
Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 16.86/day in the week to Aug 21 → 30.29/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
Command a strike force of marines, mercenaries, and criminals in a distant system, cut off from the Core Worlds. At the lawless frontier, the Wayback system is controlled by pirate warlords, questionable corporations, and fractured planetary governments who struggle for a new order. Though you initially lead your strike force of marines from aboard the strike cruiser TCRN Impetus, you'll quickly need to unite the disparate locals under your leadership to defeat an unknown threat. Fielding tanks, walkers, and infantry squads with a massive selection of equipment to choose from, you’ll train your troops, plan out operations, and engage in deadly tactical battles.
The developers of Battle Brothers take us to the far future in MENACE – a turn-based tactical RPG set in an isolated system where a strange new threat has begun to emerge.

Your Republic Marine Corps strike force has made its way over to bring the frontier back into the fold, but what was supposed to be a simple pacification mission revealed a threat that puts the entire system at risk…
Your approach is entirely yours to determine – as distress calls roll in, calling you from planet to planet, you can decide which to respond to, what resources to employ, and when to engage based on your readiness levels. Your choices will determine how the local factions feel about your presence, with a direct impact on your relations with them and what favors they may be willing to do for you. Will you prioritize relations with criminal elements that specialize in gathering intel, hacking enemy equipment, and securing the best deals from local dealers? Or will you ignore them and focus on the recovery and repair teams that keep your vehicles operational while supplying you with powerful advanced tech?
With all communications cut off, you're at the top of the chain of command, and your team of marines, mercenaries, and criminals turn to you for answers. Any single operation is not limited to one battlefield, instead taking you on branching paths of multiple missions each, asking you to engage in a series of battles across entire worlds. Make strategic decisions as you progress through an operation, choosing between the missions available to you – will you first take out the enemy air defenses that keep you from landing tanks? Or will you press directly into the enemy to rescue a group of hostages and gain the trust of the locals? Proceed mission by mission to complete the operation, and ultimately, further your grand campaign, but beware – every decision has serious consequences, not just for the operation at hand, but the entire system itself.
The strike cruiser TCRN Impetus acts as your base of operations, not only ferrying you between missions, but providing both orbital support and a place for much needed R&R. Invest in upgrading and customizing your mobile HQ to best synergize with your approach on the battlefield, seeking out opportunities among local allies to gain the upper hand for the task ahead of you.
Without access to your standard issue naval arsenal, you'll have to rely on local black market dealers and the spoils of war to equip your squads. From the jury-rigged war machines of the pirate factions to the refined, high-end arms of the local mercenaries, each engagement isn't just an opportunity to bring the fractured system under control, but to acquire new equipment to help accomplish your mission.

The threat of death is real as you find yourself pit against numerically, and at times technologically, superior enemy forces. Large engagements across diverse battlefields are subject to the effects of weather conditions across a multitude of biomes, and human foes are the least of your concern. In the recesses of the system, something alien has taken hold, and its methods are unpredictable and unrelenting.
Battles in MENACE are deadly affairs – under the hail of bullets, plasma bolts, and missile fire, you will face off against enemies that are well prepared, and ruthless. Expect to permanently lose squad leaders and their squads, and prepare to adapt to constantly evolving situations on the battlefield. Pacifying an entire system doesn’t come without a few risks, and superior tactical prowess will determine the victor.
Use flanking maneuvers to make your way around cover, or use heavy ordnance to flush enemies out from their firing positions. Rush from cover to cover as you plot pincer attacks, opening fire to suppress enemy squads and pin them in place while working to destroy cover they might run to. A tactical approach is essential to coming out on top but remember to stay on your toes – though you can plan around intel gathered for mission briefings, plans never survive first contact with the enemy.
Keep an eye on your weapons' efficient ranges, their damage over distance, and whether they're best used against heavily or lightly armored enemies. Even beyond accurate ranges, every round fired causes some degree of suppression to the squad it lands next to – whether they were the intended target or not, and whether friend or foe. With heavy fire more likely to pin an enemy down than small arms, you’ll be able to adapt based on the tools at your disposal, but make sure to adjust your approach as needed. Study the enemy to assess if you should be sniping from a distance or aggressively closing the gap under the cover of suppressing fire.
Arrive on the battlefield with a variety of vehicles - from troop carriers to MLRS to jury-rigged pickup trucks and more, each with their own strengths and weaknesses, and a variety of weapons systems to choose from. The firepower of a lumbering tank is immense, but the nimble walker is able to respond to fast-moving threats in an instant, rotating freely and quickly. Designated pilots are able to bring these vehicles to the battlefield, albeit at a high cost. Will you opt to bring in self-propelled artillery you’ve commandeered from the mercenaries at the cost of better equipment for your infantry? You might lose an entire squad, but the extra firepower might just be what secures your victory.
