
A unique pixel-art backpack management roguelike. Your backpack isn't just storage—it's your combat core. Item placement, adjacency, and trigger mechanics determine your survival in the dungeon. A mental challenge of spatial planning and strategy.
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): 3/day in the week to Aug 28 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Engagement
Reviews
Themes across 505 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I play another very similar game but it's A-sync-PVP and this game is a realization of a hope that I had that those other Devs would add a PVE mode to their game - this game got there first. Love the idea, love the mini 'events' between rounds. I grabbed it on sale and I'm definitely going to keep it close and watch as it grows. The perimiter ball in the inventory is interesting reminds me a little of how the hero travels in that indie Loop game that I also love. Advice for the future - Devs - I'm talking to you :) Adding more hitpoints to enemies sometimes just makes the battles take more time - but if your hero's build is right, you just chip chip chip away at the 10k hp round after round. (That's a little boring) Consider adding more character customization options between rounds. Heal/HP/Stamina is great. But how about advanced tier upgrades like Stamina-Regen, or +1 Damage (type) every cycle [that should be costly] - somewhere to spend the money once the items are upgraded. I realize there's a lot to think about, a lot to balance - but this game has so much potential. Also, adding more choices in the random encounters, or which room to go into etc. would be fun. Especially if your Heroes could 'Investigate' one or 2 or 3 doors using their skills/traits to help them decide which door to click. Hope this helps - I like this game so far.
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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, Simplified Chinese, Traditional Chinese, Russian, Japanese, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Korean
Hours played at review time, across 505 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
真的玩的很爽,很上头,而且游戏里的功能能让你更好的找到要构筑的装备,这极大的提升了爽感,玩游戏,就是要爽啊!!!!
一命通关了。。。平衡性有问题 混合流派构筑太容易成型了
백팩 배틀즈 생각하고 샀는데 절대 아님 30분도 안되서 환불함 그냥 UI가 가족같음
能不能添加职业技能 光有职业装备 没意义 玩到最后 光提高球转速 一直触发娃娃什么职业也能玩 一个套路吃遍天 随便120层
设定挺有意思的,这个定价来说绝对是好评的,但是打30层确实有点长,浅玩了一局倒在29层,缺一点让人上头玩下去的动力。
其实我是想打“不推荐”的。 游戏的玩法确实很有创意,但是玩起来的话体验并不好,具体来说: 如果摸石头过河式的一遍遍重新搭配背包,那么这个玩起来太牢了,没什么正反馈,而且30层太久了。 但是这个游戏偏偏又有很多装备很逆天,所以稍加熟悉后就变成了纯纯的许愿+跳过,代价是游戏起来全是垃圾时间。 (ps:爽和垃圾时间并不等价。纯爽并不等于全是垃圾时间,全是垃圾时间也不等于玩起来会觉得爽) 总结一下就是,感觉这游戏的数值和计算设计的不太合理,个别装备和套路不应该这么逆天,应该更多一些朴实无华,在这个基础上流程也应该更短。以上这些的话,已经没办法通过一个个小改动来改善了。 没打“不推荐”的原因是,这个游戏除了实际体验差些,别的方面都挺不错的。 物品非常丰富,文案也比较清晰,作者也一直在修复各种bug和进行一些改善。 快速摸完了普通模式和进阶1~10,挑战模式随便打了几个。虽然大概已经不会继续玩了,但是倒也值回票价了。
好玩,套路花樣多,起手難度不高,有無盡模式可以一直打下去 挑戰挺有意思的,殺時間利器
有些中文沒那麼直覺 看不太懂文字意思
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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