
Weable is a neon world where you have to undergo complex and dynamic levels.Weable - in the game you have to reach the goal - the end of the level.Passing the levels, the difficulty will increase, creating a variety of interesting challenges
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): 0.57/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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The "FIASCO" award
I like it.
это жестко
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.
Languages: English, Russian
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Weable is a chaotic little physics/coop puzzle game where the devs clearly asked: > “What if we made teamwork mandatory… but also made everyone control a wobbly gummy creature with the coordination of a newborn deer?” You and your friends are squishy blobs that: * Stick to walls * Stretch, swing, and flop * Form cursed little “bridges” and “ladders” out of your own bodies * Ruin every carefully planned maneuver with one wrong input It’s less “platformer” and more “group trust exercise that ends with everyone in a pit.” --- ### The Actual Gameplay Loop 1. Spawn in as a little wobbly guy. 2. Try to move like a normal being. 3. Immediately grab the wrong ledge / player / lever. 4. Physics say “nope,” everyone falls. 5. Laugh, respawn, repeat until someone rage-quits or ascends spiritually. There *are* puzzles, switches, and obstacles… but 90% of your deaths are caused by someone yelling “I GOT IT” followed by a very loud *no, they did not*. --- ### Pros * **Great co-op chaos:** * You’re literally tethering, stacking, and slingshotting each other around the map. * When it works, it feels like art. * When it doesn’t, it looks like a car crash in a gummy bear factory. * Simple controls, cursed results. * Move, jump, grab. * Those three things somehow generate the most unhinged slapstick you’ve seen all week. * Perfect “Friday night Discord” game: * Zero learning curve * Maximum opportunity to blame physics instead of your own incompetence * When your team finally nails a synchronized move—like three blobs forming a bridge while a fourth flings themselves across a gap—it feels like you just performed open-heart surgery on a rollercoaster. * Absolutely fantastic clip generator. Every level is 5% progress, 95% content for your “friend fails compilation.” --- ### Cons * Precision platforming? Not in this economy. You don’t “land” on platforms; you *arrive* there sideways and screaming. * Public lobbies (if they exist) are a social experiment: * One guy speed-running * One guy griefing * Two people just spinning in place grabbing each other like Velcro toddlers * Solo play is technically possible, but the game clearly wants you to suffer *together*. * Half your time is spent disentangling a flesh-colored knot of players because someone thought “everyone grab everyone” was a good idea. --- ### Peak Weable Moments * Forming a perfect human—uh, blob—chain across a deadly gap… and then the guy on the end sneezes on his keyboard, lets go, and drags everyone into the abyss. * Hearing “okay, nobody move” in voice chat… followed by three immediate jumps and a catastrophic group wipe. * Watching your friend spend 5 minutes lining up a tricky swing… then you walk slightly too close and accidentally grab them, resetting everything. * Launching yourself across the map with a cursed slingshot maneuver, completely overshooting your target, and still calling it a “calculated risk.” * That one level where you *could* solve the puzzle normally, but you instead spend 20 minutes trying to brute-force it with increasingly stupid blob towers. --- ### Long-Term Side Effects * You’ll start using “don’t Weable this up” as a synonym for “please, I’m begging you, be careful.” * Other platformers will feel weirdly stable and boring—where’s the accidental body-slinging? Where’s the teammate dragging you off a cliff by the ankle? * You may experience the urge to grab your friends in real life and stack on top of them to reach things. Please do not do this. --- ### Final Verdict Weable is: * 30% puzzle game * 70% physics-driven friend sabotage simulator It’s janky, loud, and deeply unserious in exactly the right way. **9/10** Would once again boot it up “just for a chill coop session,” turn into a shrieking ball of flailing jelly arms with my friends, and fail the same jump 14 times before accidentally succeeding and pretending it was all part of the plan.
игру по факту прошел буквально за 40 минут (остальное время фармил карточки). И для 40 минут я получил неплохой(правда очковыдирающий) опыт
Фоны крутые а игра хз
Такое убогое говно приемлемо только для 2000х годов на денди.
wery vell
It's meh
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $440.6K | 13.8K | 79% | $1.49 | |
| $4.1M | 10.1K | 76% | $24.99 | |
| $706K | 8.5K | 91% | $2.99 | |
| $3.4M | 14K | 95% | $14.99 | |
| $2.2M | 2.7K | 84% | $29.99 | |
| $2M | 4.2K | 84% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $68.8K | 273 | 77% | $9.99 | |
| $68.8K | 119 | 82% | $14.99 | |
| $68.8K | 237 | 83% | $14.99 | |
| $68.8K | 535 | 86% | $7.99 | |
| $68.8K | 122 | 80% | $14.99 | |
| $68.8K | 1.4K | 75% | $2.99 |