
A rock-solid combination of rock-rolling action, deep strategy, and captivating art and music from different ages of history, this is a game of crush or be crushed!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 1.29/day in the week to Aug 10 → 2.43/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
Genres
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 4.1Kreviews | 92% | — | $1.3M |
| $9.99 | 54ratings | 92% | — | 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 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
игра детства
Игра очень весёлая, интересная и захватывающая! Безумно весело катать огромный булыжник и разносить замки врагов.
one must imagine sisyphus' boulder happy
Media

Related
Related
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, Italian, Japanese, Russian, Spanish - Spain
Hours played at review time, across 123 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Plain silly game, I love it. Just a game for fun, no bullsh*t sprinkled on top.
gg
DIESE SCHRECKLICHEN MAMMUTS SOLLEN AUS DEN GAME DELETET WERDEN ES KANN NICHT SEIN DASS DAS DIE META IN DIESEM JAHRE ALTEN GAME IST MEIN KOLLEGE HAT NUR!!!! MAMMUTS GEPLATZT UNDE ICH!!! KONNTE !!! NICHTS!!! MACHEN SCHLECHTES GAME NICHT EMPFEHLENSWERT GAME WIRD GEREFUNDED
mesmo antigo ainda e bem divertido
Nobody warned me that becoming a giant rolling rock would be this entertaining. When I first launched this game, I thought, "There's no way a game about rolling a giant boulder can stay fun for long." I was completely wrong. Rock of Ages somehow takes tower defense, racing, medieval warfare, and the simple desire to absolutely demolish someone's castle gate with a massive rock... and turns it into something that just works. Every level had me trying to avoid traps, accidentally launching myself off cliffs, getting hit by cows for some reason, and still somehow making it to the enemy gate. The humor is probably one of my favorite parts. The game never takes itself seriously. Historical figures randomly show up, everything feels like a Monty Python fever dream, and the cutscenes had me wondering what the developers were smoking (in the best possible way). Building defenses is fun... until you realize the AI has just flattened everything you spent five minutes carefully placing. Then it's your turn to return the favor by introducing your 10-ton rock to their front door at full speed. The physics are wonderfully chaotic. Sometimes you make the perfect run and feel like a professional boulder driver. Other times you hit one tiny obstacle, flip six times, lose all your speed, and question every life decision that led you here. The art style is also surprisingly unique. It looks like paintings came to life, and it gives the game a charm that still holds up years later. Is it realistic? Absolutely not. Does any of it make sense? Also no. Did I spend way too much time happily rolling a giant rock downhill? Yes... yes I did. If you've ever looked at a medieval castle and thought, "You know what this needs? A massive boulder going 80 km/h straight through the front gate," then congratulations, this is the game for you. 10/10. Rock and roll.
Que es buena esta joyita 100/10, ademas es de un estudio chileno.
A boulder-rolling tower defence lane race through art history defies classification, and that strangeness drives the experience. Each round splits into two halves. An overhead build phase places defences on green zones while the roll phase steers a boulder toward the enemy gate. Smashing the opposing door first decides every match. Mammoths reshape the defensive meta once their value becomes clear. The shaggy units deal damage and physically shove the enemy boulder off ledges. Spamming them transforms narrow courses into slaughter alleys. Picture-in-picture camera views capture the wreckage from the opponent's perspective. Boss fights drawn from paintings and statues punctuate the racing with anatomical weak-spot hunting. The dragon's chest demands targeted strikes between gate-smash sequences. Falls respawn the boulder nearby rather than restarting an attempt, keeping failure cheap. The Porto stage represents the campaign's lowest point. This long, water-riddled course offers no good route, and losing track of the correct path costs entire attempts. Wind blowers compound the frustration, punting the boulder off ledges while seemingly leaving the AI untouched. TNT carpeting can likewise invalidate a run without counterplay. Keys hide across courses with no explanation of their purpose. Their placement proves deliberately spiteful, and late levels suddenly demand them. Course layouts occasionally confuse during vertical or branching sections, particularly Florence's water-heavy design. Cutscenes recreate canonical paintings with absurdist flair between stages. Post-campaign character unlocks extend the roster for repeat visits. The purchased fireball boulder gets destroyed frustratingly often, a recurring annoyance. A beneficial physics bug even earned affection rather than complaint. Overall, a gleefully strange hybrid whose comedy and mechanical variety overwhelm its one horrid stage and occasional unfairness. The defend-then-roll loop stays tense throughout, and the art-history absurdity never wears thin across the full campaign.
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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| — | 0 | — | — | |
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|---|---|---|---|---|
| $1.3M | 6.2K | 78% | $9.99 | |
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