Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +91 more
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Высшая точка игромира
что только не придумают, но жопы ^_^ какая игра такой и отзыв 💩
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The first thing that came to mind was the Butts video by Domics. Also, that song lyrics "can't touch me, like Gojo" made me spit out my water. What in the name of arse is this game? Just a spam clicker game where you much reach 1 million clicks to get 100% achievements. That's it that's all. You get arse drops, and can change the type of arse you can click, too. I'm ... 99% sure that this is a troll game. Don't get me wrong, I didn't hate constantly hitting my mouse button on that arse, butt I just can't recommend BUTT as a legitimate, playable game.
It drops broken images and the achievements do not count to your profile, so this is pretty much a big pile of butt.
Butt WHY? Because BUTT can!
What the buut?
10/10
🤦♀️
BUTT is one of those rare Steam releases that fully embraces an absurd concept and builds its entire identity around it. Developed and published by Komorebi, this free-to-play incremental clicker takes a simple joke and stretches it into a surprisingly complete collectible experience. The premise is exactly what the title suggests: players click, collect, equip, trade, and display an ever-expanding assortment of butt-themed items. While the idea may sound like a one-note gag, the developers commit so thoroughly to the concept that it becomes the game's defining strength. The gameplay loop is intentionally straightforward. Players repeatedly click to earn rewards, unlock new collectibles, and expand their collection over time. There are no complicated systems to learn, no extensive tutorials, and no steep learning curve. Instead, the game focuses on instant accessibility and the satisfaction of gradual accumulation. Every session feels geared toward earning another collectible, discovering a rarer item, or checking whether a valuable drop has appeared. This simplicity makes the game easy to pick up for a few minutes at a time, which fits perfectly within the idle and incremental genre. What helps BUTT stand out from countless other clicker games is its emphasis on collecting and trading. Rather than treating items as simple score multipliers, the game encourages players to build personal collections and seek out rare rewards. Timed drops create anticipation, rewarding players who return regularly, while limited and seasonal items add an element of exclusivity. For completionists, this structure creates a surprisingly addictive cycle where the hunt for missing collectibles becomes the primary motivation to keep playing. The presentation is exactly as ridiculous as the title implies, but it is clear that genuine effort went into the artwork. The game's collection of themed illustrations and cosmetic variations demonstrates a commitment to originality rather than relying on recycled assets or automated content generation. The visual style leans heavily into humor and exaggeration, creating an atmosphere that feels more playful than provocative. Every aspect of the game is designed to support the central joke, resulting in a surprisingly cohesive aesthetic despite the inherently silly subject matter. One interesting aspect of the game's store description is the amount of attention given to transparency. The developers openly discuss how items are distributed, how testing content is handled, and how the in-game economy operates. This level of communication is unusual for a small free-to-play collectible game and suggests an awareness of the concerns players may have regarding fairness and item scarcity. Whether these assurances matter to every player is subjective, but they contribute to a sense that the project is being managed with a degree of care rather than existing solely as a throwaway joke. The biggest limitation of BUTT is that its appeal depends almost entirely on whether players enjoy its humor. The mechanics themselves are functional but intentionally simple. Beyond collecting, trading, and waiting for new drops, there is not much strategic depth to uncover. Players looking for meaningful progression systems, challenging decision-making, or long-term gameplay complexity may find the experience repetitive after a few hours. The novelty factor carries much of the entertainment value, and once that novelty fades, some players may struggle to remain engaged. On the other hand, players who enjoy internet humor, meme culture, and bizarre indie experiments may find themselves spending more time with the game than expected. Its self-awareness works in its favor. The game never pretends to be something grander than it is, and that honesty gives it a certain charm. It understands its audience and delivers exactly the type of experience it promises from the moment players read its title. From a technical standpoint, the game is highly accessible. The low system requirements ensure that almost anyone can run it without issue, and the lightweight design makes it ideal as a background or secondary game. Combined with achievements, collectibles, and community interaction through trading, the game provides enough content to keep dedicated collectors occupied despite its relatively simple mechanics. Ultimately, BUTT succeeds by fully committing to a ridiculous premise and transforming it into a functional collectible clicker. It will not revolutionize the incremental genre, nor will it appeal to players seeking deep gameplay systems. However, its humorous identity, collection-focused progression, and surprisingly thoughtful approach to community engagement make it more memorable than many similar free-to-play titles. For players willing to embrace the absurdity, it offers a lighthearted and entertaining distraction that knows exactly what it wants to be and never apologizes for it. Rating: 7/10
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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