
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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
yep! 12.4 hours to 100% it. it was a lot of fun!
Fun game
Jogo gostosin pra passar o tempo
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish, Italian +4 more
Hours played at review time, across 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Solid game for $10. Firstly, I very rarely leave feedback. Even more rarely do I buy/play single player games. It's less satisfying for me to play a game I can't share in the experience with others. That being said, I had a good feeling about this one, and I was right. Fell: - The combat was buttery smooth and damage taken vs. damage dealt were nicely balanced. - Melee and spellcasting both were satisfying to play, but I enjoyed the melee more as stamina was easier to manage than mana. - Level design was fun and I really loved the procedural maps. - Art style was good, but did give off a strong "asset store" feeling. - I really enjoyed the ability choices at the end of each dungeon and towards the end when I was grinding the last few achievements, I found a couple of "chaos" abilities I couldn't do without and sort of forced me to abandon the run on the first level if I didn't get it. Additional Content Request (Fell): - Difficulty slider. Once you start figuring out how to be overpowered, the risk of dying is trivial and the combat isn't as engaging. - Expanded ability selection for chaos and good to encourage more build diversity. - Campaign final boss: I would like to see this boss have a % chance to spawn after completing the floor 15 boss since I haven't found a way to fight it again. Diablo 4 does something like this as a type of "escalation" mechanic after killing a boss. - Forest biome: "Wishing well" activity could be randomized. Example: Gold gives random recipe, Blood Stones spawn a random boss, mushrooms give buffs. Sell: I REALLY enjoyed the "Merchant-Adventurer" theme. Coming from someone who is a long time mmo player, it was very cathartic being on the other side selling my wares to wary adventurers. In the beginning when they would come in, I would imagine where they'd been, the monsters they'd fought, and the sweet loot they'd found. I'm glad you gave them names, as it added to the fantasy and immersion. Additional Content Request (Sell): - When moving the price slider, it would be nice to have a visual happiness icon to show if the price is too high, too low, or just right based on your reputation and comfort level. Not crucial, but could be helpful. - Allow patrons to fence their wares to you. That way you can split them up when you get overcrowded and having a "haggle" mechanic could be fun. - Give patrons the ability to steal items or shortchange you. I haven't worked out how it would work, but being a thief/pickpocket in video games is very satisfying. - Patron conversations outside the shop. Reading chat bubble conversations of their adventurers would be really fun and greatly contribute to the fantasy. There were several other features I really liked, but I don't want to spoil them here. Just play it and enjoy. Total time played was 18 hours as of this post. All 97 achievements complete and all quests complete. I would say the first 15 hours were not really rushed and I was simply having fun. The final 3 were a rush to complete the last few achievements. Thanks for the fun and keep up the great work! Footnote: The game has a few bugs and stability issues which they seem to be fixing fairly quickly.
El juego está bien, pero con el contenido tan pobre que tiene, la poca variedad de enemigos y unas mecánicas un poco ortodoxas, la verdad es que se queda bastante corto. Sin contar que se me bugueó el juego hasta el punto de que tuve que apagar el PC a la fuerza porque dejó de responder absolutamente todo. La verdad, sacar un juego con estos fallos y ponerse a venderlo como si estuviera terminado… pues qué decir XD. Tiene potencial y la idea no está mal, pero le hace falta bastante más contenido, variedad y, sobre todo, pulir los bugs. De momento voy a esperar una semana a ver si el creador saca actualizaciones para mejorar el rendimiento y solucionar estos problemas. Dependiendo de lo que vaya mejorando, me pensaré si devolverlo o quedármelo.
super fun game highly recommend if you like running a shop and dungeon diving
I tried the demo before release and I liked it enough to buy the game in hopes of there being more updates in the future adding to the game and improving on an already solid foundation. I'll start with what I don't really like: The inventory system is messy and the store manage sim is very rough. Your store barely has any space and if you want to stack the buffs of the stuff you craft you have to crowd the ♥♥♥♥ out of your store and makes it an eye sore. Also at some point managing the store becomes pointless because one solid run in the dungeons you already have everything you need and coins become pointless. I'm not a big fan of the art style, the weapons and enemies are cool but the actual style of the game kinda looks like Ai was used to make the game not sure if its true or not just looks that way to me. What I liked: The mindless dungeon crawling is honestly really fun, it's repetitive sure but it's a lot of fun to focus on speed and just run through everything and kill everything in your way. For me, it is what carries the game. I maxed my store and made enough profit to not care about it really early on simply because I was having so much fun doing runs in the dungeon and killing all the monsters. If you're somewhat good at video games this game will be very easy but it will also be really fun.
Fun game overral. I agree with what others have said, you get what you pay for. The people who are complaining about combat difficulty are kind of invalid, skill issue IMO. All in all its a nice little time sync, however short lived. Would recommend. What id like to see: - Shop automation with a cashier who works while you are dungeoning - More upgrades to the shop, it'd be cool to have trade routes or other shops along the strip - A way to track what items you need so when you go on runs its easier to remember what is useful to you or not - More item synergy, i feel like there's only a handful of items that actually have unique buffs, it'd be cool to see set bonus etc
Esta bueno para pasar el rato, ojala añadan mas cosas en el futuro, es bastante cortito.
GAME IS GOOD I can't justify any game that gives me less than 1 hour per dollar of gameplay After they add some more to it, I'll change this to a thumbs up easily. not deep enough to keep replaying currently, and the buildings are not big enough to just try and decorate.
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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