
How many dudes does it take to beat up a gorilla? A thousand toddlers? A horse-sized duck? A GOD? Enter the Dude Ranch and find out in this roguelike dudebuilder where you recruit an army of dudes to fight ridiculous battles.
Modeled estimate, not a reported figure. How we estimate →
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.
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): 11.71/day in the week to Sep 14 → 9/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 2,402 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
How Many Dudes? is a roguelike dudebuilder that's all about game-breaking synergies and simulated chaos.

Welcome to the Dude Ranch, where you recruit and manage your ever-expanding army of Dudes
Choose from a wild cast of 42 Unique Dudes across 6 Dude Families: Undead Dudes, Employed Dudes, Warrior Dudes, Fantasy Dudes, Sci-Fi Dudes, and Action Dudes.
Setup your Team to mix and match Dude Types and form ridiculous synergies - like Zombie Dudes who explode when struck by enemies, Ninja Dudes who throw a barrage of Shurikens, or Cowboy dudes who lasso other Dudes out of danger.
More than 850,000 Team compositions means there's tons of strategies and overpowered combos to discover.

Create game-breaking synergies with your choice of Dudes, Trinkets, and Relics
Collect hundreds of Dude Relics that warp the rules of battle. Make your Wizard Dudes fling a volley of fireballs when they move, your Ninja Dudes enter stealth when in danger, or your Finance Dudes generate cash with a life insurance policy on your other Dudes.
Defeat Act Bosses to earn Trinkets - powerful items assigned to a Dude Type that enable game breaking strategies. Should you give your Wizard Dudes ADHD, or give your Samurai Dudes a Taser? It's up to you!
Choose your Dudes wisely. Each Dude has their place in battle, from dishing out damage to tanking it to commanding other Dudes. Find the right balance between offense and defense, and see if your team can make it all the way to the final act.

Face escalating enemy waves—from toddlers to wolves to gorillas to gods
Conquer boss fights that test your team’s synergy (and your sanity).
Defeat bosses to earn Silver and Gold stars for each Dude, and see if you can master them all!

Strategic roguelike autobattler full of game-breaking synergies
42 Unique Dude Types to recruit and build out your team
Hundreds of Relics, Trinkets, and Wandering Dude events that completely reshape each run
Three Tiers of Challenge, each with additional unique enemies and epic boss battles
Game modes like The Daily Dude and Ensemble Mode, which allows for pre-selecting your dream team
Infinite replayability and absurdity
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−20% | 3Kreviews | 89% | — | $1.5M |
| $7.99 | 1.1Kratings | 86% | #9 | $1.4M |
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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1397 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
O jogo tem visual legal, conceito de caras vs x animais é divertido, porém a gameplay não é bem executada, não tem aqueles elementos roguelikes que mudam completamente sua run ou te fazem pensar em como tornar aquilo quebrado, não é um jogo tão barato pra aquilo que oferece
有点意思但不多,但是本身游戏也是有点价格但不贵,给个好评吧。 兄弟们的平衡做的有点差,有些牌拿了跟没拿一样能打不过第二关几只大鹅,有些牌遇到无脑选血都不带掉的。 局外成长做的有点恶心,要自己从难1开始肝金星。 局内事件有点少而且没什么花样值得期待
Media

