
Gun-jump your way through a buzzing world full of quirky monsters, tricky puzzles, and outlandish bosses in this fast-paced, lighthearted Metroidvania.
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): 23.14/day in the week to Jul 30 → 4.71/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
Dewdrop Dynasty is a fast-paced, gun-jumping Metroidvania with a unique, retro-inspired pixel art style.

Shoot, jump, and explore your way through the world of Dewdrop—a interconnected land filled with hidden secrets, diverse biomes, strange monsters, and even stranger inhabitants.
With so much to discover, bosses to face, and puzzles to solve, Dewdrop Dynasty bursts with charm, challenge, and fast-paced fun. The world of Dewdrop won’t explore itself—so what are you waiting for?

Harness your inner gunslinger with gun-jumping, pistol-whipping action
Collect and redeem tickets for fun prizes from vending machines
Unlock and wield unique items and strange abilities
Wear a variety of silly, stylish, and occasionally useful hats
Enjoy a colorful pixel art style bursting with personality
Mark up your map as you explore the world of Dewdrop
Face off against bosses and wacky enemies using items collected along the way
Explore a lighthearted world full of charm, humor, and quirky characters
Plus, an original soundtrack composed by the talented Peter Reid Jones

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 228 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The bad reviews are so whack. Music might not win any Soundtrack of the Year awards, but I think it's perfectly good - not super memorable, but pleasant and doesn't get annoying. Moving, jumping, and shooting - the bread and butter of what you're going to be doing for most of the game; let's be honest - all feel good. Decent enemy variety and good level design. Fun little metroidvania. Takes a minute to open up but that's true of most metroidvanias, and this one doesn't even take as long to get going as plenty of other games. Looks great with a CRT shader btw! I use ShaderGlass.
I am a massive fan of platformers and metroidvanias like Celeste, Silksong, Terraria, and Ultrakill. I've been watching Goodgis's devlogs for years and have been very excited for the game to come out. However, I wasn't expecting much from this game. I was wrong. This game surprised me with how much charm was put into it. The platforming is great, the enemies are all fun to fight, and the artwork is beautiful. I love how unique and well worked the mod system and the items system worked with the game. Both of these were very unique ideas. Being able to choose what abilities you want for any area is a very fun concept (eg: choosing the dash item for a section). However this game does have its flaws and imperfections that I would like to address. First of all, the bosses just aren't great. Each boss has little to no wind up time for any attacks, making it feel like a pure game of chance. The hitboxes for some attacks are pretty janky, and of course almost every boss has the ability to teleport. Having the boss randomly teleport on top of you is extremely common and unfair as there's nothing you can do. Some of the bosses like Webulix and Bonsai feel extremely stretched out which leads to the fights feeling too long repetitive and boring. The other major problem I felt was the camera. There is so much going down and the camera never shows you what's beneath your feet leading to guessing and random enemies showing up. Even with the new looking down feature recently added you cant do this mid air. The biggest problem with this was one of the long rooms in the snow head that keeps going down where you don't know what to do next. Despite these I was pleasantly surprised at how unique and fun each area was, making the whole world feel fun and exciting. I am excited to see what comes next for this game, and for what Goodgis has in store. I will definitely keep playing.
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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*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 228 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wish I liked this game since I've followed the developer for a long time, but it should have stayed in development longer and received a complete gameplay overhaul. The bosses feel either really unfair or boring, having only a few attacks that are sometimes unreadable or even undodgeable. Rooms feel huge and as though they don't serve a purpose, yet the map still feels small. NPCs feel really useless and basically don't give you rewards. Dying feels way too punishing and gameplay customization is just nonexistent. There are a few different ways to play the game, but not enough. It also just doesn't have enough content. I hope the game will improve in the future in a way that I can enjoy, but right now it's not in a state where it should have been released.
Is the game very good? no not really. But you can tell from listening to the music, exploring the map, talking to the NPCs and seeing the animations that this game has heart. This was a game made by a passonate person and even though it has a few flaws, it's still fun, enjoyable and it's worth your time and money no matter what, and yes I did beat this game it just isn't very long. (ps: To the dev if you're reading this I don't know if you have, but please fix the flame thrower it takes 3 mins to melt ice cubes due to the hit boxes just not working sometimes.)
So far I'm really enjoying this game, however I did notice a few quality of life tweaks that could make my experience infinitely better as a keyboard and mouse player. First, add keybind support for mouse buttons. In all metroidvania games, being able to attack with left click and dash with right click is by far the most intuitive setup that I've tried. The second thing I notice is that there are a lot of drops in this game, and it feels unnatural not being able to look downward and see what's below me. This might be slightly harder to fix though without making major camera tweaks and quite frankly, the first issue means more to me. Other than that though, great job! I'll make sure to update my review as I see more of the game! Edit: So Equipping Mods on keyboard doesn't seem to be working at all for me.
