
Kollectomanaic takes place in a post-apocalyptic world. After an unknown disaster, many humans evolved into people known as Walkers. You are one of them. You're given a job to buy and sell items with Walkers. Explore, gamble, solve puzzles, upgrade, make soup, and play games. All to pay your rent.
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About

Buy and sell items to Walkers to make a profit. Each run is a little different.
Fast gameplay, quick calculation, and planning are vital!
Post early acess will over trippe the number of unqiue Walkers!

Spend your extra cents at the shop to buy items for your store.
Each item takes time to understand and utilize effectively.

Explore the grove, unlock new areas, ways to earn cents, collect items, make soup, and more.
Future updates plan to add many more areas, providing a larger sense of progression, unlocking more endings, puzzles, and minigames.

Play risky games in the grove after unlocking Noise, letting you bet your hard-earned cents on fantastic games.
Sell your organs to pay off debts or go all in by talking to Noise.

Solve simple puzzles in the grove to earn cents! Later updates will add more puzzles and minigames.

Unlock a game console and game cartridges by making soup in the grove; Unlocking an alternate way to end days with a bit of gaming.

Every four days, you must pay your landlord to survive. Keep him happy or else...



Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
[h1] Note to reflect a big update: [/h1] this game previously just had you locked in one place, but now you can do some limited exploration at certain points, similar to a graphic adventure, like moving between the panels and doing various puzzles. Dev pretty much addressed all of the issues that I had with it, so with that being said, I think the game is in much better place now. Original review: ........... To stay lore accurate, developer somehow sold me a $5 game at $8.59. Teaching me game mechanics already. Essentially it's a [b]buy low, sell high[/b] shop simulator & rogue-lite, except that you don't actually know what the items are worth, it's very much trial and error, at least until you figure out the approximate price range of each item, and then you can make educated choices. I kinda like the vibes but there really isn't a lot to this game, for the most part it takes place on one screen, and you can visit the upgrade shop between each day, buying new features for your store that will increase your income or help you in some other way. Every 5 cycles you have to pay rent, and sooner or later it will catch up to you, so I guess that is where the "rogue-lite" comes in, although you can technically save between the days, which most games don't let you do. I assume the game does not have a real goal, you just keep playing until you lose? Personally when it comes to rogue-lites I still want to have some visual progression, even though I like the loop in this game I do think it can get stale in just a few hours, and overall I don't think that playing this game over and over would give me a different experience. As I understand the developer plans to have more features like resource gathering, which I assume will be a risk/reward mechanic, using your spare time instead of working at the store. I mean that would certainly help to add a bit of variety, but I still feel the game needs more visual milestones with some changes, otherwise there really isn't much to look forward to after you grasped the overall concept. Maybe you planning to add more walkers at later parts? I guess it's okay, I am not sure it's enough. In the current version the RNG can be very painful, I had games where I would buy an expensive item and it would get robbed 5 seconds later, completely ruining the run with little control over it. I don't mind the 'risk and reward' elements, usually they make these games better, but the game makes it very unclear why some things happen, or what some of the upgrades actually do for you, again putting more focus on trial and error and just pure luck. [h1] Pros: [/h1] (+) The entire game essentially comes down to resource management and 'risk vs reward'. I am kinda enjoying the tactics, but I have some reservations about it at the same time. What I do like about the game is that, the combination of limited time and price ranges kinda forces you to flex on the pricing, sometimes you want to sell later to get a better deal, sometimes you horde too many items and you just want to get some coin, and sometimes you can even take a loss just to meet the rent. (+) Kinda has some silly vibes and references, if you into that, I thought the game was very cute, just trying to estimate the value of random junk, which is usually worth more than you realize. (+) The developer patched in some extra navigational features, now you can do some point&click exploration in the forest occasionally, doing different gathering mini games and objectives [h1] Feedback: (outdated)[/h1] [b] (the recent patches added some graphic adventure elements when you go exploring, adding more visual variety and objectives to the game, so it's not just staying in the store the entire time anymore) [/b] - Is there no way to end the run during the selling phase, or exit to main menu? I don't mind that you don't want players to save the game at that point, but I still want to option to end the run at any point instead of ALF+F4 and entering the game again. Sometimes I just get bad RNG and want to restart. - Robbing never feels good to me. I bought an item for 15 coins and lost it 5 seconds later, instantly ending my run, it just does not make sense from practical progression, I think you should rework it into something more resonable or maybe even remove it completely. - So something I wish was a thing in the game, if I keep offering like a 1 coin lower price, say customer wants 5 minimum, but I keep offering 4, maybe there is like a 10% chance they will take it, as a risk & reward mechanic, either lose the customer or lowball for a better deal - I think you should ideally aim for some visual progression that isn't just more store upgrades or a few new items, and I also don't think that gathering will solve it. It's fine to make