
A 1-5 player online voice party game. You hear a sound, the whole table gets one shot to imitate it all at once, no turns. Your take is scored on pitch and rhythm, then the wheel decides who gets a bonus and whose take becomes a fart.
Modeled estimate, not a reported figure. How we estimate →
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.
No United States chart position — it charts only in the markets below.
Latest in each market: best FR #16, worst RU #95 · 8 markets collected
About
An online 1-5 player voice party game. You hear a sound. You get one shot to reproduce it with your own voice. A local AI grades how close you got melody, rhythm, attacks and then the wheel decides who walks away with a bonus and whose next take comes back saturated, echoing, or replaced by a fart.
FEATURES:
🎤 1-5 player online voice party game
🎧 One-shot takes - no retries, no undo, no mercy
🤖 Local AI scoring: melody, rhythm and attacks, not your voice
🎡A wheel between rounds: bonuses, multipliers, and sabotages to hand out
😈 Sabotages: saturation, echo, pitch shift, chopped audio or your take swapped for a fart
🗣️ In-game voice chat that goes quiet exactly when someone performs
🔊 Themed sound packs - animals, machines, voices, and more
🛠️ Steam Workshop: build and share your own sound packs
⏱️ 10 minutes per game
Every round reveals a reference sound to the whole table at once. Everybody records on the same countdown, then the takes are played back one by one while the room reacts. There is no second attempt and no rehearsal - whatever came out of your mouth is what everyone hears.
Scoring is built around what a human throat can actually reproduce: the shape of the melody, the rhythm, the attacks, whether you barked once or three times. Not your timbre. A deep voice and a high voice doing the same curve score the same, so nobody wins just because they got lucky with their vocal cords.
Between rounds the wheel spins for everyone at once. It hands out points, multipliers and sabotages. Draw one and you choose your victim: their next take comes out saturated, echoing, chopped to pieces, or replaced outright by a garbage sound the whole table hears instead of their voice. It costs them points on top. And you find out who aimed at you only when your take plays.
Voice chat is always on except when it shouldn't be. The moment a take starts playing, the whole table is muted so everyone hears the same thing. The second it ends, the mics open again, right in time for the reaction. That half-second is the game.
Sound packs are just content. Make one, publish it to the Steam Workshop in a couple of clicks, and subscribe to whatever the community comes up with. Everyone at the table needs the pack before a game can start - the lobby tells you exactly who is still downloading.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 542 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
very fun game 10/10 wolud recommens this games
ghvyujyghjygj
ta gra jest tak chujowa ze to jest nie do opisania. nie wylapuje dzwieku a tworcy to dziwki. jebany ai slop i chuj w dupe tworcom
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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, French, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 542 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
best 6€ i've ever spent!
I would rather play minecraft verity mod than this
kötü
Mimic Party is an inventive casual party game that turns something as simple as making ridiculous noises into its entire competitive foundation. Developed and published by FoliesAPP, it is designed for one to five online players and revolves around listening to a reference sound before attempting to recreate it using your own voice. It is immediately understandable, requires little traditional gaming experience, and thrives on the awkwardness and comedy created when players genuinely attempt to imitate animals, machines, voices, and other unusual noises. The core loop is refreshingly straightforward. Everyone hears the same sound and records an imitation during a shared countdown rather than waiting through individual turns. More importantly, there are no retries. Whatever you produce during that brief recording becomes your official attempt and will subsequently be played for the group. This one-shot approach is one of the game's smartest choices because it prevents players from endlessly refining their performances. Mistakes, hesitation, unexpected noises, and completely inaccurate impressions become part of the entertainment rather than something players can simply erase. There is more structure underneath the comedy than the premise initially suggests. A locally processed AI evaluates each performance according to characteristics such as melody, rhythm, and attacks. The system is intended to focus on reproducible qualities rather than a person's natural vocal timbre, meaning players are encouraged to imitate the pattern and behavior of a sound instead of possessing a voice that naturally resembles it. Scores are presented