
In a deep and dark forest, skeletons rise up and you pick up your gun and start hunting them down to stop it.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 23 → 0/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.
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игра заслуживает своих денег
abi 16000 kil ne yaa nasıl yaptınız bu işi
I Beat the World Record, Devs, Make More Updates pls
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Spanish - Latin America, Russian, Ukrainian +1 more
Graveskelet is a first-person action shooter developed and published by cnsgames that focuses heavily on survival combat and arcade-inspired gameplay loops. Built around fast enemy encounters and score-driven progression, the game strips away complicated systems and cinematic storytelling in favor of a more direct experience centered entirely on shooting, survival, and performance improvement. Rather than presenting a narrative-heavy campaign or large-scale progression structure, Graveskelet aims to create an environment where players continuously sharpen skills while battling through increasingly dangerous situations. The game places players inside a hostile forest environment populated by skeletal enemies that serve as the primary threat throughout the experience. The setup remains intentionally minimal. There are no lengthy story introductions or major narrative developments pulling attention away from gameplay. Instead, the focus remains firmly on combat and survival. The objective is simple from the very beginning: eliminate enemies, stay alive, and continue improving performance through repeated attempts. That simplicity becomes one of the game’s strongest qualities. Graveskelet immediately throws players into combat without unnecessary delays or complicated mechanics. The design philosophy feels reminiscent of older arcade-style shooters where progression comes from mastery rather than scripted progression systems. Every session becomes an opportunity to perform better than before, creating a gameplay loop that encourages repetition without relying on excessive complexity. Combat itself remains straightforward but effective. Players rely on firearm accuracy, movement, and resource awareness while navigating dangerous encounters against relentless skeletal opponents. Enemy pressure steadily increases tension, requiring careful reactions and positioning rather than mindless shooting. Success depends heavily on maintaining focus while balancing aggression with survival instincts. Resource management introduces additional depth beyond basic combat mechanics. Health supplies and ammunition become important factors that influence decision-making throughout longer sessions. Running low on critical resources forces players into riskier situations, creating moments where survival becomes increasingly uncertain. These elements prevent encounters from becoming entirely repetitive while adding additional pressure to the core gameplay loop. The survival structure also contributes positively to replay value. Graveskelet does not build progression around story advancement. Instead, personal improvement becomes the reward itself. Each session encourages players to survive longer, perform more efficiently, and develop stronger understanding of enemy patterns. The game rewards persistence through gradual mastery rather than scripted unlock systems. Competitive motivation further strengthens replayability through leaderboard functionality. The ability to compare results against other players creates additional incentive to refine strategies and improve overall performance. Arcade-inspired games often depend heavily on score chasing to maintain engagement, and Graveskelet benefits from embracing that philosophy directly. Atmosphere also plays an important role despite the game’s smaller independent scope. The dark forest setting creates an appropriately hostile environment that supports the survival-focused gameplay. Skeletal enemies, environmental lighting, and ambient audio contribute to a darker fantasy tone that gives the experience stronger identity than a purely mechanical shooting arena would provide. The setting itself becomes part of the challenge, reinforcing tension without relying heavily on scripted horror elements. Visually, Graveskelet favors functionality over technical ambition. Presentation remains focused on gameplay clarity rather than visual spectacle. Enemy visibility and environmental readability remain priorities during combat situations, helping players stay focused on survival. While independent production limitations remain noticeable, the visual direction supports the game’s design goals effectively. Audio design also contributes positively to immersion. Environmental sounds strengthen atmosphere while helping reinforce the feeling of existing inside a dangerous and isolated location. Combined with combat pacing and survival mechanics, the presentation creates a focused atmosphere that complements gameplay well. However, Graveskelet’s greatest strength can also become its largest limitation. Players searching for extensive progression systems, narrative complexity, or larger gameplay variety may eventually find the experience too narrow in scope. Enemy encounters remain central to the experience, and repetition naturally becomes more noticeable during longer sessions. The focused design philosophy succeeds for arcade-focused players but may leave others wanting broader content variety. Independent production constraints also remain visible across the overall package. Larger enemy variety, additional progression systems, or expanded environmental complexity could have strengthened long-term engagement. However, cnsgames clearly designed Graveskelet around delivering a smaller-scale experience rather than chasing ambitions beyond its scope. What helps Graveskelet succeed is commitment to its identity. It does not attempt to become a large open-world shooter or heavily cinematic action game. Instead, it focuses entirely on survival combat and arcade-style challenge progression. That clarity gives the game purpose and keeps gameplay focused. Players who enjoy score chasing, replay-driven design, and straightforward shooting mechanics will likely appreciate what Graveskelet offers. It may not reinvent the first-person shooter genre, but it delivers an enjoyable survival-focused action experience built around simplicity, challenge, and gradual mastery. Rating: 7/10
buen lore, el juego se desarrolla de forma unica, 10/10.
Инди-хуита
몰려오는 스켈레톤 많이 잡기 챌린지.
Not enough jeff. IF there were only more jeff, as we all were hoping for when this game was first teased at comiccon 2003. But i guess the devs were under too much pressure and had to rush the release. SADGE
Graveskelet — это не игра, а перформанс. Подойдёт тем, кто любит абсурд. Вся “игра” — это 15 минут беготни по одному и тому же клочку земли. Создатели явно решили, что абсурд = гениальность Оценка: 1.5/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $8K | 41 | 73% | $9.99 | |
| $2.7K | 13 | 85% | $9.99 | |
| $1.1K | 19 | 68% | $2.99 | |
| $656 | 15 | 47% | $1.99 | |
| $510 | 1 | 100% | $19.99 | |
| $407 | 18 | 94% | $0.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $487 | 57 | 74% | $0.54 | |
| $479 | 50 | 94% | $0.99 | |
| $500 | 58 | 74% | $0.59 | |
| $503 | 78 | 90% | $0.49 | |
| $463 | 51 | 69% | $0.49 | |
| $513 | 50 | 58% | $0.54 |