just a rogue-lite where you keep going, but there has to be something for me to look forward to as a reward for the challenge, and I am starting to feel like my runs end with nothing new. - The thing you said with the store items being intentionally obtuse, just not telling you how they benefit, even though some are more obvious than other. Honestly I think you confusing "no hand holding" with just keeping basic information away from the player. Making investments into upgrades is already a little sketchy, and it does not help that I don't even know what some things do for me. [b] Overall Thoughts on EA 5/13/2025 [/b] As of the "pistol" patch the game has a lot more to offer, every couple of days you can leave the shop and explore the game like a "graphic adventure" doing various puzzles and currency based objectives, having more visual variety, and things you can do in the game. The game might look simple, but there is a lot more to it now than what I originally played, so if you want to try something different, I would recommend, there is a lot of strategy and optimization to it, as well as all kinds of odd features as you make progress. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
Best Game of 2025
This game brought me back to the high school computer lab in the wild west internet days. A work of art to stimulate your brain.
Игра вообще нормасик
good game
silly little game, with unique visuals and not too complicated (yet fun) gameplay, simply a fun time that's well worth the price. also a lot of secrets to be found, which i love!
Kollectomaniac, developed by Akmacdondon and published by Akmac Industries, is a strange and experimental blend of shop management, exploration, and roguelite structure set in a surreal post-apocalyptic world. It immediately stands out for its tone, presenting a setting where familiar ideas like trading and survival are filtered through bizarre rules and unsettling transformations. Rather than guiding players through a traditional narrative or clearly defined systems, it invites them to adapt, experiment, and survive within a world that feels unpredictable and often deliberately opaque. The main gameplay loop revolves around running a small trading operation while trying to meet recurring financial obligations. Every few in-game days, players are required to pay rent, and failing to do so brings consequences that can end a run. This structure creates a constant sense of pressure, as each decision contributes to whether you can sustain your operation long enough to continue. Buying and selling items becomes more than a simple exchange; it turns into a careful balancing act between risk and reward, where pricing, timing, and resource management all play a role in survival. What gives the game its distinctive character is how it layers this economic system with unpredictable elements. Customers behave in unusual ways, items may have hidden properties, and the world itself seems governed by rules that are not immediately clear. This encourages players to experiment and learn through trial and error, gradually uncovering how different mechanics interact. The roguelite structure reinforces this process, as each run provides an opportunity to apply what has been learned while dealing with new variations and outcomes. Beyond the core shopkeeping loop, the game expands into a variety of side activities that add texture to the experience. Players can explore surrounding areas, interact with strange systems, and engage in small tasks or mini-games that break up the routine. These additions contribute to the game’s surreal atmosphere, making it feel less like a straightforward simulation and more like a collection of interconnected oddities. However, these elements are not always fully integrated into the main progression, and at times they can feel like separate ideas rather than parts of a cohesive whole. The atmosphere is one of the game’s strongest features. Its combination of bleak survival themes and offbeat humor creates a tone that is both unsettling and oddly engaging. The world feels intentionally strange, with its transformed inhabitants and unexplained systems adding to a sense of mystery. This approach rewards curiosity, as players are encouraged to explore and piece together how everything works, even if the answers are not always immediately satisfying. At the same time, the game’s early access state is noticeable in its current form. While the core concept is compelling, the execution can feel uneven. The main loop, though initially engaging, does not change significantly over time, which can lead to repetition during longer sessions. Some mechanics lack depth, and certain features feel underdeveloped, suggesting that the game has not yet reached its full potential. The lack of clear guidance can also make it difficult for new players to fully understand how to progress, especially in the early stages. Despite these issues, Kollectomaniac offers moments where its systems come together in a satisfying way. Successfully managing resources, meeting deadlines, and navigating the game’s unpredictable elements can create a sense of accomplishment that keeps players engaged. Its unconventional design and willingness to embrace oddity give it a unique identity that sets it apart from more traditional management or roguelite games. In the end, Kollectomaniac is a creative but rough experience that is defined more by its ideas than its polish. It presents an intriguing combination of mechanics and atmosphere that can be rewarding for players who enjoy experimentation and discovery, but its limitations prevent it from fully realizing its potential. As it continues to develop, it may grow into a more complete and refined experience, but in its current state, it remains an interesting and occasionally compelling work in progress. Rating: 6/10
I have a solid chunk of hours on this game (off of Steam) and it is definitely very fun. You can just play this game to try and get as far as you can, or you can go exploring, uncover the story and play several minigames, go fishing and gambling, and do so much more. 10/10 would recommend. Great game for the price.
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