Use limited supplies to kit your squads out before each mission and ensure you're equipped for the task ahead. Infantry squads can swap their armor to strike a balance between protection and utility with additional accessory slots, where accessories range from drones to grenades to target designators. Each squad can be equipped from a wide selection of weapons with different advantages and disadvantages, as well as particularly powerful specialist weapons – everything from flamethrowers to sniper rifles to EMP cannons.

Pike is the model marine – loyal to the Republic, and a professional soldier, unwavering in the face of adversity. Rewa suffers from the trauma of past scars, a violent rage constantly boiling beneath the surface. Lim owes Pike for saving his home colony, and distrusts non-Marines – but he'll have to learn to meet them in the middle as the going gets rough. Every squad leader in MENACE has a history and personality, and as their commander, it's up to you to navigate the trouble that can bring.
From the marines you flew in with to the locals you need to recruit, each squad leader carries their own expectations and aspirations. Their accomplishments and failures on the battlefield will influence their leadership – a mission with multiple confirmed kills might help bolster morale for the following engagements, but a squad leader that sees their entire team eliminated might perform worse for some time as they regain composure. Will you take on the liability of an underperforming squad just because you need the numbers, or will you put them on leave until they recover, potentially jeopardizing the current operation entirely?
Squad leaders earn promotions and improve over time, giving you the option to customize them to your liking and improve their squad’s performance. Keep your squad leaders alive and choose perks from varied promotion trees, acquiring additional active and passive abilities to use against the enemy.
Each playthrough features a selection of characters from a massive pool – learn how individual backstories are tied together and prepare to navigate the unique combinations of each run. Stories unfold in unexpected ways as your squad leaders push from engagement to engagement. Watch them crumble under pressure from a cataclysmic threat, and do your best to train them for the fight against the MENACE.

With procedurally generated multi-mission operations and battle maps, alongside a big selection of characters and countless equipment options, every run of MENACE plays different from the last. Find yourself face to face with a seemingly insurmountable challenge that takes on multiple forms across playthroughs, and put your strategic and tactical prowess to the test in new ways each time.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 13.6Kreviews | 91% | — | $19.4M |
| $29.99−25% | 163ratings | 88% | — | not modelled | |
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 1424 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not a game for the working parent. I dont have a lot of time to play, I tried to give myself 45 minutes to play but when interrupted I have to turn the game off and start the mission again later. Not being able to save mid mission will also mean I can not play on my steam deck on the way to work, which was one main reason I bought thr game.
I liked Battle Brothers so I wanted to give this one a try. I'm not foreign to tactical games like XCOM series, Wartales, Phoenix Point and many other turn based ARPGs. I understand they are trying to make this a challenging experience and I'm not that deep into the game yet but there are serious design issues that take the fun away at least for me. -First of all, enemy units are omniscient. They know where your characters are located, what weapons and abilities they have, what's their max range and stuff like that and this knowledge makes the difficulty unfair and unfun rather than challenging. Stuff like pirates kiting you according to your max range, not being able to use your rocket launcher against enemy carrier trucks because they know where the unit is located and always come from the other direction etc.. Stuff like this really makes it unfun to play. -Second, the game does not provide any tools to deal with this at least early on. I had one pirate hunker down between 5 full covers and 2 others peeking the only opening. This caused me to shoot at him for several turns, causing me to lose timed secondary objectives. I know there are smoke grenades and stuff later on but you start with absolutely nothing early on and stuff like this drags the fights for way too long. - Speaking of timed secondary objectives, I think they should remove them. Let people play on their own pace. Putting players on timers is just a cheap uninspired way to introduce more difficulty. I'm not returning the game as I wanna see how it evolves moving forward, but currently I can't recommend this to any of my friends.
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Every market we collect.
Latest in each market: best RU #42, worst DE #98 · 6 markets collected
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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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
| $29.99−25% |
| — |
| 89% |
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| 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.
