
Control your environment, gather your party, and build your best deck to overcome outlaws and supernatural forces, across a rich fantasy world. Watch as your tactical choices and deckbuilding prowess play out through stylish fight sequences.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.43/day in the week to Aug 24 → 0.14/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
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 940reviews | 69% | — | $487.7K |
| $19.99 | 29ratings | 84% | — | not modelled |
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.
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
When I first played this game, and maybe for the first 7-8 hours, I could not understand the mixed review. It felt unique, fun, and looks great too. However, as time passed and the game got more difficult, I started to see WHY is was difficult - and it isn't anything to do with the gameplay. The lack of UI and tooltips for anything in this game is absolutely brutal, sometimes it feels like you take the exact same action in the same circumstances twice, but receive 2 separate results. With no information provided before you make moves, the ways the enemies respond at times just feels random. The game lets you skip sections on a new playthrough after clearing quests - but the game does nothing to catch you up to even being close to the power creep that comes with each quest. You don't even receive more gold. This option is unfortunately useless, and I say unfortunately because this game is looooooooooong. Once you are past the first 2 quests it is so draining going back to basic battles that you have fought over and over, and the mechanics and power scalling are quite absurd so you will make mistakes and lose early into the later quests - so you will either have to play for a long time to catch back up, or try to skip it and have the least fun, hardest fights of all time with no regard for whether your character is solo, or in a group. Fun game for the first few runs, then you start to see the cracks - which is really unfortunate because I went from playing this joyfully, to most of the game feeling like a chore.
Media

Related
Related
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Russian, Simplified Chinese
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Got this in a bundle, otherwise I would refund. Loved the first one despite its quirks, and looked forward to how they would polish the formula, yet somehow they managed to make a game that is worse in almost every way imaginable. I cannot imagine why I would ever play this over FiTS - UI and UX seems amaturish to be frank. Same icon on enemies for "has target" and "turn order"??? no keyword highlight or info on cards, so I don't even know what I'm choosing??? No mouse-over info on anything??? Health represented by the universally agreed upon "regen" symbol? - New systems all just suck. Lower difficulty makes you always draw certain categories of cards?? The gear mechanic is a poor excuse for the relics in other roguelikes. Consumables are boring rewards. Playing multiple levels packed together and then getting the rewards for each individual level afterwards makes no sense. - The powerfantasy and the art both fit better with the spy theme. The first one looked like a tarantino movie-poster, this one looks like someone put an ugly filter over the most basic dnd sprites you've ever seen. Combo, momentum, action replay and all these other things just obviously do not belong in a medieval gritty knife-fight vs skeletons. TL;DR: Just because you came up with a title that rhymes is not a good reason to make a sequal and stain your legacy
COMPLETE ♥♥♥♥♥♥♥! I can't believe this game came AFTER Fights in tight spaces. I have more than 300 hours on that game but this one makes me want to watch paint dry instead of playing one more minute. Everything good about Fights in tight spaces. The simplicity, the fast pace. All was thrown into the trash. The areas are pointlessly bigger (what happened to the TIGHT spaces?) and enemies tend to be ranged, annoying you from a distance and constantly getting away from you, forcing you to constantly spend time catching up with them instead of actually fighting. Enemy design is so dogwater. In the first game, each enemy had a distinct and recognizable identity. The guy that hits you up close, the guy that pushes you around, the guy that counters your attacks, etc. Here, they "increased the enemy variety" by having multiple enemies fill the same niche but slightly different pointless variations, making them a homogenous mess. This guy hits you up close, this guy also hits you up close but gives you a little bit of damage over time, this other guy ALSO hits you up close but gives you a little debuff as well. And of course, there's the EXTREMELY AGGRAVATNIG plethora of ranged enemies. Side objectives are also messed up as they're very annoying to set up and waste a lot of your time if you want that extra reward. And the biggest disappointment of all is the new multiple party members feature. Sounds cool on paper until you realize "more party members=more energy and cards spent to move them around and keep them safe instead of ACTUALLY FIGHTING". So basically this game lost both the fights and the tight spaces, all that's left is more boring knights every now and then. My god, not to mention to "character exclusive" cards are incredibly awkward to play. Like maybe you want to finish an enemy but NOPE, this card can only be played by your party member that's on the other side of the map so it's essentially a brick. AWESOME! At a certain point, I realized I was better off intentionally playing without additional party members to make the gameplay smoother but the game was still so insufferable that I gave up altogether not long after. STAY AWAY FROM THIS TRAVESTY! For the love of god, just play Fights in tight spaces or even its sequel. Even though it got unleashed onto us out of nowhere in a mega early state with barely any content, I still had some incredible moments and played it more than this garbage somehow. No clue what happened with this game, but at least I'm glad the devs redeemed themselves with the 2 Fights in 2 tight spaces.
