller behavior, or interface readability. War Of Gold 2 Mission 99 ultimately delivers exactly the sort of uncomplicated experience its premise suggests. Its combination of 11 locations, third-person gunplay, grenades, explosive environmental objects, ammunition scavenging, inventory management, enemy encounters, hidden gold, and meaningful penalties for dying creates a basic but coherent action loop. It is better suited to players who enjoy inexpensive, independently produced shooters and can tolerate repetition than to those expecting the polish and depth of a major military action game. The treasure-searching element and changing environments provide some personality, while the demanding level-restart mechanic gives otherwise straightforward encounters additional consequences. Rating: 5/10
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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**languages with full audio support
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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