
Beware! After the Great War between the Evil and the Good president seeks to revenge his scars and perish all journalists in the universe! Will you lend him a helping hand? Endless runner with some cool synthwave pixel visual art!
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/day in the week to Aug 29 → 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
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nápad je fajn, main gameloop vlastně taky, co mi ale dost vadí je špatná komunikace time limitu (i guess). Hra mě prostě zabije bez jakýhokoliv feedbacku. Nemám tušení jestli dělám něco špatně nebo jestli mi došel čas... Ani po několika runnech sem nebyl schopnej přijít na to jak ta instakill mechanika funguje. Některé runy skončí skoro instantně ale pak dostanu run kde sem naživu 3x dýl bez toho že by sem dělal něco zvlášť jinak. Nevim jestli se v tom visual clutteru někde schoval warning nebo jestli je to nějakej bug v zobrazování životů ale ta mechanika konce runu neni dobře odkomunikovaná. Všim sem si nějakejch oranžovejch partiklů když mě to zabije ale upřímně nevim jak si je mám vyložit nebo jestli s tím vůbec nějak souvisí xD.
Fever dream, wait for sales.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Czech**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Zeminator, developed and published by Richard Haraším, is an eccentric indie endless runner that fully embraces its own absurdity, rough edges, and retro aesthetic. From the moment you launch the game, it becomes clear that this is not a polished, mainstream arcade experience but rather a deliberately chaotic and self-aware project built around satire, simplicity, and a kind of unapologetic DIY charm. Its bizarre premise, tongue-in-cheek marketing, and intentionally exaggerated tone immediately set it apart from more conventional titles in the endless runner genre. The narrative framing is intentionally over-the-top. Set in a surreal universe shaped by a fictional conflict between good and evil, the protagonist—a caricatured political figure—embarks on a revenge-fueled mission across the cosmos. The story is presented with awkward phrasing and exaggerated rhetoric, which seems less like an oversight and more like a stylistic choice designed to heighten the absurdity. The humor is divisive and at times controversial, leaning heavily into satire that some players may find tasteless while others interpret as exaggerated parody. Regardless of interpretation, the narrative serves primarily as a vehicle for the game’s chaotic energy rather than a deeply structured plot. Gameplay follows the familiar endless runner formula. The player character automatically advances across side-scrolling environments while the player dodges obstacles, eliminates enemies, and attempts to survive for as long as possible. Controls are simple and accessible, focusing on jumping, attacking, and basic movement inputs. However, the simplicity of the mechanics also exposes some of the game’s limitations. Movement responsiveness can feel inconsistent, and collision detection occasionally leads to sudden, unclear failures. These moments contribute to a sense of unpredictability that may either frustrate or amuse depending on the player’s tolerance for rough design. Visually, Zeminator adopts a retro pixel-art style inspired by 1980s arcade games and synthwave aesthetics. Bright neon colors, chunky sprites, and simple backgrounds give the game a nostalgic feel. While this visual direction adds personality, it also underscores the game’s modest production scope. Environments tend to repeat, animations are basic, and clarity can sometimes suffer when obstacles and enemies blend into the background. Nevertheless, the aesthetic remains cohesive and aligns with the game’s intentionally exaggerated tone. The soundtrack reinforces the retro vibe with electronic and synth-driven music that complements the fast-paced action. While not deeply dynamic, the audio maintains a consistent energy throughout gameplay. Sound effects are functional, though limited in variety. The overall presentation reflects the reality of a largely solo-developed project: creative and spirited, but constrained in technical refinement. One of the most intriguing aspects of Zeminator is its self-aware marketing. The developer openly describes the game in humorous, self-deprecating terms, acknowledging its lack of optimization and rough construction. This transparency creates a unique relationship with players. Rather than promising a highly polished experience, the game positions itself as a quirky experiment meant to be enjoyed for its eccentricity. For some, this honesty enhances its charm; for others, it highlights its shortcomings. Replayability primarily comes from chasing high scores and unlocking achievements. The endless format naturally encourages repeated attempts to surpass previous distances or kill counts. However, beyond incremental improvement and leaderboard-style progression, there is limited depth. The game does not introduce significant mechanical variations over time, and its core loop remains consistent from start to finish. Community reception reflects this duality. Many players appreciate the game’s humor, unusual concept, and low price point, viewing it as a novelty arcade diversion. Others criticize its technical instability, occasional bugs, and mechanical roughness. Reports of inconsistent achievement tracking or unexpected crashes further reinforce its status as an unpolished but passionate indie release. Ultimately, Zeminator is a niche experience best approached with adjusted expectations. It is not designed to compete with high-budget endless runners or refined arcade titles. Instead, it offers a deliberately chaotic and satirical take on the genre, built around exaggerated humor and retro visuals. For players who enjoy unconventional indie projects and can tolerate mechanical imperfections, it provides a strange and memorable ride. For those seeking smooth gameplay, nuanced design, or sophisticated progression systems, it may feel underdeveloped. In the end, Zeminator stands as a testament to indie experimentation—flawed, unapologetic, and undeniably distinctive. Rating: 7/10
my eyes ache
Viva el presidente!
Hrozná píčovina. Nechápu jak tohle může být na steamu
celkem nepříjemná hra na koukání, kvůli tomu se nedá ani hrát
Kill all the journalist with truth. Truth that explodes, that pierces skin and kills on spot. Fight against their lies with the only truth possible, violence.
[h1] Tak tedy, dovolte mi abych si jednu "bafnul" a jdeme "vyšlechtit" novináře, vy "kundy". [/h1]
bablbam
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.
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| $23.1M | 251.6K | 98% | $4.99 |
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