
No revenue estimate for GOG — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $866.2K — a different platform, not this one.
In Hundred Days you will have complete control of a new Winery. First choose which vines to grow, learn how to grow them and when to harvest. Then following the entire winemaking process deciding on the type of wine you want to produce or the market requires. You will also have to sell the wine produced to allow your company to expand. As in reality, every choice made, from the vineyard to the sales, will be able to influence the wine produced both in quantity and quality . A quality wine will increase the reputation of your company worldwide, it may have come at a higher price and will allow you to grow better and faster. Simulative and realistic approach suitable for both beginners and more experienced players The ability to cultivate different types of vine Analyze the soil and choose the grape variety that best suits those characteristics Organize work in the vineyard such as pruning or chipping Protect your vines through specific treatments depending on the type of disease Check the state of ripeness of the grapes and decide when to harvest Follow the winemaking processes and enhance the characteristics of your wine Select the yeasts and bacteria used during fermentation Decide how and which of your wines age with aging Customize your bottles by choosing their shape, color and other aesthetic characteristics Create your sales network and adapt the characteristics of your product to the type of customer Manage marketing and social activities to increase the reputation of your company
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.
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.
For scale, across GOG · Trending · United States over the last 30 days: the 141 chart moves that followed a price cut of more than 20% went a median of 2 places away from #1, and the 6,571 moves with no price cut behind them went nowhere. 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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Stats
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Sums Steam only; GOG, PlayStation, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
GOGYou are here | $24.99 | 20ratings | 76% | — | not modelled |
| $24.99 | 1.1Kreviews | 77% | — | $866.2K | |
| $29.99 | 849ratings | 57% | — | not modelled | |
| $29.99 | 27ratings | 80% | — | not modelled | |
| $29.99 | — | — | — | not modelled | |
| $24.99 | — | — | — | $0 |
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.
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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