Related
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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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
깔끔하게 잘 만든 게임...! 뭔가 오토배틀러에 주로 있는 직업군 관련 시너지를 하나로 퉁쳐서 단순화해서 쉽고 빠르게 즐기기가 좋네요
Unga Bunga
This isn't a full negative review, more of a mixed one. I think this game is [i]good enough[/i], just not really worth its price. I bought this at ~€9,50ish, and I regret that purchase a little. It's more of what I would consider a €5 game. And considering that the base price is €15,50, that's a bit disappointing. The main problem I have with it, is that it's a reaaaaaaaaaaally [i]long[/i] autobattler. Like, my entire playtime was just one run. An hour and a half for a single run. But you don't actually do anything in that run. I don't mind longer roguelike runs, I loved Darkest Dungeon II, for instance, and that game's runs can easily take twice the time. But I'm actually making decisions there. The problem here is that you have to do so. many. fights. I think I did like 106 fights in this run? But most of these are just absolute filler. There's no meaningful difference between Round 36, where my dudes have to fight 102 toddlers, or Round 42, where my dudes have to fight 123 toddlers. The numbers are made up, but I think you get the point. The game really wants to pretend like every fight is a step up in difficulty, and theoretically, it might be, but in practice, you don't feel anything. Hell, in practice, I found that there was no good argument to not just choose the more difficult fight each time, because, well, if you can't beat it, you weren't going to beat the exact same fight showing up 10 rounds later. Even running a build heavily indexed into taunts, there wasn't an adequate reason to not choose the more rewarding Honey Badger fight, who ignored 80% of my taunts. In part, that was because my Warlock Dudes were considerably broken, since the more I got of them, the better each individual Warlock Dude was, so they were just unkillable, but also because, if I was struggling against these guys, I wasn't going to do any better later. The amount of rounds really had to be condensed to maybe a fifth of what it is now. The rounds would actually become noticeably different from one another, being able to skip out on rounds that might screw you over would become a worthwhile boon, and most importantly, you wouldn't have so many back to back fights without any interesting rewards. Because, holy hell, there are stretches of time where you just watch your Dudes do the exact same thing over and over and over again. Another problem was the balance design. By which I mean, I feel like you're not really incentivised to branch out at all. If, like me, you had a build focused around Warlock Dudes, there was no reason to ever pick up a different Dude above a Warlock Dude, or a different relic above a Warlock Dude relic. And while, yes, Warlock Dudes were probably better at self-synergy than average, since they had a relic that spread out the damage they took over [i]all[/i] Warlock Dudes, thus every new Warlock Dude made every existing one that much stronger, in the other relics and units I saw, I couldn't see any Dude that promoted a playstyle other than just stacking your strongest Dude type as much as you could. Ranger Dudes, Druid Dudes, Vampire Dudes, etc... if you're going to build around any of them, it seems strongest to just pick up as many of them as possible, at any cost. And since you're stacking them, that makes any relics you might pick up for them even stronger, as they'll affect more units than other relics, which then means that you're more incentivised to stack them, which means that future relics for them are even stronger, et cetera. Even units that feel like they would synergise - like the Paladin Dudes, who can absorb some damage going onto weaker units - fall flat in that aspect. Only putting in one Paladin Dude isn't going to make any difference, so you're going to want multiple. But if you have multiple, you're going to want their relics, and if you have their relics, then every new Paladin Dude you pick up is going to be that much more valuable than other Dudes, and you're back to stacking. It's been a while since I've seen a game with decent potential squander it in such a weird way, because every problem this game has - that I noticed - boils down to "there are too many rounds," and I can't figure out why they had this many to begin with. The only thing I can see is that they really wanted to reach the number 100? But it's just ridiculous. If the runs were 30% as long, I would have probably played 5 times the amount of runs at least. But now, the game is asking me to commit an hour and a half to a new run, that won't be meaningfully different than my first one. I don't have any inclination to try out different Dudes, because I know it'll take way too long and be way too repetitive. There are some good aspects to the game too. I like the artstyle, and I especially think some quality of life features are to be praised. The game telling you just how many enemies (or Dudes) are in an AoE for an item is a godsend. Automatically pausing when you select an item is great too. The UI having a distinction between Dudes who have died in this fight, and Dudes who were knocked out in a previous fight but are still recovering is something that I wouldn't have thought about, but is so good to have. But I think you can also notice the problem in that. If the best thing I have to bring up about the game is its quality of life, that's not exactly a great sign. It's not a feature that should be ignored, but it's also not the core mechanics of the game. All in all, I can see why people like this game. It's not a terrible one by any means. But I was hoping to be able to sink my teeth into it more, and I could not at all. And I think if you're like me, and you're constantly on the lookout for more strategic roguelikes, you could probably skip out of How Many Dudes for now. Maybe give it a try if it goes on a deep sale at some point.
great potential of a game, but there's a lot it needs. there's a lot of dudes and relics that should be overhauled for better and more dynamic synergies, this games meta is rather dull. this game has zero risk despite some mechanics appearing to provide so on paper. the difficulty is a headache and never feels exhilarating, and runs are too long and straightforward. personally, i find enjoyment past the headaches, but i can also feel that wont be long and my attention and patience for runs gets shorter everyday. thumbs up cuz i support the game and wish for a future of improvements.
[h1] How Many Dudes? A question as old as time [/h1] HMD is an excellent example on how you absolutely [b] CAN [/b] reinvent the wheel. Featuring lots of unique characters, enemies, and bosses to bet on to duke it out in an all out brawl. There's a wide variety of gameplay, as well as answering an age old question, It truly is an eye catching game that was worth my money
BUG反馈都要登录你那狗屎平台?变异兄弟纯粹的负作用,毛球无限卡死完全回复
Game is dudastic, dude.
심심할때 한번씩 하기 괜찮은듯
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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