
An ultra-precise 2D platformer where you give robots instructions instead of directly controlling them. Master the campaign levels or create and share your own. “It’s Mario Maker with coding” - Lewis Brindley, Yogscast.
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): 0.14/day in the week to Sep 13 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 0.14/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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bots Are Stupid is one of the most inventive indie puzzle-platformers in recent years because it completely changes the traditional relationship between the player and movement. Instead of directly controlling a character through jumps and obstacles, players create command sequences that instruct a robot how to move through dangerous levels. The robot then follows those commands exactly as written, often with disastrous results if the timing or instructions are even slightly incorrect. What initially seems like a simple gimmick quickly develops into a deeply satisfying mix of programming logic, puzzle-solving, speedrunning, and precision platforming that constantly rewards experimentation and optimization. The gameplay is built around creating simple scripts that control the robot’s actions. Players input commands such as moving, jumping, waiting, or grappling, then execute the sequence to see how the robot performs. Because the robot obeys instructions literally, even tiny mistakes can completely ruin a run. A jump executed half a second too early may send the robot directly into spikes, while a poorly timed movement command can throw the entire sequence out of sync. This creates a unique gameplay loop where success comes not from quick reflexes, but from careful observation, planning, and repeated refinement of instructions. One of the game’s strongest qualities is how approachable it remains despite the programming-inspired mechanics. The command system is intentionally simple and easy to understand, allowing players with no coding experience to quickly grasp the basics. Early levels introduce movement and timing gradually before more advanced mechanics begin appearing. As players progress, new tools and interactions are layered into the puzzles, forcing increasingly creative solutions. The game steadily evolves from straightforward movement challenges into surprisingly complex sequences involving precise timing, grappling hooks, and intricate command chains. The level design is consistently impressive because almost every stage feels handcrafted around experimentation and optimization. Many puzzles initially appear chaotic or impossible, but after enough observation and small adjustments, solutions slowly begin to reveal themselves. Some levels require players to think carefully about timing windows, while others focus more heavily on finding efficient movement paths. Watching a robot flawlessly execute a long sequence of commands after dozens of failed attempts creates a uniquely satisfying feeling that few traditional platformers can replicate. The game also becomes surprisingly addictive because of its speedrunning structure. Completing a stage is only part of the challenge. Players are constantly encouraged to improve their solutions by reducing completion times and optimizing command efficiency. Even after solving a level, there is a strong temptation to replay it searching for a cleaner or faster approach. Small improvements become extremely rewarding because every second saved feels earned through better planning and execution. This focus on optimization gives the game far more replay value than its simple concept initially suggests. Visually, Bots Are Stupid keeps things clean and colorful without becoming distracting. The environments are simple but charming, and the robots themselves are expressive enough to give the game personality despite the minimalist design. The presentation prioritizes readability above all else, which is essential in a game where players constantly analyze movement timing and obstacle placement. Hazards are easy to identify, animations are smooth, and the visual clarity helps prevent the more complicated levels from becoming visually confusing. The soundtrack and sound design fit the tone of the game very well. Music remains upbeat and energetic throughout most stages, helping repeated failures feel less frustrating and more motivating. Sound effects tied to movement and successful actions provide satisfying feedback that reinforces the feeling of progress whenever a complicated sequence finally works correctly. The overall presentation helps the game maintain a playful and approachable atmosphere despite how demanding the later puzzles become. Another major strength is the inclusion of user-generated content through the level editor. Players can create and share their own puzzles online, greatly extending the game’s replayability. The editor itself is relatively accessible and allows for surprisingly creative stage design. Community-created levels introduce new ideas and challenges far beyond the main campaign, giving experienced players nearly endless opportunities to continue testing their problem-solving and optimization skills. However, the game is not completely flawless. Trial-and-error gameplay becomes a major part of the experience, particularly during later levels where tiny timing adjustments can drastically change outcomes. While many players will enjoy the process of refining solutions step by step, others may find the constant repetition exhausting after extended sessions. Certain puzzles occasionally feel less like solving logical problems and more like endlessly tweaking commands until something finally works. The difficulty curve may also become frustrating for less patient players. Early stages are welcoming and easy to understand, but later levels demand extremely precise execution and careful optimization. The game expects players to repeatedly analyze failed runs, identify tiny mistakes, and gradually improve their scripts over time. Players who prefer immediate progression or less demanding puzzle design may struggle once the complexity increases significantly. Despite these frustrations, Bots Are Stupid succeeds because of how focused and original its concept feels. It takes the structure of a precision platformer and transforms it into something entirely built around logic, automation, and experimentation. Instead of testing reflexes directly, the game challenges players to think like programmers and designers, creating an experience that feels intellectually engaging in ways most platformers never attempt. For fans of puzzle-platformers, optimization-heavy gameplay, and programming-inspired mechanics, Bots Are Stupid delivers a highly rewarding and refreshingly creative experience. It may occasionally become repetitive or frustrating because of its heavy reliance on experimentation, but its clever design, satisfying progression, and strong replay value make it one of the more memorable indie puzzle games available. Rating: 8/10
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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
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这个编程游戏很喜欢用绳索进行运动,而优点和缺点都在这个特色上展现得淋漓尽致 优点,自然是观赏效果。一气呵成荡到终点,很是有成就感 缺点,则是无尽的调参。精确到1/200f和0.005s的准度,游戏从中期开始就开始令人厌烦了 如果这游戏允许以录制宏的形式,自动把玩家的操作转换为程序语句,可玩性会比现在高出不少。当下的水平只能是不推荐
это - лучшая игра, которую можно купить по скидке
nn mt tempo depois de por as mãos nesse jogo ja posso afirmarq fiquei apaixonada, os puzzles são ótimos, ajudam a melhorar o pensamento lógico, instruções aq são análogas a coisasq vemos em programação de certo modo, excepcional, principalmente pra qm curte programar
Very interesting game
This is the worst programming game I have ever played. Basing your puzzles out of time instructions is simply the wrong design decision. The current setup makes puzzle solving basically a trial and error process of estimated guesses. You should have gone for a tick based and/or turn based alongside a grid system. This would make players actually think based of measurable constraints, and actually do problem solving. I'm sorry to be this harsh, I just like programming too much to pass by this without saying anything.
Игра про "программирование", где мы с помощью написания последовательности команд должны довести бота из одной точки в другую. Со временем игра даёт нам новые команды (большая часть из которых мною ни разу не использовалась, ибо зачем). Уровни так же становятся сложнее, появляется больше препятствий и прочего, некоторые уровни так вообще сделаны под то, чтобы сделать всё в точности до миллиметра. По началу уровни проходятся быстро, тихо, но не спеша, без лишней суеты. Но потом один уровень можешь проходится и пол часа. Игра неплохая, посидеть "покодить" можно, в целом интересно, рекомендую
Its not about programming unfortunately, its more about trial and error.
Great game for this category! I played it with ease on my Steam Deck. Within the level, click the "?" icon to bring up the commands. You can then drag them into the editor without needing to type.
Maybe bots are stupid, but they're still smarter than Oxana when she's playing Unreal.
Players by region
Where this game's players are, estimated from review languages.
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