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Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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 → 1.14/day in the week after.
About
Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 103 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Was really fun :D i can recomand it!
Вышел из строя БП на игровом компьютере, и так как сейчас было не до ремонта, решил поиграть во что то легкое для ПК на своем маке. На легенду гримрока я уже давно положил глаз и даже запустил игру впервые примерно на релизе второй части. Тогда покрутился минут 5 и забил. Сейчас же от недостатка игр спокойно идущих на ноуте решел попробовать снова... и пропал на 30 часов. По сути проходил по этажу за вечер. Игра очень затянула своим нестандартным по сегодняшним меркам геймплеем, интересной прокачкой и магией, головоломками и в ручную проработанными уровнями и секретами. Я очень советую поиграть в эту игру любителям РПГ. Местами игра заставляла попотеть. Правильность раскачки здесь очень важна. 4 специалиста в узкой части своей области будут сильнее чем 4 равномерно раскачанных персонажа в рамках своих классов. С одной стороны я жалею что только сейчас прикоснулся к игре, с другой, игра оказалась отличным способом скоротать время за ноутбуком. Определенно на очереди вторая часть
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $14.99 |
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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.
Hours played at review time, across 105 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Drawing the map is fun
Игра 8/10 Чиловая, загадки, бродилка, лутинг, всё как я люблю.
Legend of Grimrock is a simple idea done right. I’ve not played Eye of the Beholder from Westwood Studios or Dungeon Master, but I have played games related and inspired. Grimrock is brilliantly designed, from the puzzles to enemy encounters, it’s truly a fantastic recreation of old school dungeon crawlers with modern reinventions. The story is fun, but predictable and minimal, mostly occurring through item details and occasional discussion from a mysterious entity. The star of this game, for me, is the way in which mapping the game out felt intentional. The game felt designed around the idea that I would opt for the old school mode, removing the auto map feature. There were no times where map design felt cramped and impossible to scribble. The puzzles and secret finding were fantastically fun, getting a vague clue of something wrong or different and finding treasure as a reward was fantastic. Grimrock’s biggest fault is in visuals, the game is very bare in environment differences to make each level feel truly unique, making the game a grey blob for the majority of the runtime. I highly recommend this game and will be playing its sequel.
From everything I saw of this game, thought that it would be a decent recreation of a beloved classic called Dungeon Master. Sadly it is not even close. Though I do feel that they used some map elements and design from that game. From limited playability from your characters where they were stuck to a specific role and couldn't deviate out of that role, as it used to be great where even if you weren't usuing your primary fighters to cast fireballs they could cast simple light spells to save your spellcasters mana for battle, This also allowed you to skill youir ranged attackers to have some spell capabilities once they ran out of throwables or ammo, to not being able to ready up all your characters to have an advantage of first attack and finally not even being able to set traps and getting the monsters stuck beneathe a door to give you a small edge when fighting stronger monsters. It begs the question how could a game 20 years old give you greater versitility in gameplay compared to a newer adaptation.
Really neat dungeon crawler RPG ! Go play on hard it's a lot of fun ;)
Grandioso. El alpha y el omega del dungeoneo. Muy bueno.
Jeu testé pendant 118 minutes. Je pensais retrouver un RPG old-school, mais ce n’est pas vraiment le cas. On avance surtout dans un donjon composé de couloirs, avec des combats en temps réel très rigides. Le principe consiste à cliquer sur les attaques de chaque personnage tout en essayant de tourner autour des ennemis pour éviter les coups. Sauf que dans les couloirs ou face aux ennemis qui lancent du poison, on se fait littéralement massacrer sans avoir réellement le temps de réagir. Le jeu explique peu ses mécaniques au départ, notamment la magie, les glyphes et le fonctionnement des combats. Une fois le système compris, je ne l’ai pas trouvé amusant, seulement punitif et frustrant. J’avais acheté le jeu en 2016 dans un bundle avec le deuxième épisode. Vu la difficulté et le manque de plaisir sur ce premier jeu, je ne lancerai probablement même pas le second. Heureusement, j’avais payé le bundle moins de 10 €. Je préfère donc m’arrêter là plutôt que perdre davantage de temps sur un gameplay qui ne me convient pas. Non recommandé.