openly, giving everyone an immediate measurement of how successfully or disastrously they performed. This creates enough competition to encourage players to take their attempts seriously even though the resulting performances are frequently absurd. The wheel system prevents scoring from becoming too predictable. Between rounds, players can encounter points, multipliers, bonuses, and sabotages that interfere with upcoming performances. Sabotage effects can distort another player's recording through echo, saturation, pitch changes, chopped audio, or even replace the expected recording with a deliberately ridiculous sound. Victims may only discover what has happened when their performance is played back. It sacrifices some competitive purity in exchange for surprise, but that fits a game primarily concerned with producing funny interactions rather than establishing a perfectly balanced contest. Voice communication is integrated thoughtfully into the experience. During playback, other participants are muted so that the current performance can be heard clearly. Communication then returns immediately afterward, allowing everyone to react naturally. This seemingly minor design choice contributes considerably to the party atmosphere because reactions are arguably just as entertaining as the performances themselves. A disastrous imitation followed by instant laughter or disbelief captures exactly what this type of social game is trying to achieve. Matches are designed to be short, making the game easy to introduce during an online gathering without demanding a major commitment. Its compact structure also prevents the basic imitation mechanic from overstaying its welcome. Several consecutive matches can still be enjoyable because the combination of different sounds, player performances, scores, wheel results, and sabotage effects produces unpredictable situations. However, its longevity will naturally depend on how much players enjoy the central vocal gimmick. Steam Workshop support gives the concept considerably greater potential for variety. Players can create and distribute custom sound packs, supplementing the themed material already available. Community-created sounds could dramatically expand the number of possible challenges and allow groups to build packs around their own jokes or preferred themes. Everyone in a lobby needs the necessary pack before using it, and the game provides information about download progress to help coordinate participants. There are some clear limitations. A microphone is fundamental to the experience, while headphones are strongly recommended to prevent unwanted audio from leaking into recordings. Players who dislike speaking or making intentionally strange noises around others may struggle to enjoy themselves because vocal performance is not merely an optional feature; it is effectively the controller. The game also lacks the broader mechanical depth expected from a conventional multiplayer title. Its appeal comes from social interaction, unpredictability, and humor rather than extensive progression or strategically complex systems. Steam Deck compatibility deserves additional caution. The game does not currently carry an official Steam Deck Verified or Playable designation, and its listed platform support is centered on Windows PC. Proton may potentially allow the game itself to run, but the microphone-dependent design, local voice analysis, online functionality, and lack of an official Deck compatibility rating make the complete experience uncertain. It should therefore be considered unverified for Steam Deck rather than confidently described as fully compatible. Players specifically purchasing it for handheld use should keep that limitation in mind. As a whole, Mimic Party succeeds by committing fully to an unusual idea instead of unnecessarily complicating it. The simultaneous recordings eliminate downtime, the one-attempt rule generates genuine mistakes, AI scoring introduces competition, and randomized sabotage ensures that technically strong performances do not completely eliminate chaos. Workshop support is especially valuable because a party game based on sounds benefits enormously from having an expandable content library. Mimic Party is consequently best suited to groups that enjoy voice chat, improvisational humor, friendly embarrassment, and lightweight competition. Played with quiet or reluctant participants, its narrow concept could quickly lose momentum. Played with friends willing to commit enthusiastically to ridiculous impressions, it has the ingredients for memorable short sessions filled with unexpected performances and immediate reactions. It is deliberately silly, mechanically simple, and socially dependent, but those qualities are largely the point. Rating: 6/10
Nicht wirklich funktionierend. Ist nur zum Geld aus der Tasche ziehen gedacht.
优化依托 进游戏打开设置未响应一次 关掉设置未响应一次 按开始未响应一次 伞兵ai游戏
這遊戲的上限其實很高,但取決於有沒有適合的朋友一起玩,有適合的朋友,這遊戲就很好玩。 沒有朋友,這遊戲就很普通,完全取決於有沒有朋友。 沒有朋友,可以不用買 不過很多遊戲沒朋友的話,幾乎也沒什麼好玩的
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