
Mine, refine, and sell gemstones in Gemporium, a cute, fast-paced shop management game. Upgrade your tools, expand your store, and master the daily rhythm of digging, polishing, and turning a profit to pay off your debt, one gem at a time.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 1/day in the week to Aug 7 → 7.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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

Grow your small gem business in this short, casual simulation miner, Gemporium! Manage your time wisely between mining gemstones, refining them for more profit, and selling them to awaiting customers. After your Grandmole goes on vacation, you’re in charge of running her shop, and you quickly learn it also comes with a price of massive debt. Now, on top of building your business, you must appease the Loan Shark without going broke!
Gemporium features a timed day cycle where you have to balance completing tasks and running the gem store. Each day consists of:

Explore deeper and deeper in the local mines to stock up on gems of different rarities. Utilize various mining tools to prevent cracks and maintain the highest quality product for your shop!

Polish and prepare your recent finds in the mine to convert those lumps of rock into something collectors adore! Unrefined gemstones sell for way less than their refined counterparts, so make sure to visit the refinement table before you set up shop.

Sell your stockpile of gems to eagerly awaiting customers, but make sure to keep their tastes in mind to maximize your profit and increase your shop's reputation! The shop is only open for a limited amount of time each day, so don't be late!

Upgrade your tools, shop, and home to progress from being an anxious little mole to a master market manipulator.