tries to do too much and loses focus. The basics of the game are good, but so many details are confusing and inconsistent. Icons and symbols that aren't properly explained. Sometimes a rule is explicitly stated, sometimes it isn't, but it is still applied. Enemy AI seems random. tried to like it but feels like a bit of a mess
Heartbreaking game, I was super hyped for this but there's just too much going against it for me to enjoy. The visuals are nice but the mechanics are annoying, the best visual mechanic is the hand to hand abilities which look cool, but, you can only use them on a weaponless character and there isn't enough of them and they are not prevalent enough to actually round out a build. The environmental kills are cool, but, you have very few abilities that can utilise it, most of the time it will be a 7 on 2 fight and they will all have the abilities needed to use these environmental kills. The idea of rocking up with your party of 3 to beat the odds sounds good, however the mechanics are not good enough to back it, it's very hard to have 3 characters who all need to move and attack and you're given 4 action points. There's other points i could go into but I feel the other reviews cover it well. This game still gets a thumbs up from me because it works. no bugs, looks pretty and I can see what they where going for. It's unfortunately just not for me.
I have a difficult time recommending this game. It's a good game! There's fun to be had! People go out windows! It has significant flaws though. First and foremost, the addition of NPC companions really muddles the deliciously tight design of Fights In Tight Spaces. All allies work from your single hand of cards, so you will seldom be able to really make use of two or more characters. More often, you'll have one primary and then the rest are just there for the Assist Bonk, which works fine until both characters need to be moved and you will NEVER have enough movement cards for a party. This problem is compounded by just how sodding many enemies you will be facing off against. Most missions will see you facing five to six foes at the same time. If you want to stay mobile, you'll probably want to stay solo. There're some other quibbles, like whole slew of cards being locked to classes but still showing up as rewards, MUCH bigger maps, and a somewhat cluttered art style, but that'll come down to personal preference. As for positives, the addition of equipment and supernatural enemies is a nice touch and there's more meat to Events. There's still lots of fun to be had here! TL;DR - It's still a good game, but not as tightly designed as Fights in Tight Spaces. Worth a buy, just wait for a sale.
Loved FiTS, bounced off this immediately. The entire party sharing one deck and the same resources means you either build a party of mostly the same characters or you just get a lot of those moments where you either draw all lands or no lands in MTG. The soundtrack and visuals also lack the sauce FiTS had
im still playing it. im still having fun. but if i had the option id pick a "partially recommend" if i could. I'll be comparing this game with its predecessor "Fights in Tight Spaces" a lot, since I've played plenty of both. PROS: -being able to buy new weapons and gear is the best new addition -much better story than "fights in tight spaces" -Reward system for meeting objectives more interesting than "stat up, money, heals, cards" the previous game had. PROS DESPITE WHAT OTHER REVIEWERS THINK -manuscript visual style fits well theme -you can trick enemies into putting themselves into positions when they can be pushed off the map particularly when dealing with more than one enemy. Certain cards can actually make the "avoid being knocked off map" positions ideal for knocking them off the map like "backslam" and "swap" MAJOR CONS: -completely broken ragdolls where the bodies flop and contort like unconnected body parts held together by stretchy skin. They did the ragdolling right in Fights in Tight Spaces, I don't know why they cant do it correctly here. -too tedious when trying to build your own deck with a specific card you want. easily fixed by adding a redo button at the end of character creation instead of having to rapidly click through the beginning dialogue of the game before you get the option to "abandon run" and try again. -many movement cards are seriously hindering, causing a run to be written off within the first two cards added in the deck building process right at the beginning. MINOR GRIPES: -the warlock class is in major need of a buff because of the unnecessary number of drawbacks. maybe the class is there for people who want a challenge? -i don't think the dance music fits as well in this game as it does in "fights in tight spaces" -like other reviewers say, having multiple characters on the same team, but only one hand to draw from makes mixed classes a detriment to you. some classes are able to use two kinds of cards, but which cards can be used is reliant on class types and equipment. sometimes this results in restarts if you plan ahead for a second party member that doesn't appear at the inn.
