
A horror co-op extraction builder set in a scorched wasteland where everything burns. Descend with your friends into shifting ruins, rip out furniture, and scavenge for loot before the Corrupted close in. Make it back alive, then rebuild the Outpost to better your chances for the next run.
Modeled estimate, not a reported figure. How we estimate →
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.
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.
No United States chart position — it charts only in the markets below.
About
You are a Living Spark surviving inside fragile wooden vessels that splinter, collapse, and catch fire. When your vessel breaks, the Spark escapes. Death is just a change of scenery.
Ride a cursed elevator into shifting underground ruins with your crew. Smash furniture for resources or feed them into the Grinder for gold. If everyone breaks, your loot is lost.
Trolling can become your friend’s demise. Dropkick enemies or “accidentally” launch your ally’s Spark out of their vessel. Block them in a monster-infested corridor or get stuck in the crossfire. Will your group handle the chaos you created yourselves?
The deeper you go, the worse the Rot becomes. Bodies warp. Voices distort. Emotes become…worse. Or possibly better?
The Deep Layers are filled with Corrupted vessels, reacting to sound, movement, and each other in ways that are impossible to predict. Fight. Build. Run. Panic.
When your vessel breaks, you stay in the run as a Spark. Guide your team through the dark and search for another host with a new set of abilities. Force your way back in before you fade out completely.
Everything you haul back rebuilds your Outpost. Unlock interactive furniture, stat upgrades, rescued survivors, and stranger ways to survive the next descent. The stronger the outpost becomes, the deeper you can afford to go.
Go deeper. Extract more. Leave someone behind. Make it back and build together.
Or don’t come back at all.
Possess and swap between fragile wooden vessels
Co-op extraction horror with physics-driven chaos
Tactical carpentry with interactive furniture
Procedurally shifting underground dungeons
Persistent Outpost rebuilding and progression
Rage-bait your friends with cursed emotes
Rescue survivors trapped in the Deep Layers
Body corruption and mutation systems
Questionable cosmetics
Engagement
Reviews
Themes across 1268 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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мне нравиться но играть с друзьями намного веселее если ваш друг не тостер
♥♥♥♥♥♥
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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*, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian, French, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Posting this as of September 13, 2026: I was pleasantly surprised to find that I absolutely love this game. I honestly initially thought I was not going to like this game at all. Games like R.E.P.O. honestly just feel too punishing with not enough content to be exciting or rewarding for me. I like the idea of difficulty scaling but not to a point where it feels like you hit a wall and you know you'll lose all your game progress. This game fixes or adds everything that R.E.P.O. and other similar games are missing or do wrong. For context, I've played R.E.P.O. for ~15 hrs since release and dread when people ask me to play. I've played GRAIN ROT for 40+ hours while only having owned it for just under a week, and half the time its on my own. Let me explain what I like so much about this game compared to similar games: ----------THINGS I LIKE ABOUT THE GAME!------------ - Not just a fill the quota, escape, rinse and repeat game: The player is given a sort of safe haven (the house) that is fully customizable with furniture, items you collect, and by decorating, you can boost PERMANENT UPGRADES TO PLAYER STATS. This allows the player to enjoy more passive / 'cozy' gameplay if they so choose. - Some players may choose to stay at the house while others descend and complete a floor. YOU CAN TAKE A BREAK FROM THE CHAOS WITHOUT WORRYING ABOUT GETTING KILLED OR DRAGGING THE TEAM DOWN! WHILE STILL GETTING TO PLAY THE GAME! - Player stats / buffs ARE SHARED!! Oh my god I hate it when games force you to share money but then only allow player upgrades to be per player. I love you devs. - Unlockable content via completing floors: players can find purple coins or blueprints to unlock more furniture or vessel options. Players can also find various cosmetics. - Choice of maximizing building material vs money gain: instead of just bringing items to a collection point, players have the option to destroy items to get building material. I love this. - Quota scaling doesn't feel impossible: the scaling caps at 100 coins (as far as I'm currently aware - I've gotten to floor 15(?)), which is incredibly fair and easy to just find coins without having to extract anything. - Storyline, lore, questline (all actively being worked on): help to feel more immersed in the world. - Interesting setting and art style: honestly just really unique and was part of what intrigued me. - Completing a floor = ability to rest: every time you complete a floor, the elevator returns you to your home, allowing you to decorate or simply enjoy the environment for a bit before having to go back. - Enjoyable as both single or multiplayer game: I have a solo save, and a group save. The solo save is more difficult to make progress on but is just as rewarding. - NO PERMA DEATH! One of my biggest gripes with similar games is that death means you lose *everything*, which honestly feels way too punishing to be enjoyable