
The original brick breaker returns with its toughest challenge yet. Survive as long as you can in arcade or take on one of 50 challenges picking up game-changing power-ups along the way.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 22 → 0.43/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; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 132reviews | 77% | — | $25.6K |
| $1.99−80% | 84ratings | 86% | — | 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.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is the second "Recharged" game I played (after Centipede), and I was surprised by how much both games follow the same formula, down to the game modes, UI, and even some power-ups. Like Centipede: Recharged, Breakout: Recharged adds a few modern amenities to temper the unforgiving and, frankly, not particularly fun nature of the original. However, unlike Centipede, the final result here still still leaves much to be desired. I really like the idea of "Challenge" mode, where the player is presented with a series of single-stage challenges (a TON of them, actually) with a specific goal (such as reaching a certain score or destroying a certain number of a specific brick type). In theory, this allows for imaginative level layouts that focus on learning the mechanics of specific power-ups, but in practice they either felt like all you had to do was keep the ball in play until the goal was reached, or they were [i]incredibly[/i] frustrating scenarios that depended heavily on trial and error until the player gets lucky. I'll describe the worst offender: In one challenge, the player must destroy 50 armored bricks. Simple, right? Well, the brick layout descends by one brick every two seconds, and the moment one brick crosses into paddle territory, you lose. In order to destroy the bricks quickly, you must make use of the rail gun power-up to destroy columns of bricks, ideally lining yourself between two columns to take them both out simultaneously, while also freeing another rail gun power-up to do the same thing again for the next two columns, continuing to chain these power-ups until everything is clear. However, you must of course be able to keep your ball in play while doing this, and if your ball draws your attention away from a power-up, your odds of beating the challenge just got much worse. If you have to waste a rail gun shot because your ball was falling far from block columns, your odds got worse. If you can't start the power-up cycle quickly enough, the blocks get dangerously low and can bounced the ball erratically without giving you time to react. If you bounce the ball at a shallow angle so it takes a LONG time to bounce all the way up to the ceiling and all the way back down, you lose a ton of valuable time during which the blocks continue to descend. Now, all those quirks and annoyances could be forgiven if you just had to get a smooth rhythm going and avoid any mistakes until you cleared the screen. Here's the thing, though: You need to destroy 50 armored bricks, and there are only 10 on the screen at once. Once you clear a set of blocks, another set descends from the top of the screen and you need to pull off another miracle... five times in total. This elevates the challenge from a frustrating quirk to borderline malicious game design, and I almost gave the game a bad review based on this challenge alone. But ultimately, even though some of the execution is clunky, even though it still seems incredibly difficult to actually aim where you want the ball to go, even though there is no way to adjust the analog stick's sensitivity and the paddle moves too jerkily, even though the power-up that shows the ball's trajectory seems to do more harm than good, even though the game is often frustrating to the point of being infuriating, I still kind of liked it. I enjoy seeing classic games get modernized, I enjoy funky color schemes and beat-heavy music, I enjoy challenges and achievements, and I enjoy re-visiting gaming history. This is far from a great game, but it is not without its charm and it did provide some fun between the frustration.
Media

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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.6K | 53 | 77% | $18.74 | |
| $25.6K | 487 | 76% | $0.69 | |
| $25.6K | 601 | 73% | $1.99 | |
| $25.6K | 277 | 92% | $4.99 | |
| $25.6K | 51 | 94% | $12.99 | |
| $25.6K | 642 | 78% | $1.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.6K | 106 | 95% | $2.49 | |
| $374 | 4 | 100% | $4.99 | |
| $258 | 3 | 100% | $2.99 | |
| $19.3K | 49 | 84% | $14.99 | |
| $9.2K | 52 | 73% | $9.99 | |
| $3K | 19 | 95% | $6.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
机翻
This is an overall fun and solid take on the original Breakout. However it still has its issues. For example, controller support is broken and the graphics settings don't appear to do anything, much like Asteroids: Recharged, which I previously reviewed. Fortunately, unlike that other broken mess, Breakout: Recharged is actually fully playable, provided you have access to a keyboard or mouse. Personally, I highly recommend playing with a mouse, because it's extremely precise compared to the other options for this game. Despite being a fun experience, the previously mentioned issues mean I must bring this review down to a 7/10. But for the low price, if you have access to working controls then I highly recommend it. You could also map your controller's D-pad to WASD via Steam Input, but I can't give full points for that because the controls should just work out of the box.
8/10 definitely one of the better games from the Atari remaster series. The graphics are good, the game itself is fun and the music is brilliant. It also runs really well.
Лучший арканоид
The lack of ball control is disgusting, and by disgusting i mean it makes me sick to my stomach. More than half of my games start out with the ball walking left to right or going in circles around one or two last bricks in the very beginning of a run. A game can be unfair, which is fun. But it can't be unfair and boring
Atari isn't really Atari they are a subsidiary of a subsidiary and doesn't really have a soul anymore. That being said this game is just breakout. They have some new powerups some new graphics but that's all really. Like the game is ok but if you wanted classic breakout... im sure you can find free versions if you want an evolution on breakout im sure there are 100 games available for you to choose from. This game feels old. The game design and gameplay are fine... but thats all for 10$ thats a lot to ask for. Even if your looking for simple arcade fix, get it somewhere else.
Love this really old-school Pong-style game and the one that came out in 1979 called "Little Brick Out" (my dad played that one). The "recharged" part of the game is fun and makes the game a little more interesting visually. Still, I am glad that the makers added the option to play the old-style classic way. Only recommendation I would possibly add is to add a continuous play mode in which you can practice, but you won't earn any points or rankings, etc.
HUGE PASS. But Take my discounted money! Pong, Break-Out! and ARKANOID were my FAVORITE GAMES growing up! This RE-MAKE feels like it's trying, but it can't even get the basics right. No sensitivity for Mouse or AnalogControl? No other Devices allowed? Minimal options? Resolution? That's super silly. Thanks for attempting on Online Arcade Boards and Competitive and Co-Op modes, but... pass until the next iteration of our beloved classics come back around.
Die Steuerung schwammig, Optik und Soundtrack langweilig.
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Players by region
Where this game's players are, estimated from review languages.