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Красиво, но не логично. Игра имеет очень хороший потенциал, но разработчики гробят его странными идеями и кривыми механиками. Плюсы вы сами можете найти поиграв в игру, а я выскажу минусы которые обнаружил. 1. Игра про будущем в котором командование имеет интеллект улитки. Давайте высадим команду для миссии БЕЗ КАРТЫ местности, пусть сами разведывают. Хотя на брифинге карта есть. 2. Уровни сложности с урезанием количества ресурсов для высадки у игрока и увеличения их у ИИ. Один вопрос - ЗАЧЕМ? Такая искусственная сложность приводит только к одному исходу - люди будут играть только определённым набором персонажей с самой высокой эффективностью, в то время как другая половина персонажей будет выброшена в помойку. 3. Клише - миссии на время. Успей выполнить миссию пока чай не остыл? Вы видимо решили скопировать данную механику из XCom-2, где данная механика всех бесила 4. Клише - защита поселений. Высадка за 10км от поселения, когда враги уже в нем. 5. Новая ТБУ интересна, но она не решила старую проблемы - половина модулей бесполезны, а артобстрелы все еще косые 6. Ночные миссии - В будущем на технике не ставят ПНВ, хотя у ИИ нет штрафа на обзор ночью, а минометы стреляют даже если ты спрятался за 5-ю стенами 7. Слоты для аксессуаров. В среднем на персонажа у вас 2 слота под ВСЕ. Я конечно все понимаю, но поиграв вашу игру 30-40 часов игроки не будут брать около 80% все того ассортимента, что вы добавили в игру. Может уже сделаете отдельные слоты для гранат и препаратов
If you ACTUALLY like big map turn based strategy games, this one is a winner. Myself, it is the only genre I judge enough to leave a review as most of them are generic tactics bullsh*t on a small grid or a wanna be advanced wars that simply is worse than its inspiration with no redeeming qualities. Did I put 400 hours into mewgenics faster than I should have? Yes. It was that good. Did I put 50 hours into this UNFINISHED game nearly as fast? Yes. That said I still have not completed my first run. It is fu**ing nailing everything it is trying to be in a beautiful fashion. I truly cannot imagine any negative reviews are by fans of this genre. In terms of large map size turn based strategy, this is a masterpiece. The bonus points come when you also like huge but not overwhelming amounts of unit customization. My only "complaints" would be such trivial things such as "sometimes i wish enemies were highlighted better because my eyes aren't the best". Yeah. That's it. The golden standard for turn based strat games is mewgenics now, and this isn't quite that. Breeding these commanders would be freaking weird so maybe it's for the best. But this game is incredible.
The developers were so terrified of being called an XCOM clone that they threw out fundamental tactical logic. You have absolutely no way to intercept moving enemy vehicles or infantry. It completely breaks the flow of a strategy game, turning it into a rigid puzzle that forces you to use the exact same aggressive maneuvers every single mission. The open mission selection offers a total illusion of choice. Save your money and spend it on a title that actually respects the player's intelligence.
Давайте начну с минусов. И если баланс и сложность - вещь довольно субъективная, то вот нехватка активностей - это проблема. Кроме выполнения миссий и редких текстовых коротких квестов делать в игре нечего. ВНЕ миссий вам особо нечего занятся. В игре есть торговля, можно часы провести за подбором снаряжения и перков, но это все так или иначе завязано на миссиях, которых немного и которые будут часто повторятся. И это все круто, но лично мне не хватает. Мне не хватает активностей для большего погружения, эти бои особо нечем разбавить. Понятное дело, что в играх повторяются задания. Но обычно и условия как то интересно меняются, и что то есть еще. Вспомните тот же батл бразерс. Сначала сходи в город, возьми задание, собери провизию, отправься на задание, возможно ещё что то в процессе случится. У вас уже какая то история, цепочка событий и принятия решений. Это круто. Здесь же, кроме боев и около боевки ничего нет. Но сами бои и что с ними связано... Ох... Для начала. Я без ума от местных командиров. Местные командиры отрядов, считай доступные бойцы, очень разные, прям очень. В бою они реагируют почти на любое ваше действие, поддразнивают друг друга, просят помощи, радуются убийствам и все в таком духе. Чего только безумная Рева стоит. У всех них есть предыстория, много чего рассказано в их личных перках и изучать все это мне было жутко интересно. Каждый герой к тому же, как в закрепление к его предыстории, и заточен под разное. Кто то заточен под ближний бой, кто то под поддержку, кто то больше для разведки. Ну или делаете что то свое, так как есть и общие, и персональные перки. Сюда добавим кастомизацию снаряжения, оружие с разной рабочей дистанцией и пробитием(да, здесь есть показатель пробития брони!), разные боеприпасы, куча разных гранат, активных и пассивных гаджетов. Словом, есть где разгулятся, есть какие циферки в уме поприкидывать. Плюс, снаряжение