
An incremental game where you must make $1,000,000 to escape! Throw darts, drop pachinko balls, play scratch-off tickets, unlock automation, and discover powerful synergies as each new game affects all the others!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 11.57/day in the week to Aug 17 → 33.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Your first throw earns $1 gold, one million seems impossible...
But then you buy +750% gold value upgrades, unlock the Rattling Gunner, throw double-darts, and before you know it you're earning $250,000 per throw! Gold is raining down, waiting to be collected.
Your first scratcher earns you $6, one million seems impossible...
But then you buy BIGGER tickets worth $100,000+, hire a tax-cheating Toad Accountant, and even win a jackpot for a golden dart-gun for your Rattling Gunner - that's right, each room
Hit JACKPOTS in Room 2 for big permanent bonuses to all rooms!
Roll DICE in Room 3 for massive multipliers to earnings in all rooms!
Cook SUSHI in Room 4 for unique game-altering effects for all rooms!
Now you're crawling through a crack in the wall, no idea where it goes, hoping it's a way out...
FULL GAMEPLAY FEATURES:
Multiple different rooms full of unique games - Darts, Scratch-offs, Pachinko, and several more.
Full Automation across the game, no matter which room you're in!
120+ unique upgrades which affect gameplay in increasingly meaningful ways.
Special upgrades that affect ALL rooms - each room affects the others.
"New Game+" bonus modes, each with unique exclusive upgrades that give huge replay value beyond your 1st run.
Lethal Mode, an (optional) official speedrun mode that rewards strategic gameplay after your 1st run.
15 different creatures to befriend or bribe - from Bubba the Seal, to the iconic Abacus Frog!
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 3.8Kreviews | 82% | — | $1M |
| $8.99 | 88ratings | 39% | #61 | $14.5K |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 1057 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
打发时间
If you can get it on a sale so it's about 5-6 euro, then the game is recommendable, fun-wise, it could be considered "alright", the first playthrough is probably the most boring part, the 2nd and 3rd are more engaging, probably up to a 6 out of 10, on the first run it's more about 5-5,5 out of 10. It generally feels unfortunately a little short, as if having just a single last area of something would be enough, oh and perhaps a lil extra in the other rooms too, about 20% more I believe would be a good fit to round things up. For example, in 1st room another minigame where you have to hit a specific target which changes position could fit in. As for the 2nd room, somehow the upgrades for the 2nd and 3rd minigames don't feel too impactful, weirdly enough. The third one, it feels like you just forget about the third one once you're past it, need maybe an upgrade affecting the other rooms in its upgrade table. Then the 4th one is mostly fine, maybe just some QoL where you can keep creating by holding the button instead of clicking it repeatedly, then for the 5th, give it an auto option comparable to what the 2nd room has. Finally it would be nice to have one last room to round stuff off, the negative about the 5th room is mostly that it got way more than the rest, but there's nothing to get all that progress for as the game ends after it, so a final 6th room with stuff could justify all the gains you can get in the 5th one. I believe that last room could be something related to escaping the place, maybe a maze room, you know, explore passages so you can finally escape, that would be on-point with the theme and a good way to end it. Anyway, as it currently stands, it's alright but would only get on a sale and as mentioned, if it had 20% more, it could probably bump up the general feel of the game.
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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not as good as people make it out to be. Sure, there's a lot of time to be spent in there- but it's miserable at best. Laggy, unfun progression
лпфипя вдагнсыипрв оприаим ыобрими оибрывриамбпыв порвипыо
彩票计分不太合理,硬拖时间。
[h1] Fortune Mill [/h1] Fortune Mill is the best incremental game I have played so far — and it achieved that by realising that watching one number grow is considerably more exciting when an army of exactly two mice is throwing darts at it. [hr][/hr] [h2] What I Loved [/h2] Its greatest strength is the collection of [b]genuinely different minigames[/b] hidden throughout the mill. Some are naturally stronger than others, but the opening darts room — complete with its increasingly ridiculous mouse workforce — is so good that it could almost carry an entire game by itself. The amount of [b]variety[/b] is exceptional for the genre. Instead of repeating the same mechanic with larger numbers, Fortune Mill regularly introduces a new toy, a different progression system and another enormous skill tree filled with upgrades that visibly transform how each room works. Even better, these rooms are not completely isolated. Automation, global bonuses and synergies allow progress in one game to strengthen the others, gradually turning a collection of strange little activities into one gigantic, deeply satisfying money-printing machine. [hr][/hr] [h2] What Could Improve [/h2] Not every later minigame reaches the absurdly high standard set by the darts room, and a few sections can feel slower or less immediately satisfying. Starting with arguably the best idea in the entire game is a wonderfully confident decision, but it also gives everything that follows the unenviable task of competing against heavily armed rodents. Still, even the weaker rooms have their own identity, interesting upgrades and at least one mechanic worth experimenting with. The variety is strong enough that a less enjoyable section never feels like the game has simply run out of ideas. [hr][/hr] [h2] Final Verdict [/h2] After several days, I kept expecting to reach the point where Fortune Mill finally revealed all of its tricks. Instead, I would complete another room, discover yet another enormous upgrade tree and realise that the game apparently had an entire additional layer waiting behind it. That persistent feeling of [b]“surely this must be the last one”[/b], immediately followed by another new system, is exactly what I want from an incremental game. Fortune Mill constantly rewards curiosity, makes progression feel meaningful and understands that enormous numbers are much more entertaining when every new zero comes with another ridiculous machine attached. [i]Highly Recommended[/i] — especially for incremental fans who want more than another glorified spreadsheet with a prestige button. Also, the darts mice deserve their own franchise.
虽然,但是,进行了一些生命上的浪费(
ダーツなげて金稼いでその金で強くなって スクラッチして金稼いでその金で強くなって ガチャして金稼いでその金で強くなって おもろい
玩一小会就超级卡,退了
игра проходится на 100% за плюс минус 10 часов, я пару ночей в афк ставил, поэтому 26, ну пойдет че
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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