For fans of a more relaxed experience, you can activate Cozy Mode to turn off the daily timer entirely and play at your own pace.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 1.3Kreviews | 93% | — | $436.8K |
| $9.99 | 8ratings | 76% | — | not modelled |
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 203 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
已通关全成就且解锁全内容,接到了游戏内第一百天的电话,也拿到了完成石头全部xx送的外观。 游戏本身体量小,但是考虑到价格不贵还能杀时间,整体还是很有意思的,而且也适合脑子放空。 但是,我觉得有两类人应该是不适合玩的:第一是常年需要使用鼠标或者有腱鞘炎的人,因为这游戏有很多地方没有快捷键,所以需要大量的鼠标点击和拖动操作,说实话对手和手腕非常不友好;第二是讨厌乏味内容的人,毕竟这游戏还完款后出现了大量的需要解锁的内容,这些内容本质上全都是重复操作(如前面提到的),几乎没有任何新内容,甚至还有多余工作量。 如果不存在以上两个问题,那么这游戏非常适合下班后打发时间,推荐。
Gemporium is an adorable game that's a great way to spend an afternoon or three. I recommend it if you're looking for a way to spend 6 hours not thinking very hard about anything. Towards the end it starts to overstay its welcome and trying to 100% it is honestly a really tedious grind.
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*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America*, Traditional Chinese**languages with full audio support
Hours played at review time, across 204 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
such a cute cozy game! adorable graphics and fun gameplay. perfect for a stressful week or cozy night in!
Get scammed by your grandmole into running the gemporium to pay of her debt. 10/10
This game is made entirely out of indy passion. The art is hand drawn, and not in a 'professional artist' way; in a 'I really want to make this game and I'm sure as heck going to try' way. The writing is also adorable, and I hope we can free the little rock friend from his chains of capitalist servitude.
Fell in love during the demo. Amazing game, and incredible devs. Had a technical issue at startup, sent a message and they resolved it in an hour with wonderful customer service. No issues since! I enjoy the motivation behind a bit of stress, but the settings option to play the game more casually is such a nice touch.
Not fun. Characters are annoying, progression is bad; but the worst is the core gameplay loop isn't fun at all. Hard pass unfortunately
[h1] 不推荐,但不是因为它不好玩。恰恰相反,它前几个小时真的非常容易让人上头。 [/h1] 《宝石工坊》大概是近期我玩过最让我感觉可惜的游戏之一。 首先我非常喜欢它的美术和整体氛围。绘本一样的小动物世界、小鼹鼠主角、亮晶晶的各种宝石,挖矿、敲开原石、打磨和抛光时非常舒服的音效反馈,都让我在看到别人推荐的时候就一眼喜欢,原价购入。背景音乐也很特别,是一种我以前在同类游戏里没有怎么听过的曲风,灵动又俏皮。 而且游戏最核心的循环其实相当好玩: [b] 挖矿 → 带原石回家 → 自己清理和抛光 → 根据顾客喜好出售 → 赚钱 → 升级工具 → 继续深入矿洞。 [/b] 单独拆开来看,每一步反馈都做得不错。尤其是顾客买到自己最喜欢的宝石时会非常开心,愿意支付更高价格,也会提升店铺声望。这种情绪反馈对我来说非常有效。即便是不小心敲裂的宝石也并不是完全不能卖,小动物收到喜欢的东西时还是会很高兴,这一点让我觉得游戏很温柔,客人们也很可爱。 所以我刚开始玩的时候几乎没有停下来,一口气玩了接近六个小时。 问题也正是在六小时里开始出现的。 [h2] 首先是时间系统。[/h2] 游戏正常模式下一天非常短,而每天需要完成的事情却很多。 我要进入矿洞寻找宝石,回来以后加工原矿,下午还要按照固定时间开店卖货,同时还要考虑即将到来的还债日期、设备升级和资金储备。 前期收入本来就不高,而债务会不断追上来。经常刚刚攒到一点钱,想给工具升级,债主就提着包过来收下一期贷款。 这确实能够制造经营压力,但对我而言已经远超轻度规划,逐渐变成一种赶工。 尤其矿洞地图本身并不小,前期移动速度又比较慢。每一层分布着多个相距很远的挖掘区域,而一个面积很大的挖掘点最终可能只藏着一两个有效矿物。偶尔还会遇到大量闪光点的特殊区域。(而且我甚至理解本质上这种区域属于福利关卡这类的感觉希望你挖多点) 如果玩家和我一样有一点“既然看到了就想全部挖完”的强迫行为习惯,这套系统会非常疲劳。 [i] 好在游戏允许关闭时间限制。[/i] 我后来切换到更轻松的模式以后,焦虑感的确立刻下降了,也终于可以按照自己的节奏挖矿。 但有趣的是——当时间限制消失以后,我反而发现了另一个问题。 [b] 这个游戏缺少一个自然告诉玩家“今天做到这里已经够了”的机制。