
Below the Stone is an extraction roguelike about dwarves on the quest for the deepest depths. A place where each and every descent will lead to new adventures -- and where only the most determined dwarves with many lost lives will be rewarded by the hidden world lying below the stone.
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): 12.25/day in the week to Jul 16 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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; GOG, 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 | $14.99 | 439reviews | 85% | — | $170.5K |
| $10.05−33% | 9ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not a fundamentally wretched game, but something about it feels boiled. It has no weird mechanics, it has nothing that's obviously the author's strange fetish, it has nothing that's a new or unusual take on anything, it doesn't have a rant about income taxes somewhere in the dialogue, even the music is just kind of the muzak of videogame music. If you want an extremely inoffensive game about hitting rocks until you get other rocks and then collecting those rocks while occasionally a potato tries to kill you, and you slowly make your way up an extremely shadow upgrade tree in a game where there are very, very few threats or challenges, and the few things that are threatening or challenging are so in an extremely puzzling way(okay I touched the evil rock that made golems come alive, I killed the golems and nothing happened. Is this a bug? Was the rock just there as a joke to kill me? Am I missing some second step? Hello? Also almost all of them died just from walking into the traps meant to trouble *me* lol) lacking any kind of context. I think most of all it suffers from an apparent obsession with making each map layer super huge, which like, congrats, there's a lot of rock to mine but... not a lot of content in there? Every layer could be 1/10th of its size easily, compacting all the content considerably, and be much more interesting for it. Especially since it also means that if a resource is available on a layer, you can pretty much get all you'll ever need of it in a single visit to that layer. It's also lacking a basic resource sink for all the excess resources you get when you've crafted a tier of gear. There's not a whole lot of consumables or ammo types you won't be drowning in just by exploring anyway, maybe dynamite? You don't repair gear. You don't really lose gear either unless you clown yourself into a trap or fight one of the game's tedious "bosses" which aren't challenging but just very demanding on your patience. I wish the devs were willing to be just a little bit weird with this game. Show me what they're passionate about. Absent that passion, there are so many other games with mines, digging and rocks to play that there's really no reason to play this one.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $14.99 |
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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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
В игре нет контента
Maybe I'm missing something, but this got stale really quick for me. Definitely needs like a skill tree or something else for progression.
While i like the general concept of the game and i generally like this game style, there is simply too many things missing or wrong. First of all, there's no leveling / progression. You just pick up some ore in order to craft better tools and be able to mine better ore. That's it. Standard "ore/metal" item progression: Tin - Copper - Iron - .... There's just one statistics "resistance"... you get few "armor slots" like gloves, chest, hat, and shoulders... and each armor piece has certain amount of "resistance"... quite "primitive" system i would say.. (considering that game is developed for 5 years already ?? Mines are extremely dark, and you can choose to hold small torch to lighten the area around or your sword (which causes everything to go super dark again).. i mean i get it... it's mines and stuff... and yes i know i can put my torch on the floor during fight and then pick it up... it's just bit tedious to do it... No leveling, No classes, No "skill tree" of any kind. Just plain "hack-n-slash" i would say...
gonna be real here i see alot of negative comments saying no updates in a long time etc. but i brought this game when it was like just 1 biome i think if i remember correctly that was ages ago now. and i remember back then some people being skeptical about whether updates would happen and well we are here now and so many updates have happened since then so maybe some of you just not been around long enough. also the game is good i have not played for awhile because i been waiting for more stuff to be added but jumping back on today thank you devs :)
Muito divertido e subestimado.
Help me please!!!! Splattercat made me come here by putting out the video. Now my wife is mad I haven't left my computer room in days!!!
BTS is not Dynamite. *** BTS has the DNA of a knee-capped rogue-like Core Keeper clone. Extraction is one of the big mistakes of modern gaming. It takes gameplay and structure that would be fine and makes it worse. It's a niche genre for multiplayer games for very specific players. There's an audience, but it's not a mass market idea; a terrible idea for a massive-budget reboot of a single player 1990's Mac FPS game let alone a mining roguelike. The games owe a lot to action roguelikes, with poor choices applied. Imagine you were playing Hades, but if you didn't choose to exit before dying you lose all the meta upgrades you would have gained, plus also had to the meta upgrades you chose to bring in. *** BTS plays fine, if not Butter smooth. It's twin stick via keyboard mouse, comparable to Duckov. It says it can gamepad, there's too much drag and drop management to make that good. It's kind of janky, but the jank if more player-friendly than clunky, like being able to melee attack through solid walls. The loops is OK, but too dry. You generate a new Core Keeper-like world each run with biomes. You'll have to mine your way through the map like Core Keeper, but the floor doesn't have pits, just water you can walk on. You're going to be seeing a lot of the same things over again. Exploration procedurally gen maps need interesting things to find. BTS has places hidden in the rock, but none of them are a real MIC Drop. The actual extraction isn't good. Instead of having to get somewhere, you have to meet objectives. This part is easy enough. But you have to fight waves of enemies to get out. This encourages you to press your luck even less. You have to be able to take a few hits to leave, and you might just have to run back to easier areas to get healing so you can safely leave. It takes too long to get shops open if you can't rescue NPCs. You must rescue them to move up in crafting and they're a ways out. They're also surrounded by mini-mazes of enemies, sometimes with enemy spawners and guys who can do cheap hits. It's cheese or be cheesed. And again you may have to buff up to kill them. The crafting is standard get the ore then the better ore, but you don't base-build your way up. Here the game feels so much like Core Keeper with depth taken out, and maybe the exploration and combat could be enough if it was richer and if this is a roguelike. That extraction structure (and inventory) forces you to stop having fun all the time. They could make exploration richer but you're still going to have to run away when there's a huge map to explore, and when you run you have to start over. In Core Keeper, you can push because you can always get back, and try to pick up your stuff and pick up where you left off. In a Roguelike, you have to keep pushing and you keep the rewards you earned. Extraction games tell you that you do have to go home. The best Extraction, while maybe not maximizing the game, get around this with short runs. BTS requires huge runs and if you get punished you have to do so much boring stuff to have fun again. Why punish fun? In the end, BTS says you do not have Permission to Dance.
Viciously unfun dying simulator that decided to not give the player any evasive options besides slowly walking away from enemies that are aggressive, relentless and deadly accurate. Do you like losing everything you spent an hour and a half gathering because of a single cave-in, or because your attack passed straight through an enemy hitbox? Boy howdy, is this game for you.
Saw this at Magfest and met the team. Decided to get it after playing the demo. Lots of fun!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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