Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 21 → 0.29/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
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 538reviews | 96% | — | $55K |
| $6.99 | 12ratings | 88% | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's nice when they try to reinvent something as simple as pong
Short fun game! Interesting idea that doesn't overstay it's welcome
Skip this one and play Qomp2. Qomp2 is just this game but better with the addition of more control options and more engaging puzzles.
Media

Related
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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
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
qomp, developed by Stuffed Wombat, Britt Brady, Miroko, and Clovelt, and published by Atari, is an elegant and quietly profound reimagining of one of gaming’s oldest ideas. It begins with a simple premise: what if the ball from Pong decided to escape? From that curious question emerges a minimalist puzzle-platformer that transforms a relic of gaming history into a meditative journey of motion, timing, and self-discovery. qomp takes the essence of arcade simplicity and stretches it into something philosophical—a game that feels both mechanically pure and thematically introspective. It’s a celebration of restraint, proving that a single-button game can still evoke surprise, challenge, and emotional resonance. At its core, qomp is defined by a single input: clicking or pressing a button changes the ball’s direction, flipping it between upward and downward angles as it constantly moves forward. This mechanic, though simple, carries incredible depth. Every level is built around the physics of that one decision—when to change direction and when to let momentum carry you. The player never stops moving, so progress depends on mastering rhythm, precision, and anticipation. Early stages introduce gentle challenges, allowing players to understand the nuances of the mechanic. As you move deeper into the labyrinth, the game layers complexity with spikes, moving traps, locked gates, and environmental puzzles that require exact timing and spatial awareness. It’s a design philosophy that embraces gradual evolution: each new obstacle feels like a natural extension of what you’ve already learned, never overwhelming but always demanding a little more finesse. The level design in qomp is a marvel of minimalism. Each area is a compact test of patience and dexterity, and every environment feels handcrafted to explore a specific idea. The game introduces water sections where movement slows and control becomes heavier, transforming the same mechanic into a new kind of challenge. Other levels feature rotating hazards or pressure switches that require precise manipulation of your momentum. The pace remains steady and deliberate, striking a balance between reflection and tension. There’s an understated brilliance in how the game teaches without text or tutorials—players intuit mechanics simply through play, guided by rhythm and visual cues rather than explicit instruction. The learning process feels natural, and each small victory is immensely satisfying because it’s earned through understanding, not hand-holding. Visually, qomp is striking in its simplicity. The environments are rendered in bold, minimal colors—blacks, grays, and muted tones—while the white ball remains a constant focal point. This clean design not only keeps the gameplay readable but also contributes to the game’s meditative quality. There’s a sense of solitude to the world, a quiet emptiness that makes each small movement feel meaningful. The soundtrack complements this atmosphere beautifully, weaving ambient tones with subtle, almost melancholic melodies that underscore the loneliness of your journey. Each sound cue, from the dull thud of hitting a wall to the sharp ring of unlocking a gate, is carefully chosen to create rhythm and immersion. The minimalism works in harmony with the theme—the absence of clutter allows emotion and meaning to emerge from silence and repetition. The story in qomp is intentionally abstract, but it resonates through its simplicity. There is no dialogue, no narration, and no explicit plot, yet the experience feels personal. The concept of a Pong ball breaking free from its endless loop carries a surprising emotional weight—it becomes a metaphor for escape, autonomy, and self-determination. The game transforms what could have been a gimmick into a subtle narrative about finding freedom and confronting the unknown. Every obstacle you overcome feels symbolic, every new mechanic a reflection of growth. The finale in particular delivers a sense of closure that’s quiet yet moving, suggesting that freedom is not without cost, and that even in escape there’s an element of uncertainty. It’s storytelling through mechanics rather than exposition, and it succeeds with remarkable grace. Despite its many strengths, qomp’s brevity may leave some players wanting more. Most will finish the game within two to three hours, depending on how often they struggle with later puzzles. But its short length feels deliberate rather than lacking. Like a poem, qomp is meant to be concise—a distilled expression of movement and thought. The challenge curve is fair, though some of the final stages demand near-perfect timing and can verge on frustration. Still, the generous checkpoint system keeps the experience fluid and forgiving, ensuring that failure never feels punishing. A few players may find the controls too restrictive or the minimal visuals too stark, but for those who appreciate focus and refinement, these design choices are exactly what make the game memorable. The game’s accessibility options are another thoughtful touch. Players can enable invincibility or visual adjustments to make the experience less punishing without diminishing the core design. After completing the main story, challenge stages unlock to push your mastery further, offering replayability for those who crave precision. qomp’s mechanical purity invites experimentation—it’s one of those rare games where mastery feels almost meditative, where each click becomes a heartbeat in the rhythm of the experience. qomp stands as a testament to how simplicity can yield profound engagement. It distills the language of video games to its essence—movement, timing, cause and effect—and uses that purity to craft an experience that feels both nostalgic and entirely new. It’s a spiritual successor to Pong not because it imitates it, but because it reinterprets it. Instead of endless back-and-forth motion, qomp transforms the ball’s journey into a metaphorical escape from constraint. The result is a game that feels deeply human in its quiet search for purpose within structure. It’s minimalist, yet layered; playful, yet contemplative. In the end, qomp is a masterclass in design minimalism, a rare example of how a simple idea can be elevated through care, rhythm, and restraint. It invites players not just to play, but to reflect—to find meaning in movement and beauty in repetition. Its short, focused journey lingers long after it’s over, not because of spectacle or story, but because of how it makes you feel through motion alone. For anyone who appreciates elegant design and the poetry of simplicity, qomp is an unforgettable experience—small in size, but vast in resonance. Rating: 9/10
I didn't expect much, maybe a fun little game, that's all. What I got was so much more. Interesting game concepts, fun and simple gameplay and puzzles that make you think but not lose your mind. This was such a fun hour and I loved every minute of it. Thank you!
Un Juego muy entretenido. Ingenioso, muy divertido y Rejugable. Un Juego de 10.
1~2時間 でクリアできるゲーム。 プレイヤーの操作は上下の移動を反転できるだけ。 壁にぶつかったら左右が反転する。 「よくあるゲームか?」と思ったら 考えられるギミックがすべて詰め込まれてて仰天。 気づいたらステージが始まってるし,気づいたらクリアしてる。 続けていくにつれてステージが難しくなっていくけどそれを感じさせないほどに成長させられている。 レベルデザインが優秀すぎる。 終盤の驚きを体験して欲しい。
A 1 button platformer of sorts. The 10 minutes I played were almost entirely ones of frustration.
스페이스바 하나로 게임을 진행 할 수 있는 재밌는 게임입니다. 난이도가 어려운 부분이 있지만 체크포인트 저장이 매우 잘되어있어 재시도하기 좋습니다.
Incredible concept for a one-button platformer and hits the nail on the head perfectly in terms of pacing and difficulty.
Selling now
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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