
Wild Woods is a couch co-op game full of action, teamwork and woodland critters. One to four players take on the role of brave little cats defending their wooden wagon on its way through a dangerous forest. Clever cooperation is key - their way is full of obstacles!
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): 0.29/day in the week to Aug 30 → 1.86/day in the week after.
Reviews, worldwide (the counter carries no country): 56.8/day in the week to Jul 16 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Genres
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 2Kreviews | 79% | — | $606.6K |
| Free | 0ratings | 0% | — | 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 125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
嘎嘎好玩,画风治愈,我和朋友本地俩人,仨人,四人都玩的不亦乐乎
Muy buen juego, de momento es bastante corto, solo cuanta con 3 mapas por el momento, pero con las diferentes dificultades se hace interesante. Gameplay dinámico y divertido, ideal para cooperativo y es combate sencillo.
Bardzo fajna gra, miło byłoby zobaczyć jakąś aktualizację do niej lub dlc
Media

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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, French, German, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America, Thai +6 more
Hours played at review time, across 126 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good game trash network system server location looks like a fake thing there so much lag it looks like a P2P connection wtf
플레이 재미 자체는 재미있는데 거의 전무한 컨텐츠에 레벨 디자인도 스테이치 배치를 잘못한건가 생각될정도로 설계가 이상하게 배치되어있음 멀티게임인데 남한테 같이하자고 추천하지는 못할게임인듯 ...
O jogo é bom para quem é experiente nesse tipo de jogo, porém para jogar com pessoas que não tem tanta afinade com jogos ou para casais eu não recomendo, o jogo é rápido e não te dá tempo de curtir o jogo, achei bem frustrante!
你就该叫黑猫砍树,叫鸡毛镖局,破火点满了就燃烧15秒,就在那硬砍树。。
Gatitos con armas... que mas queres? ... es hermoso el juego.. tiene muchisimo potencial♥ en 2 horas de juego no vi mucho bug. Lo unico que me molesta son los carteles de los totems nada mas.. son enormes y molestan seguido como que se quedan ahi hasta q los empezas a usar
[i]I am recommending this, because it has a solid foundation and is in early access, with what looks like a reasonable roadmap. So i'd like the project to advance and eventually succeed. However, i'm definetly not recommending it, because it feels ready for a full release, or even "great as is", there still are a couple design issues that should be addressed before the 1.0 release and i'll most likely revisit this review at that point.[/i] [h2]Short review:[/h2] Ahh, yes, cats - the internet overlords - in a super cute design, as a roguelite co-op adventuring party. Why shouldn't this be the best thing there is?! Well, because expectation and scale definetly make a difference here. At its current state, expecting an exciting adventure with a satisfying conclusion, or high replay value, the experience will probably fall a bit flat. However, if the expectation is drifting more towards a light hearted co-op game, which is pretty beginner friendly and even more so, if you're able to practice reasonable task or role division, but at the same time includes scaling challenges for higher scores as well - which actually reminded me of something like "Overcooked" in that regard, especially working in a more confined area, rather than an open world, but with more adventure and hack&slash action - then this works pretty well and shows good room to grow. [h2]Thorough review:[/h2] First, getting through [h3]the "easy" parts:[/h3] The [b]visuals[/b] are super cute, obviously. There were moments in the game, where i was thinking, "might be nice to appreciate the models from more varied angles... or if they had a bit clearer design for the top down view you're playing in... but well, it works as is and supports the rest of the game and especially co-op design a lot better. The [b]audio[/b] is also nice, the score feels thematic and supports the ebb and flow of action and more relaxed moments and the sound effects feel well fitting too, though it also doesn't have anything which makes me go, "oh yeah, this is genius sound design/ hypes me up like nothing else". Now [h3]to the gameplay loop![/h3] The [b]funademtals[/b] are clear and well designed. You're on a journey and you need to protect your wagon. For that, you'll spend a lot of the time collecting resources along the way, or clearing obstacles, intersperced with combat sections where you have to fend off other woodland critters and the possibility to enter camp phases to exchange your resources for upgrades, which are supposed to give you an advantage for further encounters. Repeat that cycle a couple times, throw in a boss encounter, get to the next stage, which will include a little further complications, do that until you finish or fail your journey - solid stuff. [h3]What i like about this:[/h3] If you're [b]playing in a group[/b], you can practice task division, trying to [b]play towards everyones strength[/b]. This is also enhanced by the role system, which as far as i got it some of the current development focuses is on. Someone can coordinate, pay attention to upcoming path obstacles, or special reward "puzzles", someone can focus on resourse gathering, or providing support during fights, while others may excell at fighting and this can be enough and is well facilitated by the game, at least for most parts. What also plays into this well in my mind, is the [b]voting for branching paths[/b], which not only lets you choose between upcoming events, but also introduces challenge modifiers, which you can stack for higher rewards, or cash in and reset frequently, if you want less escalation in the difficulty curve. If you (want to) play solo, of course you'll have to do all of this yourself, which at least worked fine for me as well. [h3]What i feel mixed or critical about:[/h3] - Most glaringly, as is, the [b]gameplay loop feels too short[/b], lacking a good conclusion [b]and has little to no replay value[/b]. Part of this is due to the fact, that the development is still building on it. Further levels are supposed to be included, as well as meta-progression to increase replay value. How well this will work, we'll see in the future. - I do [b]not like the control scheme[/b], mostly because it works off the same four buttons with a lot of overlap, which frequently results in conflicting actions. If you want to pick up resourses lying next to each other, but are too fast with your input, you will throw the things you just picked up into all kinds of directions, or if you want to unload resources into your wagon, but walk too close to the pot that's for healing when you might have the smallest slither of health missing, you will heal instead, because all of this works off the same button and currently there's no way to remap that. - And another major thing is... [b]the boss battles[/b]. And i do understand, that designing varying and interesting bosses can be very challenging. With that in mind, currently having 3 bosses, and those deviding into "the one that mostly drags out because it's constantly spawning adds", "the one without adds, that's spamming the same area attack over and over again, whenever you're getting near it" and "the one with prolonged invulnerability phases and the possibility of helpful items, that spawn randomly though, so it's your fault if you want to rely on those", just isn't a good mix. And what certainly irks me about this is, that while during the travel sections, you can include different people by dividing up tasks and playing into different strengths, there's little to no room for that during the boss fights, because there you either pull your weight by pummeling the boss as much as possible, or you're more of a liability. Mechanically, during travel, the wagon plays a major role and you can build around that, but during boss fights, the wagon either just sits on the side, or even completely outside of the arena (also making most wagon upgrades just useless during boss fights) and plays little to no role, which makes me wonder hard, why it's not included more, why there isn't a possibility for example for people who may thrive in a more supportive role during travel to be able to interact with the wagon or other environmental objects more during boss fights? So far, that just feels like a lost opportunity. - And lastly, while the game is definetly in a well playable state, during the couple hours of play, i nonetheless encountered a [b]couple of bugs[/b] and got into a softlocked state at some point as well. Though, to my knowledge, for this the developers have good communications with their community and try to address those issues in time. [h2]Recommendation[/h2] So, summed up i'd say, feel free to already jump in on the action, if you don't have issues with a game still in development and are either super excited for a beginner friendly co-op game, or a bug hunter/ development supporter. Otherwise, it might be a safer bet to still sit back a bit longer and see how further development treats this game.
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
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