
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 906 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game has good bones. Lots of potential here. Message to the developer: Make sure make this game 100% mod friendly, let others add to the magic. Also, consider expanding! Maybe add some more dynamics, like your shop is in a big town and we have to compete against other shops. Consider having overhead, like taxes, rent. Maybe we need to hire guards to keep thieves away? Maybe things don't just have to decorative--maybe we can put food on the bonfire and that can be sold? Consider adding hunger, thirst, sleep. Day and night cycles. Maybe night dungeons trips are more dangerous? My complaints: Get rid of Grandma (make it toggleable). There is too much assistance in this game and it ruins the magic. I got bloodstones as a reward--but I never encountered those in the wild at that point. It took away the magic. Let me work for my shop. Let me discover all recipes myself. If it's a tad grindy, who cares? That's the fun. What I find this time? Add separate difficulties. Make me scared that I will die. Game is too easy. Make me think "Ah geez... Got some good loot, should I really press on?" The enemies need a lot of work. Sometimes arrows glitch and do weird things. Sometimes enemies get stuck. If you add some more flare to this game, you can justify selling it more than 9 dollars. As it stands, I think that is a fair price.
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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 908 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Такс, ребяточки. У ИГРЫ ЕСТЬ потенцеВАЛ!!! Обращение к РАЗРАБАМ!!!!! 1. Во первых. Маловато биомов. 2. Все данжи кишкообразные. Нужно что бы некоторые комнаты могли снова объединять разные коридоры. 3. Музыки оч мало. 4. Враги тож слабоваты. 5. ОДНОЗНАЧНО НАДО ПЕРЕСМОТРЕТЬ БАЛАНС!!!! Игра ломается на раз два несколькими благословлениями. Добрые благословления вообще не трогал(даже не знаю что там в списке есть). Играл чисто на злых. ИМБА. Снаряжение становится просто не нужным при правильных благах. 6. Экономика сейчас тоже оч слаба. Некоторые виды ресурсов однозначно более выгодны чем другие. Рекомендую сделать экономику динамической, а не как сейчас. Где есть только одна цена по которой можно продавать. 7. ЭндГейм отсутствует. Я купил себе огромный магазин за 15к достаточно быстро. 3-4 удачных забега и деньги есть. Куда теперь девать деньги не понятно. Я сейчас работаю геймдизайнером. И я ОДНОЗНАЧНО могу вам помочь улучшить игру прям с конкретными пунктами где что улучшить. Даж могу поработать на вас. Создать контент и сделать много чего другого. Я ДАВНО хотел подобную игру. Авансом ставлю Лайк, но игру можно раскрутить в космос по интересу и механу. Пишите в ТГ: Keltorian
good game, fun to play.
This is a great "in between" game for playing between your more grindy games. You can jump in for a few minutes, make a quick dungeon run, sell your loot and manage your shops looks and upgrade to a new shop. There is a lot more depth to this game than it looks on the surface, but it is still very casual.
The King of Invisible Walls
A very "it's alright" kinda game and a decent time waster while you watch a show on another screen. The lack of any endgame really hurts its staying power. A sequel that takes more care to expand the foundation could have a lot of potential/
总体来说还不错,但是改进的地方还有很多:1.11层到15层的地图特效太多(就是地面上像海带要用绿油油的特效),晃眼睛不方便看路,希望能淡化或重绘特效;2.只能看到所在房间的局部地图,不方便找下一层入口,希望可以添加按键打开本层已经探明的全部地图,并能够直接点击已探明房间区域快速传送;3.在地牢门口跳过关卡后不能领取之前几层的buff;4.家具的判定范围太迷惑,不方便放置;5.一些场景想要拿到武器没教程(店门口湖中心的石中剑没有教程告诉我怎么拿);6.店铺外面可活动范围太小,很多其他地方场景去不了,希望可以加大地图防卫并新增按键打开全部地图和点击地图上区域快速传送;7.希望能够新增更多药水(比如幸运药水,提高高品质配方或物品的掉落率);8.希望可以在每层的下一层入口处,添加一个可以把身上物品传送回店铺里的箱子;9.前往森林地图旁边的路标只有图形示意告诉玩家森林的大致事件,希望能够添加文字解释,说明该事件下森林会出现什么样的怪物,特殊物品,玩家或怪物会获得的buff;10.中文翻译感觉是机翻,比如说一条鱼的名字叫更久,还有一些无法翻译,比如地牢门口的那个跳关祭坛,希望能够优化翻译;11.希望能够添加一个图鉴页面,告诉玩家还有多少东西待解锁以及解锁条件是什么;12.金币到后期没有太大作用,希望能够增加一个商人,可以从商人那里购买地牢里已经解锁层数中所有掉落物;13,装备格子太少,希望能够增加饰品栏提供除家具歪的额外增益(比如幸运,魔法伤害,物理伤害免伤等等)。
прикольная игра на пару часов , но ничего прям мега вау ожидать не стоит просто игра чтобы провести 1\2 вечера не больше
Cool game
so from recording it, carefull you will get get a claim when using the forest adventure song from "Emmraan" rest of it the game is fun, quick paced, yet really flashy like from hit to discovering a item, i am unsure, i should recommend it, and i do yet these things mixed it.
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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