
Wreak havoc on countless foes with mighty weapons and deadly spells! Enhance your skills and face even greater dangers! Army of Ruin is an auto-shooter where you become the Bullet Hell.
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): 0.86/day in the week to Sep 7 → 1.14/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

Genres
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 2.8Kreviews | 88% | — | $534.6K |
| $7.99 | 1Kratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 86 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is a decent bullet hell, offers a good foundation with good character variety and a compelling arsenal. Standout weapons like the Ink Geyser and Lightspark are really cool and fun to build around, but the nuance behind some character specials isn't always clear. Despite its strong core gameplay, several balance issues, progression hurdles, and interface shortcomings hold the experience back. - Weapon and trinket benefits projectile-focused builds. Prioritizing projectile count and speed easily trivializes content everything else to the point where an Endless Run can be abandoned after an hour without taking a single hit - Explosive-type weapons feel entirely underpowered compared to the counterparts, offering little practical utility - Enemies featuring damage immunity disrupt the core power fantasy of bullet-hell games. Even builds with heavy knockback fail to keep these enemies away making their ability feel arbitrary rather than challenging - I hate that I need to upgrade a weapon to level 5 in a previous run before unlocking its evolutions. This forces unnecessary grinding with weapons you may dislike just to unlock their full potential later - While charms are a great idea on paper, the inability to reroll them makes seeking them out unrewarding, as they often offer benefits that don't synergize with your build - Heavy particle effects frequently obscure ground pickups. Having item overlays rendered above attack would drastically reduce blind, random looting - Off-screen drops spawn inexplicably far from the player. Without a minimap or preview indicator, traveling long distances to collect unknown items often leads to wasted trips for stuff I don't need - With only five maps and minimal points of interest, environments become repetitive quickly. Map-specific hazards or events would go a long way in breaking up the monotony - Reward chest animations feel sluggish over time and would benefit greatly from a skip toggle That's it. I enjoyed the game, but wouldn't revisit it with more content without a lot of QoL improvements.
Media

Related
Related
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, Spanish - Spain, German, French, Japanese, Simplified Chinese, Portuguese - Brazil, Dutch, Czech, Russian, Vietnamese, Italian +2 more
| $7.99 |
| 905ratings |
| 94% |
| — |
| not modelled |
| $3.99−50% | 35ratings | 94% | — | not modelled |
| $7.99 | — | — | — | 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 86 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Casual, minimally involved game that has a lot of chance in how each run will go. Game runs super smooth on a M4 MBA and has full controller support. Intuitive and easy to play. I wish a couple early rolls didn't decide how the whole run will play out- but sometimes you win because of random chance and sometimes you get crushed despite picking the best options available. Frustrating, but it comes with the genre. Honestly, a fun but fairly mindless way to relax. 8.5/10
Army of Ruin suffers from two significant flaws: 1) Design. The entire time I was playing I was wondering when a popup would start asking me for credit card information or if I want to watch an advertisement for +.6 seconds of increased gambler's high. The visual style, from the characters to the menus, have the appearance of a highly polished (derogatory) whale-hunting mobile game. It may not be Milkstone's fault that mobile "game" devs turn their players into lever-pulling rodents, but aping their style is certainly... a choice. I recognize that this might seem an odd criticism to lead with, however the design touches everything. Even the chest-opening animation looks like it's trying to convince me "I missed an ultra rare by thiiiiis much maybe I should buy another 2 or 10 chests..." and even if I wanted that experience, I still would be unsatisfied because... 2) The impact of the visual design bombarding the senses with the [strike]gambling game[/strike] mobile "game" aesthetic, while nauseating, can only distract you from the reality that the game is so boring for so long. Part of the problem is the advancement ('stars' on already-beaten levels) seems challenging until you get a couple of the right upgrades, after which point they're just a list of chores. I spent the final few hours of my gameplay just finishing more chores for achievement completion. If that's how my play experience finishes--chores, not, say, the highest-level challenges--I don't really think a game which had done little to curry my favor can ever really impress well upon me.
The art, animations and UI all combine to make it feel like a bad mobile game. If you want a better bullet heaven game, get Conquest Dark or Not Another Zombie Survivor. Both are mind-blowingly good representations of the genre.
还行
Way too much grinding for such little gold for upgrades. Making 1 upgrade has no real impact on your next run. Not clear like Vampire survivor what items upgrade or evolve to what items.
Wow what a nice game, how I managed to miss it. I love how well-crafted it is, kudos to developers. I like the variety of maps, like that every map has certain kind of enemies - it's very nice to see this kind of effort. Comfortable difficulty, adjustable pace, decent progression - what else do you need. Highly recommend for those who probably do not seek any extra challenge and just want to relax (note: I haven't even opened all characters, maybe there is a challenge later. Not a lot of game inspire me to write such a long review. Oh! And there is no dashing out of red circles.
Good but easy, get's repetitive pretty quickly imo. Good for casual time killing. Lots of progression to be had for those that like that.
Hat wahrscheinlich das Potenzial, interessant zu sein. Aber viel zu viel Grind, bevor man überhaupt Spaß haben kann.
Wer diese Art von Spielen mag, hat eine große Chance, es zu lieben. Viele Dinge, die man freispielen kann, dazu ein stetiger Progress, Verbesserungen zum "Tüfteln" und ausprobieren, unzählige Builds, verschiedene Helden und Schwierigkeitsgrade motivieren ungemein. Dazu sind die Runden mit 10-20 Minuten sehr übersichtlich. Bisher hat sich das Spiel für mich sehr gelohnt.
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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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $534.5K | 638 | 77% | $19.99 | |
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| $533.8K | 6.5K | 95% | $5.99 |