for me. In this game, if everyone who descended the elevator dies, they are simply returned to the house, lose their held items, lose any items/coins gained on the attempted floor, and the floor level is reset to 1. Player upgrades and house decor are all saved. I honestly love this so much, because in my solo save when I feel things are getting too hard for my current stat levels, I can reset it to floor 1 to collect more resources in an easier environment to survive in. Very player friendly. - Expanding on Player Death: when someone 'dies' within an elevator level, their spark is ejected from their broken body, and they have the ability to find an empty vessel and still escape. This gives the player some leeway if they suddenly get jumped, and feels much more interesting and fun rather than just dying, since they are able to help alive players with their attributes as a spark. If all of the players are sparks and none of them can find a vessel in time, then everyone dies, which I think is more fair than the game slowly picking people off one by one with no way to assist teammates who are still alive. If you like games similar to R.E.P.O., this is worth your time. And if you DON'T like games similar to R.E.P.O., this one is definitely worth a shot if you or your friends want to enjoy a game with a similar gameplay loop. ----------THINGS I FEEL SHOULD BE CHANGED / ADDED / ADDRESSED----------- - More player customization - I would love to be able to find different body parts / shapes for each part of my robot. Different chest/spark enclosure, different heads, different limbs. All of it. (also shoes/boots would be funny.) - Current questline is very short - but I know this is actively being worked on. I would've liked to be able to access the full house but I believe this is going to be added within a month or so. - More to do in the wasteland. As of right now, its mostly just to loot the houses and do the few collection quests out there. It would be cool if later down the line there was a way to activate and interact with the radio towers or other POIs. - NPCs pushing furniture while trying to set it up. Please add some sort of way I can pause their movement without just needing to kill them. I was getting ragebaited by 'little buddy' in the basement while trying to place furniture. Every time I needed to adjust a bar table, it would become unanchored or something, and the NPC wouldn't register it as an obstacle, run into it, and fling it, causing all the other surrounding furniture to also become unanchored, causing a domino effect of lost time and frustration. (I didn't know it was killable until after I had finally succeeded in setting up my furniture). - Ability to lock / anchor furniture with a toggle. See above "NPCs pushing furniture as to why." I like that when visiting other players or friends that have grief protection on, I dont have to worry about accidentally ruining their setup. I would like if that could also apply to myself in my own home. Please as the ability to anchor an object regardless of a player grabbing it. - More house customization. I would love it if we could paint the walls - I think it would be neat if you had to find paints or wallpapers, similar to how players currently have to find hats, with the ability to customize each individual wall. Of course, I would also like more constructs, but I figure that will come with time. - Pets / Companions / 'NPC' Assistant robots. I would love to have a customizable little robot that follows you around each level. I would also love to have different vessel types for these pets, such as different animals/items, with each one having a different ability. I imagine these would be at least half the size of the player controllable vessels, or smaller. Some abilities they could have based on their body type could be: extra storage slot(s), ranged attack (weak), melee attack (weak + fast / less weak + slower), teleport with cooldown (if player is in danger, they could activate their pet's ability to randomly teleport them away from the danger they are in), once per floor can repair/partly repair an item, or other abilities to spice up gameplay. I think it would be cool if the way you got these pets was this: every robot needs a spark to work right? It would be cool if there was a part of the questline where you needed to kill a certain type of enemy to harvest their corrupted spark for a certain type of pet (or just have the pet be randomized idk). You'd need an item to grab/contain the corrupted spark, and return to the house with it. There would then be some other POI where you could take it and do puzzles to slowly uncorrupt the spark + needing some resources. However, since these sparks have been corrupted so long, they are unable to speak or function like player or other NPC characters, behaving more similarly to little buddy with chirps and whirrs, and being much weaker than a regular player. If they are ever destroyed in a level, you can revive them using some coins and scrap at the POI that you uncorrupted them.
Great friend slop game, just need to make sure they keep updating it.
1.可以把小物件放到篮子(箱子)里,一次运一大片 2.先升级伤害,200%伤害加成后,差不多可以秒怪了 3.10层boss有金球,必掉传奇物品,传奇物品中有个750废料升级的家具,15层也有一个,10层后其他boss似乎是随机掉的。高级boss似乎就那个马戏团的小丑 4.家具全解锁后,紫球会掉1000材料 5.小心你的朋友捅你的屁股
Really amazing game to play with friends. I like how it has a story in it and the house is customizable. Graphics are so damn cool too. It just needs more furnitures, but I'm sure the team is already working on it because the game is very new right now. Peak game fr.
捡垃圾!爽!
very fun game
Гарна графіка! багів за 50 годинн не зустрів
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