Honestly, I really did want to like this game, especially since the creator and development logs is what got me into game dev, but there is so much with this game that just doesn't work. I do like the art-style of the game, is it very nice and well planned. The mod grid is a clever way to allow customization with constraints. The ability to gain height from shooting downwards is nice too, but it does get underplayed heavily as shoot as you unlock anything else like the flamethrower, cast-iron claws, or wall jump. Abilities like the Giant's Belt and Timepiece aren't used nearly as much, as they are used for only a few puzzles. The flitter flies are an interesting way to add re-exploring, but feel tedious and they are mostly in hard-to-reach spots. There is parkour, but it gets annoying real quick with the amount of enemies that can knock you off course for no reason and those sections are often really hard and unforgiving. The Teletulips are a nice way for fast-travel, but they aren't enough to make them efficient. Exploration doesn't give many cool rewards or secrets besides tickets or the flitterflies. The worldmap is massive, but is also empty and lacks NPCs that add worldbuilding. I have over 10 hours on this game, and I still haven't beaten it, the amount of backtracking and walking around I have to do to get anywhere is the majority of that time. Most of the enemies just do not die, and the bosses are real sponges. And most of the time, getting to a major boss doesn't give anything except a dewdrop, which aren't relevant to gameplay except for the final boss. The movement is also kinda off, I can't crawl or move freely with abilities like the flamethrower, which limits the exploration. I do like the game, but for the content given thus, I wouldn't recommend. If the world map had more content and more areas were connected, I would recommend. Overall, I will give is a 5/10.
Unfortunately, I can't recommend this game. Here's why - There's an issue with the save system or something. I can launch the game, but once it loads, my character can't move. Because of this, I had to stop playing halfway through. - The wall jump mechanic is one of the worst I've ever seen. - When you enter a room, the entire room is revealed on the map. This makes it impossible to tell whether you've actually explored every part of it. - The bosses are too easy. They only have 2–3 attacks. -And what's with these Steam achievements? They might be the worst achievements I've ever seen.
[b]TL;DR:[/b] [b]I recommend this game, with a bit of an asterisk.[/b] The game has a lot of issues. Some of them are minor bugs and unpolished edges, while others are more fundamental. Exploration isn't consistently satisfying, obtainable abilities leave much to be desired, and the short runtime (6 hours in my case) can leave you wanting more, even with the decreased price from launch. However, there are strong points. The game looks gorgeous, the game feel is solid, the characters and dialogue are charming, and combat is (mostly) fun, and the music is a vibe. For all of my complaints, I enjoyed my time with the game. I'm not fully sure if it's worth its asking price or not, but it'd feel wrong to say I flat out don't recommend the game. [b]Traversal & Exploration:[/b] Moving around as Poe feels great. Jumping and running feel good, and the midair gunhop Poe has access to makes even early-game traversal a lot of fun. This only gets better as you acquire more traversal abilities. My only complaint is that the dodge roll you start with feels quite slow, so it can get overshadowed even as a precision dodging tool once you get other abilities (namely the [spoiler]dash[/spoiler]). I would love if it traveled the same distance but covered that distance faster. While micro-level platforming feels satisfying, macro-level exploration feels lacking. Many of the nooks and crannies in each room lead to dead ends, and the ones that aren't only offer chests with low-reward tickets. I would've liked to see more weapon mods—which you can equip in a grid to modify your weapon—appear in chests rather than in shops. Another big issue is that rooms fill entirely on the map when you enter them. This not only gives away the structure and exits of a room the moment you get in, but it also makes it hard to tell what parts of a room you haven't been to yet. Some of the worlds, particularly the ones containing dewdrops, follow a very similar formula: go down the main path, run into a gate, go down the secondary path to acquire a key (or keys), unlock the gate, continue down the main path, get the dewdrop, and backtrack to the nearest fast travel point. There were a couple of worthwhile side paths that stood out to me (e.g., [spoiler]Longford's house[/spoiler]), but most felt underbaked. Lastly, this game is [i]short[/i]. It took me 6 hours to beat the game, and that's with fumbling around at the beginning because I couldn't find the first ability. There [i]is[/i] more to do for 100% completion, but I honestly didn't feel compelled to go for it (it's just grinding currency for shop items and finding collectible, often unhidden "fitterflies" strewn around the map). But I will note that despite these complaints, I did mostly enjoy my time wandering through Underland. Even if the world layout and