
The land of Zyorzia is under attack and mutated from a Virus. The world is not the same as before as time and space itself has been disrupted, pathways have been constructed and visible to the humans. The dimensions have converged and the stars have aligned.
Modeled estimate, not a reported figure. How we estimate →
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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
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Прямо находка для охотников за ачивками, вроде меня. Купил по скидке, глянул на список 5000 достижений, и понял: вот она, моя новая работа на ближайшие выходные. Сами головоломки простые до безобразия, будто их рисовал уставший школьник на задней парте, но мне‑то главное не геймплей, а сверкающие значки для профиля. В общем, если хочешь украсить профиль без особых усилий эта игра точно для тебя, хоть игра сама по себе и не блещет глубиной. И если этот обзор наберёт 50 лайков и 10 наград - куплю все дополнения и сыграю 100 часов. Улучшу значок до 5 уровня и схожу в монастырь помолиться за разрабов… ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠠⣄⣠⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠁⣐⣺⣷⣦⡀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣾⠁⢨⣾⣇⠈⠑⠟⠁⢳⡄ ⠀⠀⠀⠀⠀⠀⠀⠀⢠⣿⣿⡄⠘⠸⢻⣧⢠⡀⢀⣾⣿⡆⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⣼⡿⣿⣿⣦⣤⣤⡟⣸⣷⢸⣿⣿⣷⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⢿⡇⢻⣿⠟⣫⣥⣾⣿⠏⢸⡿⢸⣿ ⠀⠀⠀⠀⠀⠀⠀⠀⠸⣧⠸⢃⣾⣿⡟⠛⢡⣶⠈⠇⣸⡇⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⠆⠈⠿⢛⣠⣴⡿⠏⠀⢰⠋⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⡿⠋⠁⢴⣆⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⣧⡀⢀⣰⡟⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⠛⠉⠀
[h1]Achievement Lurker: We Give Up![/h1] Daqueles jogos tipo simuladores de conquistas. Consegue 5k de conquistas e um 100% fácil pra conta, bastando abrir e deixar rodando por umas 2 horas. Recomendo só por esse motivo.
Неплохая игра + 5000 достижений:)) Рекомендую к покупке, но только по скидке!
for achievements!
Achievement Lurker: We Give Up! – A Disappointing Achievement Spam Game "Achievement Lurker: We Give Up!" promises a quirky achievement-hunting experience, but it falls flat on nearly every level. The gameplay is dreadfully repetitive, reducing your entire session to mindlessly clicking through a long list of trivial challenges that quickly lose their novelty. Rather than offering any real sense of progression or satisfaction, the game feels like an endless grind of empty vanity metrics. Visually, the presentation is uninspired and lacks any unique charm, leaving you with a bland interface that does little to engage or captivate. The supposed humor behind the title doesn't translate into clever in-game content, and the narrative is as shallow as its mechanics. Overall, is a disappointing endeavor that squanders its potential with monotonous gameplay and an underwhelming execution, making it hard to recommend to anyone looking for a genuinely fun or challenging experience.
Juego perfecto para los achievement hunters que además te ofrece una historia creada con RPG maker pero que es 100% jugable.
Achievement Lurker: We Give Up! - It's an achievement game that gives you 5k achievements for playing the game. Definitely more of an achievement collector game. For the price, it's worth it.
Achievement Lurker: We Give Up!, developed and published by Perverse Games, is a tiny, deliberately minimalist RPG that exists first and foremost as an achievement-hunting novelty. Rather than aiming to deliver a rich narrative or a mechanically complex role-playing experience, the game embraces its identity as a quick, inexpensive title built around a fast grind and an enormous list of Steam achievements. It opens with a light premise involving the land of Zyorzia being mutated by a mysterious virus and dimensions merging unpredictably, but this narrative setup functions more as a backdrop than a driving force. The story offers just enough framing to contextualize the player’s movement through simple encounters, but it never grows into a central pillar of the experience. From the outset, it becomes clear that the game’s real focus is on rapid progression rather than on deep worldbuilding or memorable storytelling. Structurally, the game presents itself as a very stripped-down RPG. Combat is turn-based and straightforward, relying on repetitive encounters where the player levels up, defeats enemies, and collects items with minimal variation. These systems are easy to understand and require virtually no learning curve, which fits the game’s intent: to be something a player can complete quickly and without friction. Battles are brief and simplified, and character progression is more about moving through the motions than about making meaningful choices. Equipment and inventory management exist in basic form, but they do not add layers of strategy or invite experimentation. The core loop—fight, level, collect—repeats frequently, and while that repetition may appeal to players looking for fast achievement unlocks, it rarely encourages deeper engagement. The main appeal of Achievement Lurker: We Give Up! lies not in its gameplay but in its sheer volume of Steam achievements. The game promises thousands of them, and it delivers quickly. For achievement hunters, this is the primary draw: a low-cost title that offers a flood of unlocks with minimal time investment. Many players approach the game with this expectation, and in that context, it succeeds at exactly what it sets out to do. The achievements unlock at a rapid pace and with very low difficulty, allowing anyone who wants to boost their profile or complete a collection to do so in a matter of minutes or hours. The game’s low technical demands and basic art style contribute to its accessibility, running smoothly even on older systems and requiring no significant commitment of attention or hardware power. However, this achievement-centric design is also the root of the game’s shortcomings. Because so much effort is placed on providing quick unlocks, the gameplay systems feel thin and repetitive. There is little sense of progression beyond the numbers ticking upward, and no emotional or mechanical buildup that characterizes more fully developed RPGs. Once players recognize the pattern of encounters and realize how swiftly the achievements flow, the experience can begin to feel mechanical rather than engaging. The narrative remains static, the world barely evolves, and the combat loop offers no surprises after the initial minutes. For players accustomed to richer RPG experiences or those who value narrative depth, exploration, or strategic combat, the game may feel hollow or uninspired. Visually, the game uses simple 2D assets and straightforward environments, consistent with many small independent RPG projects. The presentation is serviceable but unremarkable, serving primarily as a functional backdrop for the achievement treadmill rather than as an artistic statement. There is charm in its modesty, and some players may find the simplicity refreshing, but it offers little to distinguish itself visually from the many low-budget RPG Maker-style titles on Steam. Ultimately, Achievement Lurker: We Give Up! is a highly specific kind of game—one designed for a niche audience and unashamed of its narrow focus. For dedicated achievement hunters, it delivers exactly what is promised: an extremely inexpensive, low-effort title that showers the player with unlocks and can be completed quickly. For anyone looking for a meaningful RPG, compelling storytelling, or thoughtful mechanics, it will feel far too slight. The game exists comfortably as a curiosity, a disposable but efficient tool for boosting achievement counts, and it performs that role well. While it may not stand out as a traditional game, it offers a clear and unapologetic value proposition to the audience it targets. Rating: 7/10
nice once again i will pretend these achievements made me accomplish something in real life. atleast thats i tell my mom when she asks me what do i do all day. 10/10
Jeu uniquement pour les chasseurs de succès, sinon bien caca.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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