
Grab a buddy for this chaotic couch co-op delight. Use various tools and equipment to assemble the most efficient conveyor belts to keep the goods flowing! Best played in 2-player couch coop.
Modeled estimate, not a reported figure. How we estimate →
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 Sep 9 → 0/day in the week after.
About




Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−60% | 131reviews | 69% | — | $56.6K |
| $14.99 | 72ratings | 51% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not Recommended for a party or simple coop option The game does provide some new mechanism like tow trucks and other new gameplays but the foundation of the game works poorly. The game has lots of bugs and those bugs affects even simple things like walking or camera moving, leave alone those causing characters stuck in wall or distortion. Plus, the game introduces new unplayable mechanism like the hook on tow trucks, which is unacceptable for its flying momentum motion being not able to control totally, and player could simply throw the cargo to circumvent this new mechanism entirely to complete the scenario goal. These just feature that the design team has not playtested through the game, frustrating. 5/10
充满了毫无乐趣和故意为了增加复杂度的关卡,非常无趣,耗费时间。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 31 → 0/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 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Simplified Chinese*, Polish, German, Portuguese - Brazil, Spanish - Latin America, Lithuanian, Japanese, Traditional Chinese*, French, Portuguese - Portugal*languages with full audio support
| $14.99 |
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It definitely is fun for some time, coop a bit more than in singleplayer. But fighting against the physics, controls or random conveyor issues creates massive hits against continuing to play. Having some more weeks of polishing could've greatly reduced some of those and improved the overall fun vibes. Found the following unordered annoying little things, that combined together barely stopped me continuing to play the game (in story mode): ● crane controls were most annoying, why are there two completely different control schemes?! And still both fail and lead to flying boxes when there is a row on a conveyor waiting and you take one of the first few. This pile up mechanics is often used and only works well in theory. ● conveyor 90 degree turns lead to boxes not moving into the center afterwards, even just a tiny bit of additional force towards the middle (or shrinking the force-applying physics collider on the sides) will reduce that werid behavior. ● Sometimes the jump pads apply very little force, seems odd and is annoying when it happens. ● some boxes never seem to break, others are way too fragile, this feels random. ● graphics glitch for open boxes, maybe some mesh or shader issue, the area inside any open box creates a visual hole through other objects => unpolished feeling and very annoying! ● the boss levels could need a few runs of playtesting to adjust the fixed conveyor forces. boxes got stuck multiple times until I started turning them before. This is game-breaking and WILL lead to forced manual level restarts ruining the pacing! ● when replaying levels, the game doesn't remember which one was started and after exiting or finishing selects the highest posible one. ● when replaying levels you can select whether to play the whole or just one. But the pause menu still shows both "restart level" and "restart checkpoint" buttons, which then swaps to a normal run. ● sometimes there is a massive sound spam on rotating a conveyor after already being placed, that even stops the music (there is a priority number setting for AudioSources/Channels if I remember correctly to stop that from happening, only allowing that sound to kill low-priority ones). ● when moving a conveyor down of an elevated surface, you sometimes get slowed down to almost nothing, maybe there is a way to make it more slippy on the bottom one to stop that from happening? ● the achivements sometimes are triggered at a later point (or not even at all for the hidden one). ● the player slowdown on ramps is too much ● slightly increasing the player step-height stops some floor step issues (e.g. in the space levels the open doors are still poking out of the ground, making it nearly impossible to cross them). ● the logic for deciding on which side the player will move when placing a conveyor feels weird sometimes. ● staying still while throwing a box makes it have more forward force? Took me long to figure that out on the wet floor sliding levels. ● when playing coop campaign, the global level timer on the bottom left is missing, which makes guessing the remaining time for green/yellow/red impossible. ● when opening the settings panel (where you adjust the two volumes).... why does the sound get very quiet in this menu? :D In-game afterwards that is not the case, leading to adjusting them multiple times. I don't know how the level loading system is built up behind the scenes, but having a level editor and workshop support could lead to fun new levels by the community. Maybe with leaderboards and custom sublevel count. Overall, the gameplay idea is great and has even more potential than the current implementaton has to offer. But the unpolished state barely made me give a positive recommendation... I hope for the best, and maybe some fixes would be cool. Edit: don't know why the list dots dont show up on the shop page, will change some formatting
說明少 控制難 東西常常飛到BUG位
Nice pace and interesting gameplay, until you feel like smashing the monitor when controlling the crane/forklift. Buy only during sale!
Joguinho cooperativo legal para passar o tempo.
[h3] 遊戲模式 [/h3] 只有單人關卡/雙人關卡,3~4人不能一起闖關,只能玩分組對戰 [h3] 連線方式 [/h3] 不支援一般的線上連線,只能透過遠端共享邀人,很不方便 [h3] 趣味性不足 [/h3] 節奏感不好,地圖設計趣味性偏低。 架產線流程感覺跑完一次就好,但要為了湊三星而需要一直做機械性的等待 [h3] BUG [/h3] 雖然沒有玩很久,但光是新手教學就遇到卡視角BUG
本編も面白かったですがオマケのパーティーモードの方が盛り上がりました。
卡在logo界面,进不了游戏
Mechanics are boring. Some mini games just don't work. Don't waste your time.
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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