[/b] 没有时间限制以后,矿洞里剩下的每一个矿点都变成了“既然没有任何理由离开,时间也不紧迫,那为什么不顺手挖掉呢?” 最后结果就是:矿挖得越来越多,加工量也越来越大。 假设一天带回来几十甚至上百块原矿,之后每一块都还需要继续手动敲掉杂质、研磨和抛光。一个原矿往往意味着数次重复操作。 于是原本非常治愈的“亲手加工宝石”,在数量膨胀以后逐渐变成了真正的流水线劳动。 当然游戏后期会解锁自动抛光机器,而且升级之后可以同时处理多块宝石,这个设计非常好,也的确帮我缓解了不少重复操作…… 但总体而言,升级系统更多是在“提高效率”,而不是改变劳动方式。 镐子更强了,钻头效率更高了,移动更快了,抛光布一次擦得面积更大了。 ……可是我依然在做和第一天几乎完全相同的事情。 区别只是: 以前处理十块宝石,现在可以处理上百块宝石。 [h2] 第二个比较明显的问题是库存和分类。 [/h2] 游戏后期需要管理的宝石状态其实越来越复杂: 未加工、已加工、完好、不同程度的裂纹、不同矿物种类、价格区别、市场热门,以及家具兑换所要求的指定品质。 但库存系统目前能够提供的整理方式非常有限。 例如“按种类”更像是电脑文件夹里的排序,并不是把每一种宝石真正分成清晰类别。实际寻找指定宝石时仍然需要在一个很大的列表里反复翻找。 我尤其希望能够直接筛选: 未加工 / 已加工 完好 / 一次破损 / 多次破损 具体宝石种类 ……因为后期卖东西的时候在一大摞乱七八糟各种破损程度都有的宝石里翻找一个客人想要的种类真的特别累眼睛。 不过巴扎商店这一点本身其实很有意思——它让损坏的宝石不至于完全成为废品。(虽然真破两次的宝石也不是那么好弄🤣,反而还得买反向外挂让原本完好的宝石去手动破损) [h2] 第三,也是我最后觉得最可惜的一点,是中后期目标逐渐失去意义。[/h2] 当我逐渐掌握系统以后,前期的压力其实很容易被解决。 可以通过交易影响第二天更容易出现的宝石,可以通过三只蝙蝠改变市场热门,后期甚至每天都可以相对稳定地选择价格最高的一类矿物进行销售。 于是最优策略逐渐变得非常明确: 寻找高价值宝石 → 加工 → 提高对应市场价格 → 出售。 前期那种“今天到底该挖什么”“这次债务能不能撑过去”的紧张感慢慢消失以后,我反而开始不知道自己为什么还要继续…… 家具系统当然能够提供新的收集目标,但家具目前主要是视觉装饰。 我并不认为家具必须提供属性加成。纯粹为了让房间漂亮,本身当然完全可以成为一个游戏目标。 问题是当玩家知道这是一个有明确终点的短流程游戏时,我很难建立“我要长期生活在这里”的感觉。 如果这是一个能够让我长期经营、季节不断变化、角色关系继续发展的生活模拟游戏,那么花几个小时装修自己的家当然非常有意义。 但如果我的主要故事目标仍然只是还完债务,那么我会不断产生一个问题: [b] 我为什么要为了一个即将结束的生活空间投入这么大量的重复劳动? [/b] 类似的感觉也发生在供小石头上大学的系统里。 我当然可以花很多钱供它学习不同专业,但至少在我目前的游玩过程中,这件事没有给我非常明确的剧情或机制反馈。 我甚至并不需要经济回报。 如果这件事能够明显影响小石头的人生、产生更多剧情、来信、能力或后续互动,我会很愿意把它当作一种角色关系投资。 但目前它对我来说更像一个缺少解释的金币消耗口。 于是我一边替外婆偿还巨额贷款,一边升级机器,一边还要供小石头读大学。 小鼹鼠提前体验了完整的成年人社会~ [h2] DLC新增的淘琥珀内容和角色故事同样很可爱,但我个人仍然有类似的感受:[/h2] 游戏中的很多剧情更像是单纯的“拉呱扯淡”。 晚上外婆、小石头或者其他角色会打电话过来聊一些日常,新角色也会讲自己的故事。 这些内容当然让世界更加温柔,但它们和主要玩法之间的联系相对较弱,很少真正改变第二天我要做什么。 所以久而久之,我会感觉: 故事在一边聊天。 我在另一边继续挖矿、加工、卖货、还债。 两条线就好像各讲各的,之间也没有啥关系…… 我以前也玩过一些类似的“绘本风小动物 + 采集 + 制作 + 短流程”的 cozy game。(比如《林间暖巢》就给我感觉很类似,最后退款了。但宝石工坊的初期一些机制的确吸引了我让我十分上头地玩了六个多小时) 现在我逐渐发现,我可能并不是特别喜欢这种设计。 它们看起来非常治愈:小动物、手作、采集、漂亮的小房子。 但玩家真正做的事情往往是:跑图、收集、制作、整理、重复劳动。 最后几个小时以后故事结束,游戏也基本结束。 这会让我产生一种很奇怪的虚无感。 现实里努力工作,是因为这些劳动最终会沉淀成某种持续的生活。 而我喜欢的生活模拟游戏也是如此:种田、采矿、赚钱和送礼虽然同样重复,但这些行为会不断建设一个长期存在的农场、社区、人物关系和生活。 《宝石工坊》给我的感觉更像是: [b] 劳动本身就是游戏内容。[/b] 于是当劳动完成以后,我会突然不知道自己还剩下什么。 [h3] 当然……说了这么多缺点,我依然想强调: [/h3] 这不是一个很差的游戏,甚至正好相反。 它的基础玩法很扎实,挖矿和加工的反馈非常容易上瘾,美术可爱,音乐和音效也很有特色,顾客的反馈尤其讨喜。 不然不会让我连续玩很多个小时……这一点本身已经证明了它的核心循环确实有吸引力。 只是对我而言,这个循环缺少足够明显的变化。 第一小时我在挖矿、加工、卖宝石。 几个小时以后,我有了更好的工具、更大的产量和自动机器,但我仍然主要在挖矿、加工、卖宝石。 它提高了效率,却没有真正改变游戏的层级。 所以最后,我还是会选择“不推荐”。(5/10) 如果朋友问我: “你会推荐我花钱买它吗?” 我的回答大概会是: [b] 如果你非常喜欢重复劳动、跑图、时间管理、短流程经营游戏,而且享受亲手完成每一个步骤,那么我觉得你可能会非常喜欢它。[/b] 但如果你和我一样,希望 cozy game 在重复劳动之外还能提供更长期的生活感、更深的角色关系、更明显的系统变化和一个让劳动最终沉淀下来的世界,那么它目前可能会让你在最初的新鲜感之后感到疲劳。 而且我很喜欢这只小鼹鼠,也真的很喜欢这些亮晶晶的宝石。 但挖到后来,我开始忍不住想: [h1] 外婆,你这个债到底为什么要我还啊。[/h1]
As of now I would not reccomend this game. It was fun the first few hours but I sadly realized that the Gameplayloop is severly lacking. I actually got kinda bored. I see the vision of the game and didn't want to refund since the developer might do better next time. It was a cute idea after all. But for now I would say buy it when it is on sale.
Really fun but my cursor keeps constantly escaping the monitor and something has to be done
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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