часто еще и редкое, отчего в сложной игре найти какую пт винтовку становится вдвойне приятней и заслуженней Ах да, игра то еще и сложная(гусары, молчать про выбор легкой сложности!) В игре очень. ОЧЕНЬ решает снаряжение. И пока вы не обзаведетесь чес то стоящим, готовьте малеееенечко так, со вкусом, отсасывать. Пехотинцы в отряде мрут поначалу очень легко, каждая винтовочка, каждый пехотинец(считай огневая мощь + хп отряда) стоит снабжения на мисиию, которое сильно ограничено, само количество этих пехотинцев ограничено. Даже имей вы огромный арсенал, вы не сможете выставить всю свою мощь на поле боя. А в начале игры, не будет и этого. Все в этой игре (до середины-эндгейма) будет стоить вам очень дорого, отчего вы будете ценить каждую маленькую наградку и стараться убить самого маленького и злоебучего таракана, так как все это - потенциальные деньги. Блин, я опять про экономику... Врагов всегда будет больше, чес вас. Зачастую, у них и снаряжение будет лучше чем у вас. Вы охереете, когда встретите здесь местный штуг и у вас не найдется с собой птура. Но у вас есть преимущество в тактике, позже - в снаряжении, и в перках и связанных с ними обузами, которые здорово помогут вас анигилировать кучу врагов просто из тумана войны по одному. Menace - неторопливая игра. Я опять отвлекся, но наверное, это хорошо. Менасе - хорошая игра. В ней нет ничего лишнего, в ней, несмотря на простоту, много разных интересных мелочей, и играть в нее интересно. Но кроме этих самых боев в игре нечем заняться. Вполне возможно, вам это быстро надоест. Миссий то все еще немного, и даже какого то сюжета, обосновавшеге это все, нет. Ну мало активностей в игре пока. Разрабы добавляют новых командиров, добавляют новые модельки оружия, но разнообразного геймплея они пока не завозят. Если для вас это не дорого- возьмите. Если при покупке игры вы считаете количество контента на вложенный рубль - пройдите мимо
我有一条巡洋舰停在太空中,但是它除了给我一条运输船和一些辅助攻击连完整地图都不舍得发给我
[h1]F**k Me...[/h1] As a big fan of Battle Brothers who had been eagerly waiting for [i]years[/i] for Overhype Studio's next game, I'm hugely disappointed with MENACE. I expected something inspired and unique, with personality, more mechanical depth, more customization options and a considerably increased production-value over Battle Brothers', given the success and ensuing profits from this one. And what I found here was the opposite of that. The game starts off great, with a very nice cinematic introduction. But everything goes downhill from there. The [b]tutorial[/b] is kind of a joke. You have to left-click, press "1," then "X," then click an icon on the screen and on a target. That's it -- congratulations, the tutorial is over and now you are "ready" to play the game. I literally went "What? Really?" and if the tutorial represents the whole complexity of the game -- which I'm fairly assuming it does -- then... good God, what the hell did they charge me $60 for? After the tutorial, I started a [b]New Game[/b]. And that took me straight to a couple of still, cartoonish 2D characters on a bland background talking some nonsense subtitled in a black-square box, as if I was playing some cheap Ren'Py game. Going from a great, dark and gritty initial cinematic to an extremely basic, silly and amateurish visual-novel-style 2D scene was jarring, not to say downright shocking. After that, you're thrown into the "[b]off-mission screen[/b]," where you can build some stuff on your Ship, purchase things from the Black Market, hire some new dudes, etc. Oops, sorry, there's not "etc." -- that's all that can be done outside of missions. And you know those bases you have in X-COM, Phoenix Point, Cyber Knights: Flashpoint and the such? Well... your "ship-screen," here, is nothing like that. In MENACE, your "base" is just a bunch of squares that you can put a 2D sprite on once you can afford to, to get some not-particularly-interesting benefits (as far as I checked in my brief time with the game). Oh, and by the way, the large world you could freely travel over in Battle Brothers is [i]not[/i] present here. In MENACE, you simply click on a planet and jump straight into a mission. And, you know... it's always a good idea to get rid of the good stuff you already had in place and subtitute it for something far, [i]far[/i] worse. [b]Character customization[/b] sucks, because each of your Squad Leaders (your actual characters) can only carry 2 weapons, wear 1 armor piece, and carry a few consumables into battle. And they can have up to 7 perks, I think, out of not-many-more-than-that. In other words: your characters are less customizeable than in Battle Brothers. Why not make them [i]more[/i] customizeable instead? [i]Why?[/i] Your Squad Leaders command squads of 4-or-so dudes in battle. They all move and act as a single unit. But there's nothing you can customize about your Squadies themselves. And if you can't do anything with them, why even bother turning "one unit" into "one unit with 4 whatevers following it"? [i]Oh, why?