Inferior to the prequel in every single way. The style is a choice that can go either way, depending on the person, though I personally strongly prefer the previous iteration. The more detailed characters do not work that well when the enemies ragdoll, and though the levels are a lot more detailed and nicer-looking, the price is that the variety is much, much lower. The same 4-5 get recycled all the time. Not only is it tiring, but they're actually not very well designed for throwing enemies off-scenarios. And that is another thing. The enemies try a little TOO hard to avoid being anywhere close a ledge, no matter what. It might be a combination of the inferior level design, but you'll often spend 20-30 turns of just making tiny little switches so you can throw that last enemy off so you can fulfill your optional objective. Because they're not random anymore; now, it's fixed. Rather than banking on the replay value (the entire point of the game), it has a SINGLE campaign with a lot of dialogue that you must skip since you've already read. Once you finished the campaign once, you've basically done all there was to do in the game, unlike the previous entry that had so much content, so many new things to try. Because, in the previous one, there were so many nice builds and ways to exploit both the environments and characters. Here? Maybe two-three good cards per character. Equipment adds surprisingly little, making money is painful as all hell (always behind annoying secondary objectives that can have you trying the same scenario for an hour, just micromanaging everything so you can get that enemy to kill the other enemy, because it's either that or zero gold gain. Levels take much longer. The previous one was addictive because it was non-stop action. Snappy, short levels and relentless, fearless enemies you could quickly manipulate into cool combos, making you go, "Just one more!". Here? More insidious, careful enemies you have to chase a great deal of the time, which makes every single level drain you. And this game... it just is so much worse with other characters. It's tedious, it's more micro-management, it's always unsatisfying that you have cards only certain characters can use, and they must be in JUST the right position to use it, not to mention that the options are limited (most cards obviously suck and are just filler), and it makes the entire experience quite boring. Not to mention that equipping items on each character means extra clutter for your hand. The game was simply not well-thought around having such a large hand; it's not easy to find the cards you want. That is, when they work. This game has plenty of unresolved bugs that have been around forever, and it makes it feel like abandonware. From getting suck and being forced to exit levels when not a thing responds, to crashes and everything in between, it now also forever sucks. Animations are now clunkier and a lot more repetitive; less alive, somehow. With the previous one, you could kind of let the cinematic camera take you on a journey as you did sweet kung-fu moves with tons of variation, making it feel like a movie. Here? Move right. Raise sword, lower sword. Raise sword, lower sword. Turn to the left. Again. Replays are absolutely unsatisfying. And the character design. Again, a personal thing. But most of them are... plain ugly. Fine for the monsters, but who'd ever want to look like the guys we're forced to play as? There's maybe two okay ones; for the rest, it's like they TRIED to make them unappealing. They missed on every mark. Every. Single. Mark. There's not a single thing this did better than Fights in Tight Places, an actually good game. Avoid this.
おもろいけど、沼るとかそういうのじゃなくて一回のランが長すぎる…… 初回プレイで死ぬまで4時間かかってもう一回やる気にはならんかった。途中から始めると難しいし…… でもサントラがめちゃくちゃいいのでおススメです
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.5M | 12.2K | 98% | $19.99 | |
| $6.2K | 76 | 83% | $4.99 | |
| — | 29 | 84% | $19.99 | |
| $1.1M | 1.7K | 75% | $22.99 | |
| $161.8K | 365 | 69% | $17.99 | |
| $201.5K | 534 | 83% | $7.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $487.7K | 884 | 63% | $17.49 | |
| $487.9K | 1.9K | 77% | $9.99 | |
| $487.3K | 8.2K | 96% | $2.49 | |
| $486.9K | 1.6K | 85% | $12.99 | |
| $486.9K | 1.3K | 75% | $24.99 | |
| $488.6K | 1K | 79% | $14.99 |