
An incremental / idle action adventure game where you must battle foes, mine rocks, defeat bosses, and grow stronger in your quest to conquer the mountain and defeat the Evil Geomancer.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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

You will help guide your Fox by attacking enemies, dodging their attacks, and gathering loot, all with just your mouse cursor (or keyboard if you prefer!).

As you progress, you will grow stronger. Acquiring new equipment, upgrading them, investing into a skill tree, and choosing permanent major upgrades in the form of Blessings.

Simple, but engaging gameplay. Click to move your Fox, or change a Setting to make it so your Fox moves to your cursor position automatically. Keyboard and Gamepad movement options are also available.
Fighting is done by proximity. The Fox gets near an enemy, they swing their weapon if they can. Combat involves deftly moving in and out of enemy range while dodging obstacles and other attacks.
Upgrade your equipment to become stronger. Choose from 1 of 6 different weapons, unlocked gradually as you play through the game.
Skill tree with meaningful progression and impactful choices.
Choose a powerful Blessing upon level up, a permanent bonus that grants you great strength.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 209 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
-_-
底子还行但不太耐玩, 半挂机了半天几乎就全通了.
Superb, funny cheap little game
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, German, Japanese, Korean, Simplified Chinese, Portuguese - Brazil, Russian, Spanish - Spain, Traditional Chinese
Hours played at review time, across 211 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Phenomal game, great to kill some time and relax
画风挺讨喜的,地牢和怪物设计没有那种压迫感
武器种类丰富多样,且能切实感受到角色成长,强化之前使用过的武器,也会对后续要使用的武器产生影响,比如若同时达到3级,攻击力将永久提升5%,且所有武器的攻击力将以最高攻击力为准。
力量并不怎么重要,在玩家将自己的武器都升满以后,还是觉得刮痧,可以加一些力量,不然没啥必要
I've given this developer's two projects, Kin and Quarry and this title, Kin and Conquest, a fair enough shake each. Despite being underwhelmed by the prior release, and somewhat underwhelmed by the Demo for this release, I elected to give the title a spin. TLDR: While brief, this game can be fun in short play-sessions of 30 minutes or so at a time. That'll give you the optimal experience and help you stretch the game's legs out where it's overall mechanical complexity fails. --- I'm far from the most adept of game players out there, but I do look at the Iterative Games subgenre with some attention. For me, the appeal in this game genre comes from prioritizing, optimizing, and strategizing. The more interactive and player-directed the solutions to the presented obstacles, the better an Iterative game can feel. In yonder past, you'd call these 'clicker' games, though the genre of Iterative Games has in many ways escaped this restrictive concept of format. Kin and Conquest is one of many distal evolutions of Universal Paperclips especially upon completion when player input is entirely optional and inconsequential. Yet somehow, Idle Factory remains perhaps the single best example of this genre, being both simplistic and having a long-enough tail and an interesting enough puzzle. Kin and Conquest's core conceit is like many Survivor-likes, giving the player the control over the character to avoid damage whilst prioritizing (at first) collecting resources. Meta Progression and the upward climb feels weightiest in its earliest phases, and if you grasp the mechanical design of this game, you'll swiftly push through the game's penultimate challenges within about 5 hours. I spent perhaps an extra hour or so after concluding the game's final challenge just getting extra milestone unlocks, not entirely to the point of 100% upgrades, but closer than deserved. Completing the game's full 12 levels each with 3 challenge ratings goes relatively quickly, at times certain upgrades will chain together fluidly from run to run with a good sense of progression, and at other times you'll be twiddling your thumbs waiting to scrape together enough coins for a final upgrade. At first there's an illusion of play style and player choice, but it swiftly devolves into filling out all upgrades and using large-AOE multi-hit weapons and inflating your attributes with specific gear choices incorporating only the two highest level options available to you. This isn't bad, per-say, but considering the game wears out its welcome within 6.5 hours perhaps says more to the design, implementation, and general lack of depth. Kin and Quarry also suffers this problem, terminating abruptly before the game can investigate any of its mechanical ideas with any significant