[/i] Upon entering my first [b]mission[/b], I couldn't help but notice the game's fog of war. Or rather the lack of it, because it's not a fog or anything minimally fancy -- your screen, outside your troops' view, is simply black. And then that blackness is revealed as squares. There are no special effects whatsoever, nothing minimally smooth: the map is divided in squares, and it just goes from "black squares" to "non-black squares." The enemies I ran into were some kind of aliens. But I have no idea where they came from, what they're doing there, why they're attacking civilians, or WTF is going on. And they don't look very interesting either. Their models are fairly dull, and so are your units' and everything else. Also, shooting and killing enemies doesn't feel particularly satisfying. On the practical side, you have no idea if it's OK to shoot through civilians or near your own troops, if enemies are actually in cover or not, or any other "details" like that because, as I said earlier, the game's tutorial is awesomely useless. And it turns out you [i]can[/i] damage civilians, and pin down your own troops, which totally messed up my first combat experience. And then I just closed the game and asked for a refund, because after 5 minutes into my first mission I had no doubts left that I'd rather keep my money. [b]In short[/b], I have nothing good to say about MENACE. The initial cinematic is cool, but that was probably made by a third party. The game itself is simple, uninspired and generic, lacking personality, polish, creativity, depth and artistic coherence. This is quite a step [i]down[/i] from Battle Brothers. Unless they add several more core mechanics, much deeper character customization, upgrade the game's art, and bring in a bunch of cool new ideas, I won't even bother giving this another go in the future, not even during a major sale. And none of that is gonna happen, so... R.I.P. They should have just made Battle Brothers 2 instead. They [i]really[/i] should...
Awesome game with great concepts executed well and with an active development team. Pros: - Great tactical gameplay which feels rewarding and challenging. - Squad based units with squaddies as health for the Squad Leaders work quite well balance wise. Units lose combat effectiveness as they take damage and lose squaddies. - Vehicles feel great to use, are not overpowered and must be played tactically. - Great visuals. - Story seems to have an interesting start. - Great interaction between squad leaders. Cons/Wishes for future development: - It's sometimes a bit immersion breaking how squaddies are just left to die after being wounded. - Units are able to shoot through cover that seems solid, for example a container. It's both a bit immersion breaking and confusing as to when units can shoot. - Heavy vehicles are not really that useful as they take up so much supply to use that you're better off fielding two APC's instead. Hoping that they will be more useful in the future as the game progresses. - Campaign is a bit short at the moment and the factions not that fleshed out. I would like both a longer main campaign and side quests to unlock new Squad Leaders for example. Overall 9/10 and definitely worth picking up.
I play most XCOM style games and I have to say that this may be the best in the genre. I would still reccomend newcomers to the genre to play XCOM 2 as their introduction, but MENACE gives more for those looking for tactical complexity. In XCOM you upgrade your gear, but it just gets better every time. There is no decision. In MENACE you get a primary and special weapon slot and they all come with many choices. And you are balancing these choices with how much supply they take. You are only allowed to gear up so much for a mission, so maybe it's time to take out the ♥♥♥♥♥♥ pipe guns so that you can outfit your infantry carrier with reactive armor because your intel reveals that the enemy has anti personnel weapons. Phoenix Point was a great time but it's metagame turned you into a flight traffic controller. Xcom's was too basic. MENACE was just right with having branching paths that offer different advantages. The upgrades are varied. The sound design is great. Building up your base upgrades is fun. Things I miss from XCOM: -The nemesis system was really compelling. But idk how well it fits in a more realistic game. -capturing enemies was fun in both Phoenix Point and Xcom -I like the commanders in MENACE and their voice actors, but the tradeoff its that it doesn't feel like your unique guy. And being the leader of the squad, you don't see them because the scale of the battle. Should I wait for release: Nah. Play it now. Its a full game.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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| $48.5M | 48.1K | 88% | $49.99 | |
| $7.9M | 44.3K | 84% | $9.99 | |
| $5.3M | 6.6K | 91% | $39.99 | |
| $1.1M | 3.9K | 62% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.4M | 35.6K | 75% | $24.99 | |
| $19.4M | 12.6K | 77% | $49.99 | |
| $19.6M | 137.4K | 93% | $5.99 | |
| $19.6M | 36.5K | 96% | $19.99 | |
| $19.6M | 57.6K | 93% | $9.99 | |
| $19.3M | 13.8K | 86% | $34.99 |