
Slay. Loot. Sell. Survive! Dive into a first-person blend of hack'n'slash roguelike and shop management. Plunder deadly dungeons for loot, escape with your life, craft, and stock your shelves. Then risk it all once more for profit!
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best FR #47, worst US #100 · 12 markets collected
US · last 30 days
About
Why buy from heroes when you can be one?
Be the ultimate shopkeeper in a gorgeous, stylized fantasy world—but getting your stock means getting your hands dirty.
Step into a fast-paced 3D first-person hack'n'slash roguelike shopkeeper where your business success relies just as much on how hard you can swing a sword and how fast you can run as your trading skills.
Your inventory costs blood, sweat, and steel.

If you are reading this, you haven’t been slaughtered by a skeleton (yet?)—congratulations!
Study these sacred tenets to survive the dungeon depths, forge shop fixtures, and ruthlessly price your way to the top.

Step through the doors behind your shop into a descending roguelike nightmare, or head to the local forest to forage.
The Dungeon Demands a Toll: Carve your way through hordes of skeletons and monstrous foes. The deeper you go, the rarer the loot. But beware: if you die, you lose your entire unbanked haul.
Do you secure the bag and head home, or risk it all for a legendary drop?
Crazy Build Potential: Find dungeon altars to alter your playstyle radically. Shrink down to a tiny size to dodge massive attacks, use the Midas Touch to melt heavy items into gold, or cycle through manic and depressed combat states to keep enemies guessing!
Survive the Living Forest: Nature has a mind of its own. Adapt on the fly to goblin raiding parties, sudden thunderstorms, and the mind-bending chaos of psychedelic mushroom season.

Surviving the wilds is only half the job. Once you make it back to your cabin in one piece, it's time to put your hard-earned materials and recipes to work.
Gear Up: Forge stronger weapons and craft tougher armor so you can push even deeper into the dungeon on your next run.
Check the Quest Board: Survived expedition? Make sure you stop by the local Quest Board to turn feats you've achieved during your expedition into gold, gear, and items.
Decorate (for Combat): Build specialized decor to customize your space. Your interior design isn't just cosmetic; the right furniture layout provides permanent combat buffs for your next dive and boosts your shop's overall sales appeal.

Unlock the front doors and let the gold flow.
Ruthless Economics: You control the tags. Read the market to set prices based on current supply, demand, your shop’s prestige, and your decoration bonuses.
Find the sweet spot—price too high and goods gather dust; price too low, and you go bankrupt.
Grow Your Business: Take your massive profits and reinvest. Transform your humble roadside cabin into the ultimate mercantile powerhouse.
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 818 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It is fun while it lasted. I was very hyped about it all week long, played the demo for more hours than today and im done after maybe 5 hours of playtime and with that i mean my shop is 10/10 in both and i did ALL the content. Dont mind the price but thats too little content. You dont even have motivation to farm items because you dont have so little space even in the biggest shop that you cant place ALL of the items in it. No long time motivation sadly. Did write a guide how to get it done. Will comeback when there is a lot more content.
[h1] Боевой торговец [/h1] Слушайте, это топ-огнище игра! [h1] СЮЖЕТ [/h1] Бабушка померла и оставила внучку в наследство магазин. И продолжает его инструктировать с того света. [h1] ГЕЙМПЛЕЙ [/h1] Игровой процесс представляет собой необычную смесь Dungeon Crawler и экономического симулятора. В начале у нас есть торговая хижина. Но товаров нету, поэтому отстаётся только отправиться в подземелье. Вообще, данжа тут их два. Один гробница за магазином. Это основное подземелье. Тут много этажей, есть боссы. Между этажами получаем благословения для более глубоких этажей или телепортируемся домой. Враги с ростом номера этажа подземелья становятся намного сильнее. Появляются разные специальные сложные ивенты. Как водится, с врагов и сундуков с сокровищами получаем лут. А ещё всякое полезное дают за разбивание объектов в данже. Враги и ресурсы каждый вход в данж регенерируют. А само подземелье рандомно перестраивается. Прикольный момент. В гробнице полно ловушек. В них можно заманивать врагов. Главное самому в них не попасть. Второй данж немного даже тайный. Это лес, который тоже за магазином, но как бы правее, если лицом смотреть на хижину. по дорожке, которая начинается у указателя. Про лес нам ничего не скажут и если сами его не найдём, то можно в него и не попасть. В лесу нас поджидают гоблины, достаточно много простых ресурсов (грибы, доски, камни) и разные небольшие секретики. Тут этажей нету (или пока не нашёл их), зато здесь меняется погода. Погоду можно отследить по значку на дорожном указателе. Когда погода меняется, то на