
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 → 9.57/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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% | 3.1Kreviews | 89% | — | $1.5M |
| $7.99−20% | 1.2Kratings | 87% | #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 1433 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great game to play while your wife yells at you 10/10
p
I cast Bunga
Media

Related
Related
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
so far its meh wait for a sale and buy it feels like it should be about 5 instead of 14
All The Dudes! No More. No Less.
[購買建議] 先給沒買遊戲的說結論:[不反對購買,但遊戲體驗其實跟別的遊戲差蠻多,要注意。] 如果對於組建、規劃隊伍有興趣,可以考慮入手。 但不完全是自走棋、整個組隊的過程規劃才是核心,最好先玩看看demo比較好。 [遊玩評價]:遊戲對系統的開發完成度很高,比很多獨立遊戲高。 遊戲的內容都玩過之後,其實覺得還需要改良的地方不多。 多數都打磨得不錯,至少有保證能用的程度,雖然深度沒有很深就是了。 ~先講遊戲內容(我玩到的樂趣部分)~ 正如我所說的,這遊戲的核心在於組建、規劃隊伍: 前期怎麼苟活(回血量)、中期怎麼不被秒殺(一擊線、被擊飛問題)、後期怎麼堆數值;整個流程的設計管理比很多遊戲好很多。 你只要玩明白隊伍先後要什麼能力的順序,一局玩到過半沒什麼難度,並且隊伍的組成跨度可以很大很多種。 但是、BUT, 一局可以選的5人中,1隻保證下限治療(每x秒釋放buff、開局就給buff)、1隻保證上限治療(直接傷害有x%機率觸發buff)、1隻嘲諷防止一擊線(大概第2輪中間開始,數量暴力跟擊飛控場會導致很難活的一擊線,開局就死人很容易被滾雪球滾到滅團。); 然後剩下的2個位置,多數局要有一隻保證輸出能力,所以其實只剩下一個位置算可以自由選擇。 也就是說:玩家可以組出不少種隊伍,但最終整個過程隊伍要保證的數值與能力沒有什麼改變。 而且是比起其他遊戲更難凹的那種,只要關鍵流派的人物沒來(ex:死靈法師),幾乎就只能乖乖的保下限治療→抓上限治療→找坦防止一擊線。 說到這可能很多人會開始覺得無聊,但是、BUT,這遊戲的遺物、角色技能、裝備設計也有好好設計, 也就是說,前期角色定位雖然是固定的,但其實可以慢慢抓遺物去補強別的能力或是乾脆多頂一個定位(能力越大、工作越多)。 玩到現在80%以上的角色都有轉型能力,其實一邊抓牌一邊思考能怎麼調整隊伍是很即時跟有感的正反饋。 難度一大概是玩到剩下3個角色還沒抓的時候開始感覺無聊,這真的很難得,製作組對於遊戲系統的開發度並不低。 至於要求角色先過完前一難度才能在下一難度抓的設計其實意外的還不錯,第一難度大概會對每個角色有數, 所以第二難度我可以抓我比較喜歡的角色,讓我在第三難度可以輕易地組我要的陣容挑戰。 但所有遺物都要抓然後打完難度真的太硬了,不需要這麼搞。 ~缺點 [給製作組的建議] ~ 1.輸出手弱的問題難以根除: 所有人都是近戰,怪物基本上除了難度一跟難度三的最終boss之外也是近戰。 加上難度又是以數量暴力為主,所以那怕是前期輸出手一個不拿,扛住一擊線之後一隻隻打死也能打贏。 這導致只要前期抽牌一直來輸出手就沒辦法玩,進場就死人根本打不了輸出。 然後這遊戲開局只有純輸出能力的角色又太汙染牌庫,第二難度開始前2抓只要不是治癒角色根本活不了幾關, 前期的隨機性帶來的死亡率過高,玩家只能用重開一局跟骰子去應對,然後骰子被消耗導致隊伍更難轉型,只能正常玩。 遊戲體驗就被固定下來了,這還只是難度2而已。 建議輸出手需要改強,或者修改整局流程來讓輸出手好拿一些。 或是乾脆第2、3輪再給輸出手等等。 2.全近戰導致的擊飛問題不能忽視: 剛講過,所有人都是近戰,所以這遊戲的只要帶擊飛的角色都強的離譜,也就導致我講的隊伍組成能力固定問題。 我只能、拿擊飛有關的遺物去處理,沒有其他選擇,也不能忽視。每一局我都得拿。 不然突然整隊從全員存活到被撞到全員死亡的局我也看過。 建議攻擊距離可以遠一點點,或是削弱擊飛。 3.有些道具不好用: 因為所有人都是近戰,所以全部人的邏輯就是追著怪物貼臉,分成一團一團這樣,隕石跟手機就很微妙。 隕石會擊飛友方(更凸顯我講的擊飛問題), 手機的傳送可能導致怪物因為失去攻擊目標而集中圍毆附近沒被傳送的少數友軍,反而導致死亡。 又因為場面真的太混亂,一個個找誰殘血哪一部分打不贏幾乎不可能,更別提我能挑範圍卻不能指定範圍內的誰。 道具設計明顯沒有其他部分用心,建議加強或是乾脆拔掉,避免汙染隨機池。 4.部分能力使用起來效果不佳(順劈、移速): 順劈:在遇到免疫順劈的怪、還有boss時很尷尬,加上生存能力太重要,以至於補完生存能力後,隊伍早就有殺死比賽的能力,更不需要順劈了。 移速:因為所有人都是近戰(重複好幾遍了),所以全部人的邏輯就是追著怪物貼臉,貼到臉之後只會動手不會動腳,然後跟移速有關的能力除了角色自帶以外就沒什麼用處。 好在移速類的遺物不算多,不太會卡別的遺物。 建議順劈要改機制或加強,移速的問題也許可以有更多戰鬥設計來調整"全部人的邏輯就是追著怪物貼臉"的畫面?也能開發更多深度。 以上(26/8/21評論)
Ohh well timeless fan trying all kinds of builds
For someone who loves roguelikes, replayabillity, and auto battlers. this is amazing and funny ! great game to chill and watch a show or movie next to ! Big props ! 10/10
平衡稀烂,每日兄弟有时候会给你5个废物前期都过不了。然后解锁金星条件非常麻烦,要么数量不够通关了解锁不了金星,要么带20个废物过不了高难度boss
great time killer and lots of fun builds to try.
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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