
Design your defenses, build your module board, and manage your wires. Combine signals and create synergies to empower your weapons and survive in this base-defense roguelike auto-battler.
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): 5.14/day in the week to Jul 30 → 8.43/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

Wireworks is a base-defense roguelike auto-battler where your defenses are built and controlled using a module board. Manage your wires, fine tune your modules, combine signals and create synergies to survive incoming enemies and bosses.

200+ Items and Skills to mix, match, and discover new builds.
3 Unique Areas with varied enemies and boss fights.
Unlockable Characters with special skills and starting kits.
Ascending Difficulties for further challenge.
Endless Mode to push your builds to their limits.
Genres
Engagement
Reviews
Themes across 212 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wireworks is a pretty standard autobattler roguelike, where you buy upgrades from a random assortment and then see how it does in a 15 second autobattle, then go back to the shop for more upgrades. Repeat for 30 waves. The gimmick is that many upgrades need to be connected via actual wires so you try to build a web for maximum effect. The basic idea is actually really good, I love the idea of building a network of connections and trying to strategize upgrade paths and the like. However this game doesn't really explore this mechanic very much at all, as there are basically just weapons and mods that upgrade those weapons. You don't build a network or a web, instead there really is just inputs of modifiers in one end and outputs of weapons on the other. There are multiple archetypes to use, like wands that use mana, weapons that you need to move, and pets that auto-attack, but these archetypes don't have much variety within themselves and some, like the tool archetype, seem underbaked. There also is not much reason to combine these archetypes. Combine this with the fact that many upgrades don't even interact with the connection gimmick, and you end up with just the mundane autobattler roguelike that isn't really worth your time. Playing the game you will pick an archetype, usually the one your class works with, and then just buy every upgrade for that you come across. There is little strategy beyond the basics. At the end of the day the game is actually fine. Its a competent, albeit middling, rogue-like. But the thing about jumping on a bandwagon like rogue-likes is that there is a million other options, and I just don't see a reason to pick this one up over another since the one neat idea isn't explored.
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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, Korean, Portuguese - Brazil, Simplified Chinese
Hours played at review time, across 212 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
中规中矩的小品独游,并不算出色,连线的部分有一些创意,但是并没有做到非常优秀的平衡,猎人和法师可以简单的靠key牌组出一个有足够强度的build,纯靠数值0秒启动,轻松通关难度5,工匠需要有一些运气的情况下凑齐较多关键组件,达成启动,剩下两个角色基本是靠以上三个有强度的build才能勉强过关,其自身角色的强度较差
[h1] 豪丸,老菊玩啥我玩啥 [/h1]
Enjoyable experience. Really fun when you manage to make combos that just completely destroy the main waves. A good mix of an auto-battler (you have some control during waves), a puzzle game and a rougelike.
游戏玩法挺有意思的,玩个十小时以上没问题。不过缺点也很明显:1.卡池深,总会出现有多数商品完全不符合触发条件的情况,容易导致一轮游。2.流派的平衡性不太好,只有法师、宠物玩的比较舒服,其他的急需加强,尤其是近战作为新手入门职业不应该这么弱。3.构筑上限不高,部分卡牌适用范围太窄,面板又不能拓展格子,后期钱多的没处使只能干瞪眼。
The wiring system is a genuinely novel and interesting idea, with plenty of potential in how modules and weapons interact. However, the lack of active input during waves makes the gameplay feel more like watching than playing. Combined with limited content, repetitive presentation, and little progression, it feels closer to an early-access-style tech demo than a full game at its asking price. I can't recommend it, unfortunately. Though with some updates this could be a fascinating game in the future. Full review below. I use a plus + and minus - system for how significantly each item improved or affected my experience. ++ The wiring up / connecting modules and weapons together was genuinely interesting. Haven't seen something like that often, other than maybe Path of Exile skill gems. + Decent amount of modules to choose from. Not a huge amount; I saw several repeats even in a single run. I suppose the complexity in interactions is a kind of variety, but I was hoping for more modules to play with and unlock. - Linux native build had no sound for me. Fixed by forcing Proton in properties > compatibility. - The music is pretty repetitive and annoying. I think I've heard it before in another indie game. Maybe it would have been better to leave the sound broken. - Graphics are rather plain, but serviceable. - There doesn't seem to be overarching meta progression other than unlocking harder difficulties and new characters (starting gear). - I feel like I've seen most of what the game has to offer in my short playtime, which makes it a bit expensive at the asking price. Kind of like a tech demo or early access rather than a full game. -- It's an auto battler with no active input during a wave. You're just waiting and watching until the wave ends one way or another. I was expecting some kind of "hot wiring" mechanic to make hectic adjustments on the fly, that would have been really cool. -- Modules are not very well balanced. Some builds are borderline useless, and deal almost no damage, while others obliterate the screen with no difficulty. As a result, you're mostly rerolling to avoid the trash components, because there's no way to make them work. Disclaimer: My reviews are based on my personal opinions and experiences. They’re not intended to be objective statements about the game, so it’s perfectly fine if your experience and opinion are different from mine.
bees are a cheatcode
猎人,复制野兽,合成两星后再复制一个两星野兽,接下来就找机器人,无限复制两星机器人,加一个给全场野兽加攻的配件,可以带的强力打工挂件:猿+鼠标、食腐者、臭鼬、恶魔。闭着眼过难5,甚至如果有难10应该也是闭眼过。
Well worth whatever you're paying for it.
It's a fun game. Wish there was better information about keywords and bonuses so it was more clear what was going on. Balance wise the game is generally pretty fair (I have an 80% winrate roughly), but some items are blatantly overpowered, and the goblin class is extremely underpowered and needs to get a starting weapon or WAY more money. There is a limited amount of content but it is fair for the price at the moment.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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