локации заново расставляются ресурсы. А гоблины возрождаются при каждом заходе. Когда лут добыт, то у нас есть два пути. Либо пустить найденное в торговлю или применить на пользу герою. И тут много вариантов. Есть экипировка и расходники. Это на героя или в продажу. Кстати, учтите, что при смерти персонаж потеряет всю экипировку. И это очень болезненно на поздних этапах игры. Есть ресурсы. Их или в продажу или крафтим что-то полезное. И вот тут есть очень важный момент. Через крафт мы можем создавать декорации для украшения магазина, а они ещё и влияют на статы героя! Ну это просто пушка. Когда накопим много денег, то можно будет перестраивать несколько раз магазин. Это расширит его полезное пространство и улучшит внешний вид. На высоких стадиях улучшения будут доступны разные варианты магазина. Рассмотрим плюсы и минусы игры, подведем итоги. [h1] ПЛЮСЫ: [/h1] 👍 Простая, но приятная графика. 👍 Хорошее музыкальное и звуковое сопровождение. 👍 Прикольный мир. Много юмора. И письма от бабули и внешний вид NPC. 👍 Шикарный крафт. 👍 Хорошая торговая система. 👍 Интересно исследовать подземелья. 👍 Много клёвого лута. 👍 Русский язык текста. [h1] ТО, ЧТО МОЖЕТ БЫТЬ КАК ПЛЮСОМ ТАК И МИНУСОМ: [/h1] 😐 Потери при смерти могут быть прямо очень серьёзными. Умирать тут одетым героем больно. [h1] МИНУСЫ: [/h1] ❌ В процессе торговли, при приёме денег у посетителей, приходится запрыгивать на стол. Только тогда можно взять монеты, иначе они просто не активируются. Очевидный баг. [h1] ВЫВОДЫ [/h1] Игра выглядит просто, но она супер-залипательная. Тут интересно буквально всё: одевать героя, прокачивать магазин и заодно персонажа — вообще, уникальная крутая система, бегать по подземельям, торговать, крафтить. Крайне рекомендую к ознакомлению. Традиционно, полную версию обзора, со скриншотами, красивым оформлением, можно найти в кураторе. [code] [b][url=https://store.steampowered.com/curator/6851324/]Если понравилось – жмите палец вверх и подписывайтесь на куратора Runner Streams. Здесь масса скрытых бриллиантов игровой индустрии.[/url][/b] [/code] Всем хороших игр!
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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, French, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish, Italian +4 more
Hours played at review time, across 820 reviews with recorded playtime.
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So simple yet so good. Love this game it's great and the new updates make it even better
У меня ♥♥♥ длиннее и сбалансирование чем эта игра. 4 часа сидишь продаешь, 3 часа проходишь все подземелья, конец!
Игра затянула и поначалу я воспылал энтузиазмом. С момента первого запуска я не выходил из нее 6 часов подряд, но всё же закрыл без намерения открыть снова позже. Почему так? Потому что идея игры великолепная, движок приятный, картинка, атмосфера. Всё просит остаться здесь на подольше. Сочетание спокойного управления магазином с рисковыми вылазками в данжики по всем канонам жанра rogue-like - это жемчужина, коих мало в индустрии. Однако исполнение очень подкачало. В игре не предусмотрен выбор уровня сложности и для меня эта игра оказалась слишком легкой. Я пропустил множество этапов игры и уже где-то через часа полтора от начала купил самый дорогой магазин из возможных, полностью обставил его доступной мебелью и пошёл пылесосить данжи. Торговля выполнена без какого либо вызова, в игре нет как таковой экономики или чего бы то ни было, что сделает этот процесс интересным. Отнюдь - это рутина, которая надоест через 15 минут. Ты просто добываешь товар, кладешь его на стол, назначив цену по умолчанию и становишься супер богат. Когда ты поднял престиж - просто выкручиваешь ценник на максимум, ведь в целом тебе уже плевать на уровень продаж и деньги тебе не нужны, а покупатель найдется даже на сумасшедший ценник. Никаких штрафов за неразумную торговлю не предусмотрено. Данжи очень быстро превратились в симулятор ходьбы с прокликиванием ЛКМ. Всего лишь нужно было 3 вылазки, чтобы нащупать местную имбу и уже ни в чем дальше не разбираться. Берешь по одному мечу в каждую руку, без особых трудностей проходишь первые комнаты и ролишь себе перк на вампиризм с ударов. Дальше ты неубиваемый, можно идти до самого конца, почти ни за что не переживая. Да, я сказал "почти", ведь игра разработана с таким количеством неудобств интерфейса и багов, что ей бы хорошо быть в статусе раннего доступа. Мой марафон рутинной зачистки подземелий закончился благодаря критическому багу процедурной генерации подземелий, из-за которого главный проход подземелья создался прямо поверх входа в него. Что означает, что добраться до выхода невозможно, как и вернуться через вход. Учитывая, что игра автоматически сохраняет прогресс в каждой комнате подземелья, а у тебя может быть перк на то, что ловушки не наносят тебе урона, то после полной зачистки подземелья и обнаружения такого чуда, ты можешь осознать, что ты не можешь выйти, тебе не от чего умереть, а загрузиться ты можешь только в это же самое подземелье, что просто ломает твой сэйв. Я понимаю допущение каких-то сложно обнаружимых багов, но безопасная генерация подземелий - это основа таких игр и простейший алгоритм, ошибиться в котором может лишь разработчик крайне торопливый и безответственный. Наличие подобного в этой игре навевает меня на мысль, что развиваться она явно не будет. Рекомендую ради утоления интереса поиграть в демо-версию. Поверьте, больше чем есть там, игре вам попросту нечего предложить.
