
Cut through fungal aliens in this hyper-customizable, mission based looter shooter. Hundreds of hand-crafted upgrades, 4-player co-op, and a little roach man. What’s not to love?
Modeled estimate, not a reported figure. How we estimate →
Prices
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): 2.86/day in the week to Aug 25 → 2.86/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 2,402 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 197 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great gun play, fun game with a great idea
boarderlands if it was fun
[h1] Less Than the Sum of its Parts [/h1] Yet another case of Steam needing a "conflicted/mixed" option. I played the demo for this game a while back, thought to myself "this game has the sauce", and then a friend and I picked it up. There's a lot of good here, but some really fundimental problems prevent it from all coming together for me. First, the good: - The base guns feel excellent to shoot - The build system is deep and interesting without feeling too complicated or overwhelming - The sense of style and humor is fantastic - 3/4 Characters are fun and diverse - For the first couple of hours the limb/armor system is inspired Now, for the bad: - Weapons feel like nerf blasters at higher difficulties - The grind will devour your soul or not exist at all, depending on if you like the roguelike mode or not - Map/mission/encounter design rarely does anything remotely interesting and just aren't fun - Visual clarity is genuinely horrible, both due to enemies lacking proper outlines and the armor/limb system making it very difficult to parse at a glance how many (if any) enemies are left - Bruiser feels pretty terrible to play - Limb/armor system falls off hard It really feels to me like these individually amazing systems don't have an emulsifier to bring them together. I love these guns and these enemy designs, but I didn't every get a moment when I felt like they could really shine. I also don't think the difficulty scaling works all that well, enemies just kinda turn into bullet sponges at higher difficulties, which can slow the game's pace down dramatically if it's a mission where you have to kill all of them. The system which calls and creates hordes needs to be rethought completely imho. The visual clarity is also a huge problem. Even before you get all the effects filling up the screen, in some envoirnments enemies can blend right in. Worse yet, because parts of the enemies regularly fall off and persist after the enemy dies (which is a cool system by itself), you end up with bits of enemy everywhere making it very difficult to parse at a glance what is and isn't a threat and where enemies are and aren't. Some sort of accessability option for outlines on living enemies would go a long way to make this more playable, but as it stands its just kinda frustrating. Speaking of frustrating, the progression curve here is all out of whack. If you're playing normal missions, you get upgrades and experience extremely slowly and have to wait a very long time before you can do interesting things with the build system. If you like the roguelike mode, however, that skips the grind altogether and gets you directly to the endgame upgrades for whatever weapon you're using. There's further grind to be had beyond that, but it's still incredibly annoying that the game feels like it's punishing me for not wanting to play the non-roguelike modes. Because there's so much to love, there are going to be a lot of people who love this game. I can't be one of those people right now, and I really hope the problems are fixed and this game is allowed to shine like I know it can.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 197 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game makes an excellent first-impression and only continues to impress past it. Within a couple of minutes of starting the game up my friend and I booted into a mission that felt as intense as Helldivers 2's higher difficulties. Game is lighting quick with fun gunplay and unique enemy mechanics. The weapon/character upgrade system has a depth to it that you are not expecting from a small studio release like this. The characters and writing feel similar to borderlands' tone but in a way that's actually good and pretty funny. Only problem is how often the player characters repeat their lines, devs need to add more dialogue or offer a setting to reduce how often we hear them. Overall I'm super impressed with this so far, it's very fun.
fun
Good fast paced shooter game play with a lot of variety and good co-op play
Great coop game. Gunplay feels amazing.
Вполне интересная игра, много интересного
Amazing game but its unfortunately optimised like absolute ♥♥♥♥... Gameplay is pretty unique and addicting. The type of game where you can tell the devs had fun making it and you can feel it. Devolver has a really bad track record for unoptimised games and I really hope they sort their ♥♥♥♥ out with this one.
Je n'aime généralement pas dislike les petits jeux. Mais désolé ici il va falloir passer son chemin. Le jeu est aussi stimulant que aim lab. Pourtant un concept intéressant : les ennemis évoluent en récupèrent des parties de corps / armes d'autres monstres. La réalité c'est que soit y'a que des trashmobs nul. Soit sans que tu t'en rendes compte dans un coin de la map un monstre intuable a été crée avec 25 armes et 10 champs d'anti projectiles avec un pool d'HP de 600000. Dans les deux cas tu cours et tire sur des mobs mais c'est tout. Le système d'amélioration d'équipement est pas intéressant. Les pouvoirs des personnages non plus. Il y a plein d'autres jeux du genre avec de bien meilleurs déplacements, systèmes de tirs, système de progression et ennemis.
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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