
The inventory management roguelike! Collect rare items, organize your backpack, and vanquish your foes!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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 Aug 23 → 1.29/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 2,402 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





Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.5Kreviews | 86% | — | $4.4M |
| $9.99−50% | 222ratings | 78% | — | not modelled | |
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 857 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]元祖バックパックゲー[/h1] バックパック管理ゲーの元祖。これが無ければBackPackBattlesも生まれていません。 ダンジョンを進んでいき3体のボスを倒すとクリア。基本的にはそれだけのゲームですが、アイテムの組み合わせでビルドを組み立てるのが非常に楽しく、5人のキャラクターごとにゲーム性がガラッと変わるので無限に遊べます。 対人要素は一切なし。 アーリーの段階ではアーケードモードしかありませんでした。 正式リリースに際してストーリーモードが追加されましたが、それが壊滅的なつまらなさの為評価がどんどん下がった経緯があります。 アーケードモードをやりましょう。
Got tired quite fast, all wins were from the same strategy, did not enjoy enough to continue exploring
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Czech, Dutch, Polish, Portuguese - Brazil, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Turkish, Japanese +6 more
| $19.99 |
| 66ratings |
| 74% |
| — |
| not modelled |
| $9.99−50% | 37ratings | 86% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | 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 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A distinctly good game, that could really use some small balance tweaks and bugfixes... that it really doesn't seem like it's gonna get. On the whole the game is quite good but there's just a persistent sort of awkwardness: - In story mode, you will EASILY build up more... sparks? I forgot the name, than you can possibly spend, and you can't get rid of them, so they just sit in your inventory. - Relics (boss rewards) are wildly unbalanced, even accounting for some working best on specific builds. This is most obvious with the energy relics: Ice Cream changes your energy gain from 3 per turn to (turn count) per turn - which takes 6 whole turns to actually be a net positive (and leaves you incredibly vulnerable on the first 2). Glass Bottle and Humble Offering give you 1 energy a turn in exchange for hefty downsides (only works if you had no block at the end of your last turn - yikes, no rewards above uncommon - YIKES). Spicy Ginger gives 2 energy a turn in exchange for making organization hell, and Mouse Wood gives 1 per turn for every 5 empty spaces - usable, but restrictive, and you'll pretty much never get more than 3 extra energy per turn without aggressively building into it. Meanwhile, Ore gives you 1 energy per turn for every 40 gold you have, at the high cost of... losing 3 gold when you take damage. In a game where you're already almost always trying to never take damage, and there's often nothing worthwhile to spend your money on. I often have 200-300 gold sitting around by the final boss - that can TRIPLE your energy per turn. Nothing else remotely compares. For another example, Tote has Lily Pad, a relic that lets her discard all carvings in her backpack for one mana , and Frog Hat, a relic that lets her toss for free... Which discards all carvings in her backpack and deals damage. 1 mana and no damage vs free and low damage... Yeah. - Poison from enemies is a serious threat, ignoring block and being fairly hard to reliably get rid of outside of consumable potions... and the 1 tile rare shield that not only negates it, but turns it into block. It's not even overpowered, just weird that one item completely counteracts the whole debuff. Unfortunately, the game doesn't seem like it's gonna get any changes. It's not in a bad state, but it does kinda feel like it's one patch away from complete. It's totally playable, and quite fun, but... well, I've rambled enough. You get the idea.
The game is great, optimizing the backpack is way more fun than I thought it would be. Characters and dialog are fun. But the meat of the game, dungeon crawling and optimizing your build, that's fantastic. At 10 hours in I felt I was still having plenty of fun. Now I'm at 15 and I see a few more of the cracks, but it's still great regardless. Controller support is there, but wonky at best and problematic at worst. Keyboard and mouse is really the way to go. (Though I play primarily on steam deck.) The town you rebuild while outside of the dungeons is a bit half baked. It's really large and navigating to multiple buildings (and scrolling through menus) to unlock things is a bit tedious. There's an upgrade later than consolidates the buildings into one (town hall), but the controller interface breaks on it so I end up going to the buildings separately anyway. As another review mentioned: "Do NOT complete the "Wizard School" or the "Archery Lessons" task/adventure run if you don't want your item pool to be completely clogged with items you'll never want!" I did do Archery Lessons and found it fun, but haven't used Archery since then. The wands in "Wizard School" add an entirely new mechanic that is just confusing. As far as controller woes: - Combat rewards float outside of your backpack and the control stick doesn't always want to move outside the backpack to select an item. - The cursor "jumps" to the center of items, but if the item doesn't have a sprite in the center (like a "wings" item) the info popup doesn't show up. - When you save your game in the dungeon the save button is overlayed on top of your backpack. When you click "save game" the game also clicks the item under the menu in your backpack, making it "float." If you then change rooms that "floating" item is discarded, which has led me to needing to reload the save I just made several times. - Town Hall menu just breaks. Selecting something to unlock just causes the screen to flicker and doesn't spend the item. I would expect these issues to be fixed in time, and the game is very playable as-is, so I recommend it.