it's pretty good, but the puzzles are a teeny bit infuriating on account of how there's no logic to them at all sometimes. and there's no way to know whether you're looking at one of those puzzles, or one of the ones that makes sense and has a reasonable solution that's not pure trial and error case in point: i solved one puzzle by teleporting a rock to a pressure plate. i moved to the next part of the map and saw there was a secret nearby behind a set of bars with no visible way to reach it -- keep in mind that this is in the same level where i found a different secret, but couldn't figure out how to get to it, and after searching around for a couple of hours, i finally caved and looked up the answer: you can't get there. you have to circle back by finding a hidden path two levels later (levels are hours long). and the game was never going to tell me this. so by now, i'm getting to be pretty done with this whole thing, and i don't even know what's supposed to be possible anymore -- anyways, i'm in that same level with that same nonsense secret, and i solve the first half of this other puzzle by teleporting a rock, and i'm standing next to a set of prison-type bars that block me from getting at some loot the teleporter's exit is next to the pressure plate, such that a rock traveling through the teleporter will land on the pressure plate and advance me to the next part of the map. notice how i didn't say anything about how the teleporter leads behind the set of bars where that loot is at. because logically, it doesn't. it leads to the pressure plate, or otherwise i wouldn't have been able to get to the place where i was standing much scrounging later, i cave and look up another answer, and it's infuriating: i was supposed to take the teleporter. the same one that sent the rock to the pressure plate for some reason, when a rock goes through it, the rock comes out one place. but when *i* go through it, *i* come out at a totally different place i been teleporting rocks for hours at this point (it's is a big part of problem-solving in this game), and up until now, they've ended up in the same place where the teleporter would send me. i know, because i'm constantly picking up rocks from the ass-end of a teleporter after i go through it. 100% of the time for my first ten hours of this game, this has been the case but suddenly the rules are different, and there was no indication of this in the game i'm guessing the teleporter sends you to a different place when both pressure plates are active. but the only way to figure that out was trial and error -- specifically, you are expected to continue trying random ♥♥♥♥. even though you know that trying random ♥♥♥♥ wouldn't have solved that last puzzle you got stuck on the worst part? the guy who's doing random illogical ♥♥♥♥ is rewarded by the game. he's the one with the blog that i have to consult if i want to progress. the wise sage of game-knowledge came about this knowledge by continuing to beat rocks and switches together long after it was reasonable to do so i don't even know where this kind of puzzle design comes from. like, i don't know where the thought process for this begins. it's frustrating, yeah, but it's also just perplexing. like, why? how? i've heard of the distinction between "puzzles" and "combination locks", and Grimrock is chockablock with combination locks: you either already know the answer (because you made the game), or you found it by abandoning your humanity and becoming a machine that combines every possible thing in every possible configuration. in either case, i do not understand you otherwise cool game. not nearly as hard and unforgiving as the internet says. mostly you just shimmy back and forth and click on items in time with enemy movements. the combat is basic, but fun enough, and the power scaling is just right to make me feel like i'm slowly becoming one with the dungeon (i never feel like combat is impossible, and it never feels like a cakewalk -- it's nice) mostly though, it's just annoying when you're confronted with baffling design decisions and have to consult the internet to figure out if progress is even possible big recommend if you want to beat your head against something for hours sometimes you get treasures as a reward for getting through difficult areas. i found out eventually (from the internet) that your hoard has no impact whatsoever on gameplay. literally, i've been picking up treasures, and i finally started wondering what they're for, and guess what, they're for "bragging rights" brother, i worked my ass off for this stuff, and even i (a moron) know better than to brag about this gimme a sword or a cool hat or something jesus christ i want to finish it, because it's fun when it's fun. but i feel like my time has been deliberately wasted, and that makes me question how much enjoyment is even possible for me with a game like this. not that it's inherently bad -- i'm sure some people love this kind of thing, just like some people love CBT. but it's certainly not for me i gotta have puzzles where all the pieces are included, you know? otherwise, i'll spend hours looking under my coffee table and couch cushions wondering if lost one somehow. if the box said "includes 99 of 100 pieces", i'd at least know the puzzle is finished when i fit 99 of them together
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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