
Super hardcore first-person game.
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 Sep 6 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Despite the texture being different, this is an exact copy of this game. https://store.steampowered.com/app/1363790/Deadly_Way/ Which mean its probably a premade unity package from their store.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Stars received: 1.3/10 _ Note: v.7 [0.0 to 1] = IMHO [0.4] Controls & Training & Help [0] Menu & Settings [0.1] Sound & Music [0.1] Graphics [0.3] Game Design [0] Game Story [0.2] Game Content [0.2] Completion time (level/game)? [0] is it Enjoyable & Fun? [0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again) [0] BONUS point: Multi-Player related [0] BONUS point: Review for VR [N] - if Registration is required with providing PII [No = Categorical] - is it acceptable to Play the Game in 2024+ ? Game description key-points: This Gamash, challenging, but nothing to see really Overview: walking and surviving the RED obstacles - as expected instant Death. No thanks!
Kinda fun, frustrating little platformer with increasingly difficult levels (only 20 of them) with the premise being that the game is difficult, which it certainly is, though not always for the right reasons. Controls arent as fluid as you'd hope they are, the character feels slightly slippery if you're not crouching, and the lack of a body makes it difficult to measure where you are actually standing, which for me ended up in a lot of deaths by falling. Music is good, and the level design is entertaining and unique enough to keep me interested in whats coming in each level! Negative points for the visuals though, everything seems glossy/shiny and overly bright with little color variation, leading to some mild eye strain. -cant recommend at full price, at most buy it if its on a very large sale (talking 90% or more)
Oyunu bitirmiş bulunmaktayım. Azimli erkek seven qızlar eqlesin :(
第一人称的跑酷游戏,因为视角的问题,导致难度莫名其妙的变高了 另外垃圾开发者/发行商为了让玩家觉得打折入手划算还故意把原价提了数倍
Instant Death is a brutally focused reflex challenge that strips gameplay down to its most unforgiving essentials. Developed by Tayfun Zeytun and published by My Way Games, the title makes its philosophy clear immediately: survival depends entirely on flawless execution, and even the smallest mistake results in instant failure. There are no health bars, no safety nets, and no narrative framing to soften the experience. What you get instead is a pure test of timing, movement, and mental endurance that feels intentionally designed to push players to their limits. At the core of Instant Death is a simple rule that governs everything you do—touch anything marked as deadly, and the run is over. This minimalist concept sounds almost trivial on paper, but the game quickly reveals how deceptive that simplicity is. Levels are constructed as tightly tuned obstacle courses that demand constant forward motion, precise jumps, and split-second decisions. Because there are no checkpoints, every attempt becomes an all-or-nothing run, forcing players to internalize layouts and patterns through repetition. Each failure teaches something new, whether it’s a mistimed jump, a moment of hesitation, or an incorrect approach to an obstacle sequence. The difficulty curve is deliberately steep, escalating in a way that feels both punishing and motivating. Early stages act as an introduction to the game’s rhythm, but later levels require near-perfect execution for extended stretches of time. This structure creates a strong emotional contrast between frustration and satisfaction. Deaths come frequently and often feel abrupt, but the moment you finally clear a section that previously seemed impossible delivers a powerful sense of accomplishment. The game thrives on this loop, encouraging players to keep trying through sheer determination rather than external rewards. Visually, Instant Death embraces a clean, functional aesthetic that supports its mechanical focus. Environments are sparse and easy to read, ensuring that nothing distracts from the task at hand. This clarity is essential, as success depends on reacting instantly to what’s on screen. The soundtrack reinforces the experience with high-energy electronic music that keeps tension elevated and momentum high, making each attempt feel urgent and intense. Together, the visuals and audio create a cohesive presentation that serves gameplay rather than overshadowing it. What Instant Death notably avoids is any form of progression system or mechanical variety. There are no unlocks, upgrades, or alternate modes to soften the challenge or provide long-term goals beyond completion itself. For some players, this uncompromising design will feel refreshing, offering a pure skill-based experience where improvement is the only reward. For others, the lack of variety and constant restarting may feel exhausting, especially for those accustomed to more forgiving modern design philosophies. The game’s appeal is therefore highly focused. Instant Death is not interested in accessibility or broad appeal; it is built specifically for players who enjoy mastering punishing challenges and measuring success purely through skill and persistence. Its short length and narrow scope work in its favor, delivering a concentrated experience that knows exactly what it wants to be and refuses to compromise. In the end, Instant Death stands as a stark example of minimalist design used to maximum effect. It offers no comfort, no narrative distraction, and no mechanical safety nets—only a relentless demand for precision and focus. For players who thrive on difficult, reflex-driven games and take satisfaction in overcoming steep challenges through repeated failure and mastery, it delivers a memorable and uncompromising experience that lives up to its name. Rating: 6/10
well
I died instantly. Super Cringe tbh
Challenging game where dying means starting from the beginning, there are no checkpoints or anything like that, rhythmic music that livens up the levels and a simple but perfect design to pass the time.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $579 | 4 | 100% | $6.99 | |
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| $2.8K | 39 | 38% | $2.99 | |
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| $12M | 82.5K | 82% | $7.99 | |
| $7.8M | 29.2K | 92% | $14.99 |
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