存档很会藏
游戏是好游戏,但是能不能修复一下会消失的岔路口那里保存存档的bug啊,我总是习惯性战斗前保存,已经因为岔路口bug坏掉两个存档了,两个号加起来玩了快两百小时,你跟我说两个号的存档全没了要重头玩,太过分了吧,还有一个问题,那个青蛙也太难玩了吧,英雄强度和装备做的平衡性太差了,后期怪物的强度基本固定了只有少数几个成体系的流派才能打的过
This game was made on Kickstarter, realized MANY of its stretch-goals, and did not fulfill them. The developer just took off with the money and did not keep his/her promises. The game is missing characters and other goodies that were promised with proper funding. Monies given, promises not delivered. And for that it recieves my thumbs down. =-=-=-=-= A very addictive town-building sim slash rogue-like with a fun gimmick. Your inventory is VERY limited and how it is arranged affects your stats. Some armor is better sitting next to other armor bits. Helms are better in the top row. Some items don't work at all if they're not placed properly. Some weapons do more damage when placed properly or near agreeing items. Its super, super addictive and I had a blast playing it. The game is very unclear on how to progress, though. When you die you get to bring one thing back with you and you can use it in upgrade recipes, sell it for scrap to the build the town, etc. If you take a quest (which makes for a much shorter and easier dungeon run) and make it back, you get to keep everything. Every building in town is a complex web of upgrades, unlocks and so on. I had an absolute blast figuring out how I wanted to place decorations, paths, buildings and so on so my town was just right. I loved it! This is a great game. Its very addictive and challenges you to find just the right combo of items. If you love inventory management and have to scratch that "I have so much stuff and so little space" itch you get from MMO's and Diablo-likes, this is the game to play! A great experience!
This is a fun little game where you rearrange your inventory to maximize attack and defense bonuses. And then it gets tricky. You unlock more items and characters as you delve into the dungeon and rebuild your town. So you've discovered magic? Well, if you want to use it, you're going to need to devote a chunk of your precious inventory space to mana stones to power it. Oh cool, archery! Oh no you need so much empty space to shoot arrows. And it all works. And you'll mix and match every run. There are five characters, each with a different core mechanic that drastically changes how you play. But never so much as to feel unfamiliar. They struck a good balance. The game is not particularly difficult. In my 70 hours I unlocked and upgraded everything and only failed a handful of runs. It looks like now that I've beaten the final boss there are new harder run options, so if you want increased difficulty you could speed run to the boss a lot faster and unlock those. My only issue is the game could do with a QoL/polish pass. Theres nothing broken, and nothing that would make me not recommend the title, just some misc things could be a little cleaner/easier.
Juego incompleto con precio de juego indie, aparte de ser un juego abandonado por sus desarrolladores, realmente si buscas una experiencia corta, de una partida simple, intentar pasarlo me parece bien (no por el precio pero cada quién), ya si te lo tomas un poco enserio, tratas de hacer los retos o tan siquiera tener una partida de más de un loop, realmente te decepcionarás con rapidez, esta plagado de bugs, la cantidad de mecánicas es la suficiente para tener potencial pero del cual se usan en 10 items cada una y repites. El juego tuvo demasiado apoyo tanto antes como ahora, me decepciona el estado en el cual esta actualmente
This game is quite good, and a very fun time for those of us who love to organize their inventory. Really fun gameplay, nice artstyle, decent enough story mode, its all good! Only real issue is that the previously mentioned story mode is uh...exceptionally buggy, and frankly unclear when it comes to progressing. Nowhere in the game does it say you need to complete specific tutorials before allowing you to progress the story, and it locks you down if you say TOOOOOOOTALLY just an example, ignore the robot who you dont care about in the slightest and just keep trying runs with the main character in an attempt to actually progress the story for like 10 hours until you decide to look up why the hell the story isnt progressing. Now, thats an issue with story clarity, which would have been solved if I was the slightest bit curious about CR-8, but whats not acceptable is that the story mode is rather buggy. I've encountered resources just kinda going missing, an NPC just flat NEVER showing up locking all the items/quests/abilities associated with said character away forever. Its an issue, and according to what I've seen online its an issue thats been a problem for years and was never actually addressed. With all this said, the Quick Run mode is totally fine. I havent experienced any bugs in the actual Rogue-like mode, which is the majority of the game play, which is a definite bonus. As of writing this I have about 95 hours in the game, and during those hours I havent once ran into a bug during the actual gameplay loop of dungeon delving. The game had enough life in it for me to enjoy nearly 100 hours of it, and I even decided to go all the way and get all the achievements as well. Its a very enjoyable game, and Id recommend it to anyone thats fans of inventory management or roguelikes. A very nice 8/10.
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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