
RABBIT & STEEL is a co-op action roguelike that recreates the essence of high-level MMO raiding in a randomized, simplified, bunny-sized package. Choose your class, gather your rabbit-eared companions and battle your way to the Moonlit Pinnacle!
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): 2.29/day in the week to Sep 8 → 7.57/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.
About

RABBIT & STEEL is a co-op action "raiding" roguelike focused around fighting challenging bosses alongside your rabbit-eared friends. Fight foes, gather loot, build your character, and work together to overcome obstacles on your way to the Moonlit Pinnacle.
Combat is deliberately similar to tab-target MMORPGs, being based around global cooldowns, effective skill usage, gear effects, and resolving boss mechanics through teamwork.
This isn't an MMO, though; it's a roguelike!
Start a run, pick a class, invite friends to your lobby and you're raiding in seconds. Anywhere from 1 to 4 rabbits can embark together. If you venture out alone, mechanics that normally require cooperation will be replaced with intense bullet hell attacks.
Of course, it isn't always as simple as slapping down the enemies that stand in your way. Building your character with loot and upgrades you find along the way is key to success. Certain sets of items combo very well together... so make sure your allies don't roll on something you really need!

A few months ago, all contact with the Moonlit Kingdom was lost.
Reports indicate that the city's denizens attack outsiders on sight.
Investigative expeditions are repelled or go missing.
A colossal white tower now manifests in the city's center each night, stretching skyward towards the stars.
Something must be done. The rabbits will take care of this.
The night is short. Move swiftly.

Up to 4 players can play together locally, online, or a mix of the two
A plethora of bosses, stages, and challenging bullet-hell patterns to conquer
A single player story campaign where you chat up your enemies to uncover the mystery of the Moonlit Kingdom
Over 100 random loot items to power up your character
You can kill your friend by clipping them with a "spread" marker for laughs
Honestly they deserve it for rolling on the Darkstorm Knife even though they don't need it and it's SO good for your class
Supports playing with keyboard, mouse+keyboard, or with a controller
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 958 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
내가 좋아하는 그게임을 생각나게하는 패턴 초반엔 모르면 당해야지 하면서 하다가 나중엔 어느정도 정해진 공략(?)대로 비교적 클리어가 쉬워진다 개인적으로 멀티 인원 늘어날수록 어려웠는데 그만큼 재밌었음 그래서 4인큐 언제해줄건데
已全角色普通难度随机路线通关! 没什么短板的好游戏(除非抓遗物抓的特别特别区,那就很区了)) 角色设计,游戏机制,音乐,美术,剧情(很简单的找朋友的故事,在这个游戏中反映的特别好,毕竟主推是合作游戏嘛)都属上乘 一个人也能玩,玩起来也独有风味(单人通关月光难度和四人组队分别给两种不同的成就,作者在这里确实用心了) 兔兔们狼狼们鸦鸦们龙龙们蛙蛙们以及dlc的猫头鹰妖精猫猫狗狗都很可爱! 已经严肃决定去拼豆店拼全自机了!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Korean, Ukrainian, French
Hours played at review time, across 960 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
引导约等于没有,还有这傻逼制作组怎么做到特效让人生理性不适的…除此之外玩法单薄,没看见一点设计,遗物设计落差极大,你不想给就别给呗,难凑齐一套,且套装之间差别巨大,他们脑子里神经元密度也就那样了。哪怕拿来一坨新鲜脑组织直接电呢估计能比现在好点。有一个优点就是退款快。可以买来打个差评然后退掉 //又玩了一会,看到了一些剧情碎片,太感动了,我刚刚过到制作组的老冯飞天了,制作组在地上喊”动起来!“,老冯却在天上喊”别动了!“,非常欢乐。希望看到更多剧情。 //好的,我又看到制作组为了给这坨使抛光,加上了旋转搅拌器和正方形压头的液压机,结果他们的使从四个方向喷出来。非常有意思。我必须接着看更多。 //我今天过到了制作组犯病了,坐上了一次只能移动固定距离的轮椅,结果被那个地上飘的钉子扎翻了,不幸头部着地只能重开了🙏 /*今天心情不错,于是久违的打开了学习版打算继续赤,然后过到了一些令人感动的新剧情。这其中包括制作组每次只能使用左脑和右脑中的一个思考,因为另一边正在被攻击。还有制作组每次出门在街上必须像个发瘟的兔子一样跳着走,因为一部分地面跟他们穿的鞋子的颜色不一样,他必须寻找正确的颜色。 总之,它定价2.9我可能考虑买来在库里发酵给制作组贡献一点电自己脑组织的资金。29买来我就得怀疑是我的脑子也不幸被传染了。还有,你们美术和设计给写音乐的磕一个吧。虽然音乐也不咋地,但是他们似乎成功的把一些人留到了不能退款的时候ovo
[h2]Adorable art hiding surprisingly deep raid boss battles[/h2] Rabbit & Steel hides some genuinely challenging MMORPG raid mechanics behind a deceptively cutesy art style, and it scales all of that down into something built for 1 to 4 players. As someone who used to love MMORPGs but doesn't have the time anymore to grind endlessly for gear or clear out valueless trash mobs, this game's approach to the genre is exactly what I didn't know I needed. It plays like a familiar bullet hell experience blended with the mechanics you'd find in Final Fantasy 14, and that combination works incredibly well. The music takes some heavy inspiration from the Final Fantasy series too, and it really stands out as one of the game's strong points. You start with a handful of classes unlocked, and over time you'll earn access to more, giving you plenty of room to experiment and find what fits your playstyle. The core gameplay loop is simple: beat a boss, grab some loot, beat another boss, stop by a shop, take on a big boss, then move on to the next zone and do it all again. It's proof that simplicity isn't a knock against enjoyment. Some loops just work, and this is one of them. I'd highly recommend this to anyone who enjoys raiding in MMORPGs, especially fans of FF14, or anyone who's a fan of a good challenging bullet hell.
As someone who enjoys shmups I did not enjoy this. Far too little shmup DNA was allowed to be present, but the dev apparently really loved that mechanic from FFXIV Shiva where your movement is restricted to sliding. That sucks every time it happens in XIV, but it doesn't come up literally every time I play that. Here I encounter it every single run. The feel of slowing down just for attacking is totally wack, no job should work this way, no ability should slow you down for using it. Even XIV's casters who have to stand still to channel don't have to WALK. Imagine playing phys ranged and slowing down for touching a button. Absolutely terrible feeling. Difficulty is similarly lopsided (like rabbits) to FFXIV. Normal mode is boring after two or three plays, and the jump up to hard isn't really compelling or fun thanks to the aforementioned issues with player movement and frequency of irksome mechanics. No, having your movement restricted to pre-canned slides that might not leave you lined up with the things to dodge is not good game design. At least in XIV it feels like you typically slide the correct distance. I wish I had nicer things to say because the aesthetics are cool, and XIV mechanics without XIV ping sounds like a good time, but playing this game makes me want to play something else every single time. It's a bit of a shame.
你的下一个高难,何必在狒狒14!特效有点花里胡哨区分度不算高,特别是人多了大伙动起来就很难看见所有东西了,我经常跑着跑着找不到自己在哪了,和音乐联动几乎没感受到,如果能在音乐高潮的时候对应机制爆发或者踩点判定机制就舒服了
WOVEN INTO A SPELL GOES HARD AS ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥
好玩 我要成为兔铁糕手
bnuy
难度跨度感觉有点大 眼花缭乱 比较吃熟练度 局内构筑感觉并不多 局外也没啥成长 公共CD很不爽 但兔子很可爱 8.5/10 有朋友一起会挺好玩
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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