Let me start out by saying that this is conceptually a fantastic game simply based on its unique take on dungeon crawling and its character progression system. The early stages of this game were more fun than i've had in a while on other games. I think that the developer is on to something pretty special, which could result in a game that is exceptional. Did this game take advantage of the unique progression mechanics to make the most of this? The answer is sadly no... Let me unpack this for you. You start out as the inheritor of a run down shop that was gifted to you by your grandma, who despite having passed on, strangely seems to leave messages for you from time to time. Your aim is to become a wealthy and productive merchant, resulting in your little run down shop being upgraded from time to time as you earn more money. You earn more money by doing dungeon runs, which become progressivly harder, ther deeper you go to collect items from enemies and bosses, and by looting chests and challenge areas. You pick up weapons and armour from time to time, and learn crafting recipes to create weapons, armour, and various shop related items that improve your shop comfort level and prestige, thereby increasing how much money you earn, and the number of customers you get. The huge bonus is that items that you create and add as decorations and furniture to your shop give you passive bonuses for your runs, ie weight carrying capacity, attack speed, attack damage, magic damage, health, mana, movement speed, etc. This is to me the most special thing about this game. Stat bonuses don't rely overly heavily on items you equip, but instead the decorations and furniture in your shop. This is something that kept me coming back for just one more run, in order to find that new special item or recipe. or to upgrade a particular stat of mine that was lacking. I cannot stress how fun and addictive this was to do, at least for a while... And this is where i come to the downsides of this game. There is a point in this game, where you just hit an end game wall which you feel almost immediately (for me this happened about 10 hours in), and this happens well before the last boss fight. You have the expensive upgraded shop and you don't need money anymore to buy the next one, meaning you have no need to sell any more items to customers. By reason of this there's no incentive to complete dungeon runs anymore except to find further furniture and decoration items and recipes, or to find the components to complete recipes that you already have. At this point though, the only purpose of this is to get all the steam achievements. Combat is a cheese. Enemies are unbelievably easy to fight and kill once you understand their mechanics, and with the addition of health and mana potions, there is no real challenge to be had. Even the boss fights are unbelievably easy, and this all comes down to one thing, which is the ridiculously overpowered nature of magic. All magic damage weapons do very high AOE damage at low mana cost. So basically you walk into a room and click a couple of times and voila, everything is dead. The bosses are so easy to cheese from a distance, and the final boss died to my relentless spamming in about 8 seconds. There is nothing challenging about this game, and after dying early on in the game once learning the ropes, i never even came close to dying again. Areas are bland and boring, and after a few runs it gets pretty old. Given also that there are only 15 dungeon levels to explore and 3 dungeon bosses, it feels very lackluster once you reach the end of these levels. At this point, I asked myself 'Is this it?' It all feels very rushed and incomplete, and in my view this game should have remained in EA for far longer to be polished and expanded upon. Traps are easy and not a challenge, and the addition of the buff statues at the end of each level makes the game so easy that there is no fear or risk of dying and losing all of your gear. Clearly there was not enough time taken to address balancing issues in this game, which must be addressed to improve it. And now rather than continuing to belittle this game, i want to once again remind anyone reading this post that the game has AMAZING potential if the following issues are addressed... - Get rid of the statues. With the buffs that you get from shop decorations, the statues are not needed at all. This would also make the game more challenging, which is aboslutely necessary if you want players to feel the weight of 'risking it all for just one more level in the dungeon' - Make shop upgrades way more expensive and lower the bonuses of prestige. This would slow down the rate of progression in the game so that you don't end up a millionaire with nothing to do before you reach