
In Monoxide City where the cars don't stop, only one man can help kids cross the street.
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/day in the week to Aug 31 → 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.
About
Genres
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
在遊戲中當活閻王! 已經不記得有幾個倒楣孩子被撞飛了... 整體遊戲流程短了些,其他還算不錯。 去還功德了
Crossing Guard Joe turns one of the most ordinary public-service jobs into a fast-paced arcade experience built around timing, observation, and controlled chaos. Developed and published by September Games, it puts players in charge of helping children cross the streets of Monoxide City, where drivers seem remarkably unconcerned with pedestrian safety. The premise is intentionally humorous and exaggerated, but underneath that comedy is a straightforward gameplay concept that becomes increasingly demanding as traffic grows heavier and more unpredictable. The basic objective is easy to understand: safely move children from one side of the road to the other. Accomplishing that goal consistently is where the challenge begins. Cars continue moving through the streets, leaving the player responsible for identifying safe opportunities and controlling the flow of pedestrians. Early encounters provide enough breathing room to understand the mechanics, but later stages introduce busier situations where several threats and responsibilities compete for attention. Successful play becomes less about simply reacting to one vehicle and more about maintaining awareness of everything happening across the street. The campaign contains 25 levels arranged across five working weeks, giving the game a clear sense of progression without unnecessarily stretching its central idea. New complications are introduced as Joe continues working, while additional tools provide more ways to influence traffic. His stop sign is naturally important, but barriers and traffic lights eventually become part of the player's available equipment. These additions make later stages more strategic because the player can actively control certain situations instead of merely waiting for traffic patterns to become favorable. One of the stronger aspects of the design is the scoring system. Simply getting everyone across safely is enough to accomplish the fundamental objective, but achieving impressive scores demands much more efficient play. Crossing children quickly, maintaining combinations, and avoiding mistakes encourage players to take calculated risks. A conservative approach can produce a successful completion, while leaderboard-oriented players will need to learn each stage more thoroughly and execute their plans with greater confidence. Online leaderboards give this scoring system additional purpose by allowing competitive players to compare their performance. Challenge Mode expands the experience beyond the standard campaign and suits the arcade-oriented mechanics particularly well. Because individual actions are simple but increasingly difficult to coordinate under pressure, repeated attempts can become surprisingly compelling. Players can gradually recognize better opportunities, improve their timing, and discover more efficient ways of handling busy intersections. Achievements provide another incentive for completionists who want objectives beyond finishing the main sequence of levels. Despite its occupational theme, this should not be mistaken for a serious crossing-guard simulation. Its approach is deliberately exaggerated, with irresponsible motorists and escalating hazards creating situations designed primarily for entertainment. This works in the game's favor because a completely realistic interpretation of the concept could easily become repetitive. Instead, the absurd behavior of Monoxide City's traffic gives the experience personality while allowing the difficulty to escalate beyond what an ordinary street crossing would reasonably involve. The pixel-art presentation complements this playful direction. Environments and characters have a colorful retro appearance, and the relatively uncomplicated visual design helps players distinguish important objects when the screen becomes busy. The subject could have felt unexpectedly grim considering that failure involves dangerous traffic around children, but the cartoon-like presentation keeps the atmosphere lighthearted. The emphasis remains on arcade tension and humorous frustration rather than realism. The biggest limitation comes from the narrowness of the central concept. Most of the experience revolves around variations of the same fundamental activity, so anyone expecting extensive exploration, elaborate storytelling, deep character development, or a complicated management system will not find those things here. Some later challenges rely heavily on increasing the amount of traffic and simultaneous activity, which can occasionally make difficulty feel chaotic rather than carefully tactical. Players who enjoy short arcade challenges are much more likely to appreciate this structure than those looking for a lengthy or mechanically expansive experience. Steam Deck compatibility is rated Playable rather than Verified. The game supports controller input and generally performs appropriately with its default configuration, making the core gameplay suitable for handheld use. However, some text can be relatively small on the Steam Deck display, which prevents the experience from receiving the strongest compatibility classification. Beyond that readability consideration, the game's compact levels and controller-friendly design are naturally convenient for portable sessions. Overall, Crossing Guard Joe is an inventive example of turning a mundane activity into an entertaining arcade challenge. Its mechanics are immediately understandable, while increasingly complicated traffic situations, unlockable tools, scoring objectives, Challenge Mode, achievements, and leaderboards provide enough depth to reward repeated play. It does not attempt to transform its quirky premise into something unnecessarily enormous, instead concentrating on short stages that progressively test reaction speed and decision-making. Repetition and occasional difficulty spikes keep it from reaching greater heights, but its distinctive concept and accessible design give it a memorable identity. 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*, Korean*, Simplified Chinese*, French**languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
咯哦啦啦
玩得人高血压
这游戏前面还好,第一章没有什么太大难度,第二章也还行,从第三章开始,三星就开始特别难,酒鬼司机完全没办法预判到,第四章开始车子开始变得特别多,要么分割去尾保全过,要么直接创死保高分,第五章开始就基本三星很地狱级了,第23天的隐形车子就算了,问题是很多,而且看不见都没办法分心去看,第24天的漂移山简直就是答辩,不仅多而且快,还有酒鬼特性,第25天也是答辩,占两个车道的酒鬼超级大货车让你三星都几乎是求不到的东西 评价:3/10 游戏趣味性:-0 游戏难度:-3 游戏特性:-3 游戏成就:-1
小孩总自己撞死
很破防
[h1]评分:80分[/h1] 很搞笑的泄愤游戏。孩子才不会乖乖等红绿灯,汽车更不会礼让行人,你开你的车,我过我的路,这真的是疯了!
哈哈挺好玩的一款小游戏
居然是个策略游戏,而不是搞笑游戏吗 游戏本身还行,但是我没玩下去 [strike]因为是朋友叫我玩的,但是我要玩别的更好玩的游戏[/strike]
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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