
Spread the love! Don’t Stop, Girlypop! is a Y2K arena movement shooter where standing still is not an option. ❤ Just ❤ Don’t ❤ Stop ❤ Moving! ❤
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): 0.86/day in the week to Aug 24 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
❤ The faster you go, the more damage you deal and the more you heal! DSG combines the riotous fun of boomer shooter mechanics with advanced contemporary movement abilities.
❤ Wave hopping combines the feeling of a classic bunny hop with modern ground slam, dash and double jump mechanics to fling you into a fast, fluid and precise flow state.
❤ Unleash the horrors <3 Guns with alt-fires combine symbiotically with each other to create magical moments of complex interplay
❤ Master a deep and dynamic combat system to generate high Love scores and become the Cupid of death!
❤ Destroy shareholder value! Mining corp Tigris Nix wants to drain your world of The Love, a natural force keeping your planet alive. Lay waste to its robot drones to heal the Oasis!
❤ Kill ‘em with kindness! Every point of damage dealt against a robot is one piece of The Love released back into the environment and one step closer to the end of Tigris Nix.
❤ Dazzle your enemies by decorating your arms and guns with fabrics and ornaments. Add butterflies to your barrel, paint yourself in pink chrome, and – yes – dominate the battlefield in a quintuple-denim masterpiece.
Genres
Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I can't say that I recommend this game, but I wouldn't say it was trash, it was quite mid 2.5/5. I can tell there's a lot of love going into this game, but it just isn't that great gameplay wise. I mean first major complaint is that the whole game is about not stopping, but there's so many things that stop you like unintentional collision, dialogue stops you, you have to stop to grab items for puzzles, there's a lot of random puzzles that slow down the gameplay like keycodes you have to enter. Not only that, but there's a sniper that I think reduces in accuracy if your moving too fast or maybe its if you fire it too many times? Its completely random and doesn't hit where you shoot. Second, the guns are kind of obsolete because the physics gun is literally the strongest in the game by far and its your first gun. It has no reload time, it grabs items without you even looking at them, its more accurate than the sniper and it does a ton of damage. Third, the game seems to have a tendency to introduce something and never use it again until the end, there were a couple things that came back for the ending that only got used on one level it makes no sense why cant these tropes be reused like the [spoiler] bomb or the music system? They also introduced a missile launcher the level before and added the ability to create grappling points with it after beating the final boss which is only used to climb to the roof?[/spoiler] I also did not like a couple of the gimmicks, mainly the parkour which was such a slug and caused me to die a lot because the fov was too low and I struggled to see where I was landing. You hit your head on rooves a lot. Also also a lot of platforms dont seem like I can stand on them, reaching them is difficult with what I'm given and it ruins the pacing of being fast and all. The story was kind of bland, it felt like everything is a bit disconnected. Lastly, the game seems to have a couple bugs, but none of them have been a major issue from what I have seen, I just had to restart once because an enemy spawned in a wall. Music is just alright. Most of the achievements dont seem too hard, but getting all S+ seems almost impossible so I will probably not bother with that one. The speedrunning achievement also is ridiculous. Getting an S+ score in this game is so annoying you have to get S+ in all the categories including time meaning you have to beat the game not only under the already insane par time, you have to be like a minute below the par time meaning a majority of the levels you have to beat in around 3 mins! Not fun in the slightest, I grinded a couple levels and even the first tutorial level I have no idea how you can get the S+ without an aimbot due to the amount of times it pauses you and how much you need to be moving.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i want to make it clear that i respect the devs of this. its an incredible thing to be able to make your first game and only serves to build your experience for later projects, but honest to god this is one of the most miserable experiences ive ever played. Its playable sure but the overall feel of this game is just abysmal, the weapons dont feel good to use, in the later levels you are constantly being bombarded with just an overload of things, the arena waves are set up horribly and you dont really have the right weapons or mechanics to deal with them properly so you're just kinda floundering around and dont get me started on the platforming. it feels like they put more into the aesthetic and marketing of the game rather than making the game play well. theres a lot of gimmicks that really dont need to be here either or that clash against the core focus of the game where ironically, you actually have to stop or slow down. the music however, absolutely knocked it out of the park, really good tracks throughout the whole thing. despite my dislikes, i really hope they give game dev'ing another shot. i look forward to seeing what and if they make next.
