
Lairchitect is a reverse dungeon crawler! Build your own lair and protect your precious soul core from heroes that try to raid your dungeon. Distracting heroes and using the right minions to defeat them is key in winning the 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 Aug 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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

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Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
dejo reseña negativa, por que los juegos de steam deberian tener un minimo de calidad. y este juego no la tiene. Lo Bueno: -La idea del juego es buena. pero esta muy MUY mal ejecutada. hay ideas realmente buenas como puertas que debes abrir buscando la llave de un cofre, o que la unidad sea diferente dependiendo del terreno en donde se coloque. -es entretenido y desafiante. Lo malo: -muchos bugs(los enumero a continuación). *BUG1: unidades se pueden quedar atascadas. *BUG2: los goblings no ejecutan acciones por cercanía, aveces pasa que se intercambian de un extremo a otro. *BUG3: aveces al invocar un esqueleto, este tiene comportamiento de goblin. *BUG4: entiendo que algunas unidades tuyas atacan a otras para "motivarlos", pero los terminan matando. otras cosas malas: -mal balance, literalmente al inicio es imposible ahorrar para subir de nivel. es necesario uno mismo pegarle a tu cristal para ganar recursos. - falta detalle o explicación de muchas cosas. - falta un tutorial decente. - faltan idiomas. - hay elementos que en verdad son innutiles e innecesarios, realmente ni los usas nunca. - además de haber elementos innutiles, hay recursos como el queso, que tambien son innutiles. - las unidades y objetos ENDgame, principalmente las que estan hechas de obsidiana, estan absurdamente rotas. destruyen todo a su paso. TODO, incluso tus unidades. EXTRA: -seria agradable poder controlar un poco mas las unidades, pero entiendo que esta diseñado asi aproposito, ya que asi los slimes mueren al caminar fuera de terreno construido.
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A great game
a fantastic game made me keep playing more than I expected the only problem would be that it crashed a couple of times while playing in endles
fun game
Sokpop S08: Lairchitect is a compact yet conceptually clever strategy title developed and published by Sokpop Collective, built around the idea of turning the traditional dungeon crawler upside down. Instead of controlling a hero delving into danger, the player assumes the role of the dungeon’s architect, tasked with constructing and defending an underground lair against waves of invading adventurers. This reversal of perspective immediately defines the experience, framing it as a form of reverse tower defense where success depends on foresight, spatial planning, and understanding how different systems interact rather than on direct control or reflexes. The core gameplay loop revolves around placing rooms, traps, and minions within a confined dungeon space while managing limited resources. Heroes enter the lair from various entrances and attempt to reach the central “soul core,” following relatively predictable paths that can be manipulated through clever layout design. Each placement decision matters, as minions serve different roles such as blocking, distracting, damaging, or supporting, and traps are most effective when combined thoughtfully rather than scattered randomly. The satisfaction of Lairchitect comes from watching a well-planned dungeon slowly grind down waves of attackers, revealing whether your architectural choices were sound or fatally flawed. Despite its small scale, the game offers a surprising amount of variety. Multiple hero types with distinct behaviors and resistances force players to adapt their designs over time, while a roster of different minions and structural elements encourages experimentation. Some defenses thrive when clustered together, while others work best as choke points or distractions, creating a light but engaging layer of synergy-based strategy. The presence of both a short campaign and an endless mode supports different playstyles, allowing players to either engage with a guided set of challenges or freely experiment with dungeon designs under increasing pressure. That said, Lairchitect embraces Sokpop’s signature minimalist and experimental design philosophy, which can be both a strength and a weakness. The game provides minimal tutorials or explicit explanations, often expecting players to learn systems through failure and observation. For players accustomed to clear onboarding and detailed feedback, this approach can feel opaque, especially early on when it is not immediately obvious why a particular defense failed or succeeded. However, for those who enjoy discovery-driven design, this ambiguity can enhance the sense of experimentation and ownership over one’s solutions. Visually, the game adopts a simple, readable art style that prioritizes clarity over detail. The dungeon layout is easy to parse at a glance, and the animations, while basic, communicate unit behavior effectively. This functional presentation aligns with the game’s focus on systems and structure rather than spectacle. Like many Sokpop titles, Lairchitect is clearly designed to be played in relatively short sessions, making it easy to pick up, experiment with a few ideas, and step away without committing to a lengthy campaign. The pacing reinforces this bite-sized philosophy. Runs are concise, and progress is quick, which suits the game’s experimental nature but also limits long-term depth. Once players become familiar with the available tools and enemy behaviors, the experience can begin to feel repetitive, as there are only so many combinations to explore within the game’s constrained scope. This makes Lairchitect less about endless mastery and more about enjoying a focused design exercise that delivers its ideas efficiently before moving on. Overall, Sokpop S08: Lairchitect succeeds as a thoughtful and quirky strategy experiment that exemplifies Sokpop Collective’s creative ethos. Its inverted dungeon-defense concept, emphasis on spatial reasoning, and compact structure make it an engaging diversion for players who enjoy systems-driven design and unconventional perspectives. While its limited guidance and shallow long-term progression may not appeal to everyone, those who appreciate short, inventive indie games will find Lairchitect to be a satisfying example of how a single strong idea can carry an entire experience without unnecessary complexity. Rating: 5/10
Needs a sequel or + Version for longer runs/ custom rules. +
es una verga
This game dumb as hell
Fun for the price, a bit janky Devs please buff plants and undead :)
던전디펜스 게임.
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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.
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