breath and depth. Both games for me ran about $11 Canadian, for a relatively mild cost to runtime ratio of 2:1. This developer having done this routine twice with about a 30% increase in runtime, and perhaps a half dozen extra ideas, is after about 6 months of gap between games at first seems quite good for a small team. However, the lack of substantive development of ideas makes this game ultimately a high ticket price compared to peers within the price bracket. I cannot, on principle, recommend the price to time ratio nor the relatively undeveloped scope and scale of the game nor its rapid release schedule relative to the prior title by the developer. Hopefully in a year's time, they can release something more substantive and mechanically rich. Maybe drag it out for 8 hours? Little incremental goals seem fair to assign, assuming one developer is involved (this is what the steam page for the developer claims). Finally, the UIX is a little lacking. There are icons showing the equipped items on the bottom of the screen when in the upgrade menu for items, and you cannot click on those to travel to their respective tabs. There also is a problem with the Coin/Essence Exchange not having the ability to "Sell All" of one exchange currency. That issue with the exchange made me ultimately quit, as I was not going to be clicking my mouse over 10,000 times to exchange 2 Essence (useless after the skill tree is filled out) for 1 coin. --- To the Developer: Were I to suggest a direction for the next Fox themed game shoved out at a prodigious rate, maybe try out the genre of iterative settlements with some more emphasis on between-run terrain generation RNG elements, selections of diverse objectives, and maybe more actual story beats. The last two games have been about an Evil Geomancer threatening a bunch of foxes living in a region, why not now force those Foxes to Caravan from their homes to the promised land? Maybe even build the world some! Cleverly employed narrative structure, characters, and world details can make a simple story compelling where novelty and complexity are lacking. You have the capacity to establish loops, now is the time to build something beyond the loop in which that loop survives.
This is a fairly short game to get all the achievements, but to actually level up every weapon and armor will take longer. As of the posting of this review, I have a grand total of 12.6 hours on record in the game. A lot of that was AFK. But there definitely was a lot of active playing too. Controls nice, progression feels good. Combat doesn't feel great because the weapons are mostly slow. The active ability slows you down a lot and some you can't even tell if they're doing anything but they are. Graphics are cute as well, but I do wish armor was visible or was an option to turn on to be visible. Dyes are a neat touch. There is a lot of room to expand this game in the future, as of right now it's a little on the pricey side for what it offers in terms of cost vs playtime. It's still cheaper than a movie these days and the cuteness factor definitely pushes me towards the positive side of things in terms of recommendation. Definitely would like to see more unique characters like in Kin and Quarry as well as a bow and arrow at the very least to add to weapons. Overall it's a solid game, but you may not feel like you get your money's worth until there are more updates.
[h2] 挂机肉鸽的全新黑马?《无尽矿山》初体验[/h2] 说到最让人感觉放松且有意思的游戏类型,那么挂机肉鸽肯定可以能占一个位置,简单轻松好上手,不想自己手动操作的时候还能直接解放双手进行挂机,再搭配上肉鸽特有的构筑流派玩法,让我个人对最近发售的一款叫做《无尽矿山》的游戏充满了期待,玩家将要扮演一只下矿的小狐狸,不断向下挖掘直至矿山地脉深处。 本作的主要玩法就如同游戏的名字一样,无尽矿山,无尽的挖矿,但游戏也做出一条属于自己的赛道,将幸存者战斗割草、挖矿增量、装备养成三种内容深度融合在了一起。我们的小狐狸将深入矿山,在其中开采矿物赚取金币,击杀怪物收集掉落的灵魂。而因为身处在这座神秘矿山的缘故,小狐狸的生命将会持续消耗直至死亡重生回到矿洞口。 这时候之前的金币以及灵魂就派上用场了,在矿洞入口外的营地中强化我们的小狐狸,多分支的天赋树搭配上多种类可升级的武器装备,可以大大助力我们更好地深入这座矿山。游戏整体在这样的设计下就没有了失败一说,每一次尝试都是带给玩家正向的成长反馈,玩家可以亲眼见证自己的成长,“下矿、消费养成、再下矿”形成了一个游玩动力的循环。 双操作模式,在这里我们既可以享受挂机的休闲,也能体验亲手操作的乐趣。这是一个我自己觉得挺不错的设定,因为有时候我喜欢自己来动手操作,享受面对怪海的即时规划反应。往哪里走可以避免穿过怪堆少受伤害,往哪里走是最多矿石的地方,往哪里走是激活装备的攻击石柱,这些都是我需要考虑的,特别是想要追求每次获得更多资源,越过装备养成去挑战更深层的矿洞时,那就更需要采用手动操作,一旦达成目标所带来的成就感也是我十分沉迷的地方。 当然如果累了不想操作,就一键开启全自动模式,享受挂机带来的轻松。游戏这个自动模式还是设计得可以的,不会出现特别多非低级操作,虽然面对装备与强化不足的时候对比手操有着一定的差距,足够用来挂机刷基础资源。基本这时候我们就可以做一些其他的事情,游戏也会一直重复进行挑战,等到我们回来的就有大量的资源可以尽情消费,解压效果拉满。 此外,游戏为了进一步给玩家带来爽快的体验,还加入了许多额外的增益BUFF,当我们资源收集到一定程度之后就会获得三选一的升级,并且这个升级是跟天赋树一样,是永久存在的,但不同于天赋树的那种数值上的提升,这里升级更有质变的效果,并且这里的升级之间会与天赋树的效果相互触发叠加,带来更大的收益。 整体来说,我还是挺喜欢本作的,没有强制玩家高强度手操,拥有对应的挂机模式可以放松,大量养成强化内容,基本每一局都能获得提升,并且这个提升是玩家能感受到,全自定义角色外观进一步增加游戏可玩性。每一局游戏时间也不长,非常适合有零碎时间想放松一下的玩家,相信本作带给你的体验,会让你眼前一亮。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
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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