
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
однокористувацька...
Really good game! -Still feels like a beta though -About 3 Hours of gameplay to see all content and buy the 2 best shop upgrades (5,000 coins each) I'm excited for this game if it continues to grow off this but there is not currently enough replay for even the $8 price IMO. Art Game Studio: Please make more content (at least 10 hrs worth), expand on the village, add another trader to trade basics with, add more additions to the forest, change the bolt of staffs to be different or add a spell book/wand. Also make it so you can buy an expansion to the shops rather than just replace (so we don't have to place all the decretive again if we would rather not AND it would give us more space to be more creative with the decorations provided when we buy the shop we like the aesthetic of - speaking of the deco; I feel like the game incentivizes placing hodge podge decorations that don't match so you maximize the bonuses provided, but this leaves the store looking like a garage sale.
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 908 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good game :)
Задумка отличная, но реализация слабая. Слишком мало контента, слишком маленькое подземелье и слишком легкое, прям реально слишком легкое. При желании, Подземелье можно пройти со второго, а то и с первого же раза. Особенно поразили Боссы, которые в раз сто легче ЛЮБОГО ЭТАЖА подземелья. Так же, прошёл я подземелье и что? Ну типа какой смысл дальше играть - вот это самая главная проблема. Единственная причина играть была - пройти подземелье. Теперь её нет, а ради магазина точно не стоит играть, так как тут он очень слабый.
The idea was perfect, i had so much fun playing this game, some things are off and bugged, but not that big of a deal, great game!
The game is pretty easy, but it's kind'a uniq with nice idea, finished the last boss in about 5h. of gameplay, around 9h. to collect ALL achievements, but it's pretty fun.
Fun overall game with a couple different playstyles although once i got the magic staffs its all i used due to how OP they are. Once you have magic you can sprint through the rest of the game with ease as long as you make a few potions just in case. This is because you will get hit eventually due to enemy attack prompts being really fast but predictable after the first hour. If i were ask for anything it'd probable be a shop i can spend my money at for basic resources as i quickly beat the game and destroyed the final boss in seconds and now have 23k but cant spend it. The game wants you to spend it on making stuff but i have no desire to farm basic resources to craft gear to sell when can just go farm better gear anyway (which i also see no point in doing) You can literally ignore the shop for the most part and sell just enough to make potions for yourself. I literally skipped from the second shop to the last one due to getting high end gear to sell so fast. I do think the games special rooms are fun but a little too strong of enemies. I spent a while doing the first one over and over until i finally beat it, got a magic staff and never died again. The only time i ever got close to dying again was another secret room that just locks you in tight spaces with a ton of enemies so i spam heal/attack and wipe it in seconds. One other thing that would be nice is the shop to be bigger. The biggest shop honestly didn't feel that huge considering you have to place so much decorative stuff inside along with merchandising tables. Why would i upgrade my selling table that only helps with the higher end gear when I'm selling greens and blues still too? The selling tables should just be upgrades not only used to sell certain items. TLDR this was just my opinion. Overall good game that could use some balance changes and endgame features to keep you in it a little longer but for $10 you can easily get over 10 hours of gameplay if you wanted to get every achievement or test out different builds. 8/10
Ein nettes kleines Spiel und absolut empfehlenswert! Leider hatte ich nach 7 Stunden schon den nahezu gesamten Inhalt durchgespielt. Ich hoffe wirklich auf mehr Häuser, Dungeon-Ebenen und mehr Tiefe im Wald.
its really fun to play, i like it :)
super fun game highly recommend if you like running a shop and dungeon diving
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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