
In a vibrant undersea kingdom on the verge of collapse, a hermit crab embarks on a treasure hunt to buy back his repossessed shell. The second game from AGGRO CRAB.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 7.14/day in the week to Sep 1 → 10.86/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1193 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Seems to be an interesting game at least. Honestly, this seems like what to give your 7yr old who wants to get into souls-like gaming. Not really my thing, but it's kinda fun. Admittedly, I don't hate it, but I'm probably not going to come back to it personally. 7/10
地图设计算是比较明显的短板,路线规划缺少章法,隐藏通道排布随意。前期地图里埋了大量必须解锁后期关键技能才能通行的道路,这是我最反感的设计。 可是蟹蟹实在太可爱了,寄居壳完美套上了暖暖系统并附加了各种小能力。三十几块还要什么自行车,只能原谅它咯! (另外,没有晦涩难懂的剧情,制作组汉化很有意思,请到高人了)
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 705.71/day in the week to Jul 18 → 8.43/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese, Korean, Russian, Simplified Chinese, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese*languages with full audio support
| $29.99 |
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| 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.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
one of the best games ı played this year
This is an awesome game!
Замечательная и очень приятная игра, прошёл на одном дыхании.
很符合标题,游戏整体评价为有点意思的蟹特,集百家之短的类魂,基础内容全是一坨游戏设计再好体验也不行,不推荐一般玩家游玩,除非能接受辅助模式通关。 剧情几乎没有,主角人设基本没脑子,被牵着鼻子走。 战斗手感相对糟糕,虽然有轮椅但主角的性能十分垃圾,动不动就被击飞,空中可能会被敌人连段,锁定方面也做得很差,上下会出现黑色边框遮挡视野,同时会锁定尸体,如果敌人死亡后尸体飞出很远,锁定的视角也会跟着飞出很远,整体体验极差。 地图设计各种漏洞,喜欢探索的玩家非常容易进入封印监牢,怪物设计中规中矩,但堆怪比较严重,怪物阵容设计不合理[spoiler] 点名批评三只会复活的高射炮帝王蟹 [/spoiler],而且大部分怪物出招霸体,碰撞体积能挤开玩家的站位甚至推着玩家走。 大致举例部分屎点,较为主观,虽然这游戏不是一无是处,但总体还是不推荐。
Colorful, clunky and charming soulslike with plenty of great ideas, clever puns, and some of the best creature and character designs I've seen since Psychonauts 2.
MR.SQUIDWARD I AOUGHTA BEAT YOURE ARSS! um inkerton 2 was my toughest fight.
打小怪就像打一坨铁块
我发现了一些拙劣魂系游戏模仿者(模仿Fromsoftware 看家作品《黑暗之魂》《恶魔之魂》《血源:诅咒》《只狼:影逝二度》等)的一个共性,他们钟爱做假火,我说白了你们祖宗都不敢玩的东西,你们是哪来的勇气和创意做的?你想和我说魂二的安迪尔?且不说是dlc新加的东西,就真是原罪学者,安迪尔能对玩家造成伤害吗,是不是都觉得人家不敢做,你做出来可有创意和勇气了? 这游戏前半段流程可圈可点,对祖宗的模仿可以说是细致入微,本来作为一个小品可以进入殿堂,结果进入深海阶段之后,明显感觉到制作人创意枯竭了,开始搞一些你们祖宗都不玩的垃圾创意了,比如假魂(我试问只狼之后,你们祖宗还玩陷阱箱,宝箱怪这些东西吗),还有那两个死妈激光螃蟹,你是把上厕所的时候马桶里的东西拿出来吃了,想出来的创意吗,还能复活,肉的要死,一枪半血,半张图锁定,还塞两只,你们祖宗来都不敢让这种怪会复活,你就敢做是吧,就你们这脑子建议别再做第三款游戏了,抓紧拿钱去医院看看脑子吧,要不就惩罚你把魂一的王城双弓跑一百遍,死一次,你肠子里的东西就往上挪一寸,从嘴里出来为止好不好? 本来玩到中期还想说这游戏是精明的模仿者,现在看来一坨屎罢了,这就是优秀的魂类模仿者,你们这些肠胃与大脑调换位置的废物的本质区别 其实还有一大堆问题,和这后半段流程相比相形见绌,比如这个挡反或者防御要消耗耐久的问题,这是一个“底层”问题,因为这个问题,他们进行了相当多痕迹明显的找补,比如专门有个加点减轻壳的耐久损耗(经典适应力,这些垃圾魂系模仿者,经典把魂二奉为掌上亲爹进行模仿),造壳的法术,攻击回复壳的耐久,壳碎后可以复活一次,无壳可以弹反的技能等等,我头一次知道试错需要这么大的成本,每一次弹反失误是要损耗盾的耐久的,真是闻所未闻,我试问你在只狼里弹着弹着,壳没了,开始满地图找壳是什么体验?你知道这b东西导致整个战斗的节奏稀碎吗,真是没脑子,再加上这些破boss个个上天入地,你叉子四段横挥?你能打到谁,你们自己做完一点不玩吗?还是你们觉得有个锤子技能,就没人用常态的叉子了?还是你们觉得在里面有辅助模式,你们这游戏的难度就可以随便做了?是在做难度还是在恶心人,自己心里有数就好。 算了,骂你们也是浪费时间,狗脑子一辈子也想不明白人事,希望工作室早日解散,再也别见了
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.5M | 25K | 95% | $19.99 | |
| $11.5M | 28.4K | 95% | $19.99 | |
| $11.6M | 19.6K | 74% | $29.99 | |
| $11.5M | 17.2K | 83% | $39.99 | |
| $11.5M | 19.4K | 94% | $9.99 | |
| $11.5M | 46.4K | 94% | $9.99 |
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