the final boss. Alternatively, make some shops that are even bigger so that money still is useful by the end of the game - There is so much room to expand in this game, and you could link the existing area to new dungeon and open area maps that present a far bigger challenge. Perhaps future rewards for beating these areas could be taking over a hill fort that you progressively upgrade to a castle. Such a large scale structure would have so many upgrades needed, that grinding for more money would be a rewarding venture for a very long time indeed. I think that would be an amazing idea. It would also give you huge creativity to add new and unique creature types to the game like trolls, dragons, beholders, and other DnD type enemies - Nerf the heck out of magic, or create different types of magic weapons such as higher damage single target strike staves and lower damage AOE staves or magic spells that bind enemies, freeze them or perform other functions such as summoning enemies. Another good idea to limit the cheesy nature of magic is to make mana non rechargable to prevent spamming, and to limit the number of mana potions you can bring into dungeons. This would also force players to make hard choices about where they use their magic skills, and force them into the more dangerous position of using melee attacks against enemies. It would also make mana pool upgrades in the shop far more beneficial and desirable, since mana pool increases would translate directly to how much magic can be used on a run. It would also make mana potions way more useful and nceessary. - Make the dungeon 25+ levels instead of 15, and reduce the drop rate of uncommon, rare, epic and legendary items and components substantially to once again make dungeon runs more dangerous and risky, and to increase the lifespan of the game. Normally i don't like to grind in games, but in this instance when danger and risk is linked to how many items you can collect on a run, I think it would be a wise choice to implement. Lowering drop rates for the rarer recipes would also be a good choice, and it might be wise to have only 1 boss chest instead of 2 to make coming back for boss runs more worthwhile. - Make enemies harder and more varied. Perhaps in each level, you could make variants of enemies (elites, etc) to make runs more risky and challenging. It wouldn't be hard to do either, because a change in colour palette and stat changes for elite vairants would be quick and easy. Perhaps these elite variants might be the only enemy types that drop particular items, making fighting them not only hard, but also necessary. Anyway, i really do hope that the developer(s) take this review not as a trashing of their game, but as constructive feedback on what i believe could be something truly special in the future.
This would be such a fun game if it weren't for one thing. When you die, you loose EVERYTHING. The armor you are wearing, all the items in your inventory, etc. Nothing unusual. What IS unusual is that you cannot go back and pick up your death package. This led to a level of frustration that I was not willing to deal with. If the devs ever find it in their hearts to include a death package run. or better yet an option to turn off losing everything, I will be all in. And change my review for what it's worth.
Fell and Sell has a really satisfying loop of running dungeons, looting everything, then coming back to sell and craft before doing it all again. The combat felt smooth from the start, and I loved how shop item stats actually gave me a reason to decorate and design my base. I had some camera/clipping and customer issues, but the developers were quick to fix them. I do wish there was more difficulty or dungeon progression since I reached the end pretty quickly. The 97 achievements were mostly reasonable too, with only the last few getting grindy. Selling 1000 items had me dumping basically everything I owned just to finish it. I ended at 13.2 hours, enjoyed it a lot, and it works really well on Steam Deck.
Игра прикольная, стилистика необычная, прикольный симулятор магазина и рогалика, но, здесь геймплея на 5 часов, за 5 часов я прошел почти всю игру и собрал все ачивки, за часик-два остальные добью и собственно все. Это больше похоже на демоверсию, чем на игру, поэтому больше склоняюсь к дизлайку. Покупать только по скидке в 50% и никак иначе
fun short game roughly almost 12 hours to beat the game, not 100% ( not found some of recipes yet because of RNG drops ) hopefully in the future the dev could adding more of floors and bosses ( for some reason only boss floor 5 has 2 variations , ogre and big dragon ) the dev also need to optimized the framerate performance, sometimes it has kinda freeze for a second, I don't know if it was because of autosave or loading part of the floor first time playing yes it's pretty rough, but once you got recipes , craft the recipes, the decorations has stats buff, it's a shame the biggest store size is still too small, can't put all of decorations inside of the store, lol overall I enjoyed it.
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