I had hopes for this game, but its potential seems to be completely wasted. I am not new to movement shooters, Ultrakill is my favorite game and I have P-ranked all content on Brutal. The weapons, soundtrack, and the aesthetics are fine. But that's about it The movement is mediocre, which is bad since this is supposed to be a movement shooter. The game constantly slows you down, and even when it isn't, the speed cap is too low to enjoy the movement. The primary way of gaining speed is easy enough, but there is basically no alternative, and with the speed cap it doesn't feel fun. The jump height is too low with no way to increase (despite having a similar slam mechanic to ultrakill's) which makes the platforming sections insanely annoying. I like the rails but they're rare and don't synergize with other few movement mechanics. Wallrunning also sometimes just don't work There are some bugs, with poor geometry and the hooks not registering half the time. I like the weapons, but the gunplay isn't good. It's not satisfying and the feedback is kinda poor. I went in hoping to like the game but I can't lie, without the movement being redone and bug fixes i cannot recommend this game.
aesthetics carry the game, but the gameplay itself is very boring. if it wasnt for the overall theme and vibe- which personally i found irritating, this game would be nothing special
Style and humor don't save it from failing at it's own genre approach. Momentum breaks faaaaaarr to often and easily, making it feel slow and boring. There's very little chances for vertical momentum, giving you limited ways to express movement. Also, I can't lie, it's just not fun to look at. Sparkles and lights can't hide the stiff, boring models. It's like looking at bedazzled cardboard.
ue5 fps template with a pink aesthetic
my first game of this genre. I am ass at it. I'm an ass girly though, so this works in my favor. so so campy and fun. doesn't run the smoothest, but still very fun and makes up for it with all of its charm.
waow... protect queer art
This game is good, but not $20 good, the combat is amazing but it keeps getting interrupted with platforming that DOES NOT work well with the movement mechanics and are quite annoying to get through. Love supporting indie creators, and overall it was quite fun.
Music, aesthetics, overall vibe of the game is 100% on point, yes you can barely tell what is going on at any given moment but I mean watch the trailer, what you see is what you get. What I don't like is the movement "mechanics" because to me its less of a mechanic and more of a gimmick. Simply holding wasd to move results in you moving at a CRAWL and slooooowly accelerating. Jumping causes you to accelerate a bit faster but its still painful. There is also a air slam mechanic a la ultrakill and a dash similar to ultrakill and doom eternal (and also a ✨girly✨ version of glory kills). The best way to increase your speed is to do something the game calls "wavehopping" which is to hold W (it HAS to be W, or forward if using a controller, you cannot execute this while strafing) and slam -> jump -> dash. Keep in mind, the dash's momentum isn't preserved like a dash jump in ultrakill, those combination of keys is hard coded to increase your overall acceleration. Its just a completely arbitrary series of key presses the game forces you to do to make the game feel remotely good. IMO. This makes the game feel less like a crazy arena shooter and more like a first person parkour game like mirror's edge with moon gravity where your main goal is to preserve your speed and momentum at all costs while also trying to deal with enemies. Now I might have stuck with it if the movement speed was uncapped or capped way higher than it is, but currently the movespeed seems to be capped at 15 units which is not fast enough for me to suffer through the hoops the game expects me to jump through. I think speedrunners would enjoy this game more than someone who loves shooters. This game isn't OBJECTIVELY bad by any means, I just bounced off the game's main gimmick which is getting and preserving speed. The way you get movement speed just feels way too arbitrary to me. Wait hold on I just received an email saying I was flagged by this game's state-of-the-art moid detection system which is why the movement feels so clunky to me, understandable, carry on ladies.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $3M | 7.7K | 93% | $19.99 | |
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| $8.3K | 21 | 95% | $14.99 | |
| $4.2K | 14 | 100% | $10.99 | |
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| $287.2K | 1.5K | 96% | $8.99 | |
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| $286.9K | 1.7K | 70% | $9.99 | |
| $286.9K | 1.4K | 98% | $7.99 | |
| $287.5K | 422 | 65% | $19.99 |