
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 829 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Had very high hopes for this game. Looked like it could be alot of fun. Biggest issues are that its way too easy to die in the game, archers deal way too much damage while being impossible to dodge, and the drop rates are compete trash.
Very fun game. I don’t regret buying it but I am a little disappointed with how short it was. I hope they continue to add on.
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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 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game was fun till just today where I can no longer place items on any of my tables. They just drop to the floor. It was working fine 2 days ago. I don't understand what changed and why its now broken. I tried reloading my game still broken I tried removing and replacing my tables still broken I tried breaking down everything remaking them and replacing them STILL BROKEN. Don't waste your time currently. This is ♥♥♥♥♥♥♥♥.
SUPER FUN AND ADDICTIVE
Fun. Not much in the game atm. I think I have done it all in about 15 hours. There are some Steam Achievements remaining, and plenty of room for more content. It will be interesting to see where it goes.
you know this game is good when i have all the achievements expect to the "die" achievement haha this game is fun and its loop gameplay is great a bit short and some smell bugs, not ones that destroyed the existence, but at the end worth the money,
This game awesome, really good spin on a shop sim, really hoping for more content as i've pretty much finished the game already minus a handfull of achivements. For the price it's a steal. With that being said, I was surprised there's no bow or crossbow as there are enemies with bows, same with 2 handed weapons. magic is barely even there I only came across a couple staffs and they wern't anything spectacular. I got to the final boss and the additional spawns just stood there and didn't attack, which was a little unfortunate. realised after if you load a backup of floor 16 from the surface after the inital autosave after leaving 16 you keep items and load in and can collect the chests again, you can do this untill you cant carry anything else. I do really like this game and really want to see more content.
ゲームそのものは面白いが、これはアーリーアクセスでしょうか?ボリュームが少なすぎる。 ラスボスみたいなものも存在していることから、ここから発展はなさそう。惜しい。
It's addicting.... but it also sucks. It is a rogue-like that you only keep your rogue-like upgrades during the run you are actively doing (Like the dungeon, not the entire time). A part of me wishes the RNG stayed during the entire play through, rather than having your shop being the baseline stats. Makes the progression and Hack-N-Slash feeling very drawn out. I am sure if you spent more than 2 hours like myself during the initial first time, you might end up somewhere in the game. In two hours I have spent more time dying and trying to figure out stuff than even progressing. So for anyone who reads this, prior to buying it, I do hope you understand that it is highly important to save all resources, and build as much BS in your shop as possible just for the stats for each play through, something that I did not understand initially. Secondly, each time you die, everything you are holding disappears, so something I didn't really understand either is, go to the forest each time you die, and risk it all to yank a weapon out of the rock prior to running the dungeon. It's a lot of rinse and repeat. Not entirely sure what the point of gold is, because I can only see it being utilized for crafting and upgrading your shop size. Wish there was a town you could spend it in, buying armor or other items, or even a bank where you get daily interest on the gold that is in the account. There is a lot of potential here for a game that is relatively new. Just food for thought on what I would like to see: SO the little blessings you get inside dungeons, sure keep those as dungeon exclusives, but after each run, depending on how far you get (Levels) there should be a permanent stat increase that is progressive with your dungeon run completions. If you die, you don't get an upgrade. I just feel like the worthless loot, is worthless, and I feel like there needs to be more rewarding feeling after successfully completing a dungeon run rather than walking out with rocks and wood and a pat on the back for not dying. Truly would like to see a permanent player stat increase reward after each successful clearing without dying. I am only recommending this game because it is new, and though it sucks kinda, it is a $9 game, that does offer a bit, but definitely is lacking in areas to make it heavily addicting and fun. The shop building is cool, but limited. Making money is cool, but feels kinda useless (especially when you get Midas Touch and can't spend gold on anything but craftables), having customers is cool I guess, but again the game is missing final touches to make it appealing. Add a town you can travel to, that has shops that are RNG that refresh stock so you can spend gold on more than increasing shop size and craftables. Please remove the cost of gold for making craftables, it doesn't make sense to spend gold when you have the materials to make the item that you farmed for, gold should be used in a town with refreshing shops that are also RNG (Cosmetics, Gear, Skill Upgrades, Employees to run Shop, Bank, etc.). Should add progression areas, such as buying larger plots that will not only change the environment, but also changes the dungeon and "forest" associated with said plot. Should allow players to make their own shops, rather than having the "Mobile Game" feeling where it is premade buildings, should include both options of making your own or using premade shop designs. I feel boss levels come too quickly and doesn't give player enough time to gather and upgrade prior to the first boss on level 5, especially when first playing and figuring out thinks, I feel bosses should be starting at level 10, and then every 5 levels after level 10 (Level 10, 15, 20, etc.), because you really don't get any good loot at all the first 4 levels, especially first starting. Took 2 hours for me to craft a blue weapon and shield, yet I still had no good armor or anything to face the boss.
Fell and Sell is a fun game, it is easy to play and fun to tick through. The combat and concepts are certainly not new and industry defining but there is definately a level of comfort and familiariaty in it. My biggest issue is the progression in shop fronts. They never seem to get "bigger", and infact, one particular building upgrade felt as if i went into a smaller footprint. This made expanind stock and availability difficult or tricky, espcially if you want to keep a smooth aesthetic shop. I personally just crammed everything everywhere so i could ensure i get the most out of the furniture I placed and the stock I sold. I expect the biomes to increase and the stock types to potentially grow, and if that occured, i would absolutely return too start a whole new run.
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
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