composition was a bit boring, traversing that world as Poe was enjoyable enough that I still had fun. [b]Visuals & Audio:[/b] Aesthetics are easily one of Dewdrop Dynasty's biggest strengths. The pixel art is super charming, the animations are great, and much of the UI looks super clean. I especially appreciate the different hats Poe can wear and the effort that must've gone into animating them for all of Poe's different movements. The mixels—different pixel sizes—can be a bit much at times (e.g., explosions having massive pixels), but the game looks amazing in spite of that. The different regions of Underland look particularly gorgeous. While the concepts of most biomes are pretty basic (your typical [spoiler]jungle[/spoiler] area, [spoiler]lava[/spoiler] area, [spoiler]snow[/spoiler] area, etc.) the bright, saturated colors give each one a lot of character and distinguish them a lot. On audio, the music slaps and the sound effects are juicy. Not much more to say here. [b]Abilities:[/b] Being a metroidvania, Dewdrop Dynasty of course has obtainable abilities. Some of them are passive upgrades that you can use all the time. Others are items that must be equipped to be used. You can only equip two such items at a time, so you'll often have to go into your inventory to swap stuff out if you want to use certain abilities. The abilities are one of the game's major weakpoints imo. Some of them, particularly the traversal ones, are super satisfying to use and have plenty of utility. Others, however, only serve as keys used in a small few areas—sometimes even just one region (looking at you [spoiler]time-stopping clock[/spoiler])—throughout the world. There's also a lot of overlap between most of the traversal abilities, so each new one you get sometimes means using the ones you got before a lot less. Many abilities felt like they could've been more useful with some tweaks (e.g., [spoiler]dynamite being easier to aim with less fuse time, flamethrower dealing a more powerful burn effect[/spoiler]), but they're left underbaked. I also didn't care for the equipping system. Since many of the equipables are just keys, I'd just keep the same two in my inventory and briefly swap one out whenever I came across a "YOU MUST HAVE THIS ABILITY TO PASS" gate. [b]Story & Dialogue:[/b] The story is pretty simple, but that's not a bad thing. I do think there was space to flesh out the lore a bit more, and I found the writing at the end uncompelling ([spoiler]loved the concept behind the twist for the final boss, but found the dialogue iffy and would've liked a bit more beyond "mwahaha we want our power back and we're the truuuuuue eeeeeeeevillllllllll 'NOW DIE'"[/spoiler]), but for the most part it serves its purpose well in giving some context to the world and making us care about Poe. The characters you meet throughout the game are lovely, both in design and in dialogue. It's all very silly and lighthearted, and I love it for that. I also love Poe's little animations that he uses to talk (his "no" head shakes are always so well timed). [b]Combat & Bosses:[/b] Combat is a bit mixed, but overall my opinions lean positive. Poe's gun feels great to use. You can shoot it in four directions, which means that while you can't shoot diagonally, you [i]can[/i] move horizontally while shooting up or down. It's a very satisfying system that works especially well with the gun's platforming uses. My main complaint with combat is that enemies have a lot of health, and you never really that much more damage. I spent the whole game waiting for some new gun to replace the B33 revolver, but it never came. In lieu of better guns, the game has mods you can use to upgrade your gun. These mods are fun and really let you make your gun your own, but in my playthrough enemies still felt like tanks through to the final boss. Some enemies have even more health on top of the high amount of health every enemy gets and ALSO are a pain to fight, so I just tended to ignore those. The [spoiler]legally distinct kameks[/spoiler] did not need that much health. Bosses are generally pretty good! The concepts are all nice, and they're mostly fun to learn. There was only one I thought genuinely negatively of: [spoiler]the legally distinct thwomp I forgot the name of, which (A) makes you wait ages to attack it and (B) can be cheesed by just sitting at the edge of the room[/spoiler]. There are also a few attacks on individual bosses that I feel need tweaks, particularly on the final boss. [b]Conclusion:[/b] As mentioned in the TL;DR, the game's a mixed bag. Enjoyed playing it enough for me to not [i]not[/i] recommend the game, but too many complaints for me to recommend it confidently. If you have reservations, consider grabbing this later (once more bugs have been fixed, QoL features added, etc.) and/or at a discount.
I really wanted to like this game but it is very average, the map design is poorly thought out, quicktravel is awful. there is potential but i feel like my time is better spent elsewhere.
So far (bit less than halfway through) it is a solid game though a bit pricey considering the length, there is a bit of jank with wall jumping and a decent amount of bugs, i think this game will get significantly better after a few updates.
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