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): 0.14/day in the week to Aug 25 → 0/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
Stats
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $0.99 | 155reviews | 79% | — | $3.3K |
| $1.99 | — | — | — | 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 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Roll'd — это игра, где ты не управляешь бегуном, а крутишь дорогу под его ногами, как будто она слишком выпила и не может стоять ровно . Звучит просто? Ага, пока твой персонаж не рухнет в пропасть в 35-й раз за три минуты — вот тогда начинается настоящая дружба с кнопками. Геймплей — классический бесконечный раннер, где главный враг не монстры, а твои собственные кривые руки и внезапное желание проверить, что там за поворотом . Чем дальше, тем быстрее бежит герой, а ты лихорадочно пытаешься не дать ему упасть с обрыва или впечататься в стену. Вдобавок у игры есть мультиплеер до 4 человек — можно устроить соревнование, кто первый вылетит из дороги и будет орать на весь экран . А ещё тут 25 персонажей, 5 тем в стиле ретро и уровни сложности, которые превращают лёгкую прогулку в адский марафон. Вердикт: если хочешь проверить свою реакцию и поржать в компании — бери. Только готовься к тому, что голова начнёт кружиться быстрее, чем твой рекорд улетает в таблицу лидеров. 7/10
Пирог с ревенем Ингредиенты: 250-300 г ревеня 100 г сахара Песочное тесто: 80 г сливочного масла 100 г сахара 80 г муки щепотка соли Жидкое тесто: 220 г муки 10 г разрыхлителя теста 2 щепотки соли 120 г сливочного масла 170 г сахара 2 яйца 50 г сметаны 10 г сливочного масла 1-2 ст. л манки для посыпки формы для выпекания. Как приготовить Ревень помойте и очистите от тонкой кожуры. Нарежьте на куски длиной 3 см, переложите в миску и засыпьте сахаром. Смешайте 80 г муки с 80 г мягкого сливочного масла, 100 г сахара и с солью. Быстро замесите тесто, затем заверните в пищевую пленку или пергаментную бумагу и отправляйте в морозильник, чтобы тесто замерзло. Смешайте 220 г муки с солью и разрыхлителем. В другой миске смешайте 170 г сахара, яйца, 120 г мягкого сливочного масла и 50 мл сметаны. Разотрите венчиком до однородного состояния. После этого всыпьте половину подготовленной муки и перемешайте венчиком. После - вторую половину муки, и уже вымешивайте ложкой или силиконовой лопаткой. Тесто должно быть достаточно густое кремообразное - как домашние сливки. Если мало жидкости - добавьте ложку воды. Но, как правило, если вы добавили все компоненты комнатной температуры (особенно важно яйца и масло) - то все получится с первого раза. Смажьте форму для выпечки маслом и посыпьте манкой, разогрейте духовку. Основное тесто вылейте в форму для выпечки, разровняйте его ложкой (ее лучше смочить в воде), чтобы оно было равномерно распределено. Сверху натрите примерно половину песочного теста из морозилки, его тоже разровняйте по всей поверхности формы. Далее ревень вонзите в тесто, достаточно плотно, как показано на фото. После - натрите остаток песочного теста, его слой должен закрыть весь ревень. Выпекайте 60-80 мин при 180 С, пока песочное тесто не станет золотистого цвета, а внутри пирог не пропечется. Когда пирог готов - подождите час-два, только потом нарезайте и ешьте. Лучше всего его есть с вареньем из ревеня и клубники, или со взбитыми сладкими сливками. Готовить - это просто =)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
✅İndirimdeyken alınıp kartları satılarak kâr edilebilir. Hesabımda bunun gibi birsürü inceleme var kâr yaptıran oyunlar mevcut profilimden bakabilirsiniz. Üstte kalması için incelemeye geri bildirim bırakmayı unutmayın.
Yes.
Узнайте больше о роллинге, который становится все популярнее и интереснее.
Та самая игра, эксклюзивно выпущенная только для стим
нет
норм
Roll’d, developed by MGP Studios and published by Forever Entertainment S. A., is a fast-paced arcade runner that distills its gameplay down to a single, relentless idea: keep moving or fall. It embraces a minimalist design philosophy, stripping away unnecessary systems and focusing entirely on reflex-driven movement, tight timing, and the constant pressure of a world that literally collapses behind you. The result is an experience that is easy to grasp within moments but demands precision and focus to truly master. At the center of the game is its core mechanic—guiding a rolling sphere across a path that disintegrates as you progress. There is no option to slow down or stop, only to adjust direction, jump gaps, and react to hazards in real time. This creates a continuous sense of urgency that defines every moment of play. The controls are simple and responsive, making the game accessible from the outset, but the increasing speed and complexity of level layouts quickly raise the challenge. What begins as a straightforward test of movement evolves into a demanding exercise in anticipation and reaction. Level design is where Roll’d finds much of its strength. Each stage presents a series of branching paths, sharp turns, and unexpected obstacles that require quick decision-making. Some routes offer safer navigation, while others provide shortcuts that can significantly reduce completion time but come with greater risk. This introduces a subtle layer of strategy beneath the surface, encouraging players to balance caution with efficiency. Hazards such as moving platforms, sudden drops, and shifting pathways add further complexity, ensuring that no run feels entirely predictable. The pacing of the game is particularly effective. Levels are short and intense, making them well-suited for repeated attempts. Failure is frequent, but restarts are immediate, allowing players to quickly jump back into the action and refine their approach. This loop of trial, failure, and improvement creates a strong sense of progression, even in the absence of traditional upgrade systems. Mastery comes from familiarity and precision, as players gradually learn to read the flow of each level and execute movements with greater confidence. Visually, the game adopts a clean and colorful aesthetic that prioritizes clarity. The environments are varied enough to maintain visual interest, but they remain simple in design to ensure that players can easily track their path and upcoming obstacles. This clarity is essential given the speed of gameplay, as even small visual distractions could disrupt the player’s focus. The soundtrack complements this design with energetic tracks that reinforce the sense of momentum, helping to maintain a consistent rhythm throughout each run. Despite its strengths, the game’s focus on a single mechanic also highlights its limitations. While the core gameplay is engaging, it does not evolve significantly over time. New levels introduce different layouts and challenges, but they do not fundamentally change how the game is played. This can lead to a sense of repetition during longer sessions, as the experience remains largely consistent from beginning to end. For players seeking deeper systems or more varied gameplay, this simplicity may limit its long-term appeal. Another aspect of the design is its reliance on memorization. While reflexes play an important role, many of the game’s more difficult sections are best overcome by learning level layouts through repeated attempts. This can be satisfying for players who enjoy mastering patterns, but it may feel less dynamic for those who prefer more adaptive challenges. Occasional spikes in difficulty can also interrupt the otherwise steady progression, requiring a level of precision that may lead to frustration. Additional modes and challenges provide some variety, offering alternative ways to engage with the core mechanics. However, these variations remain closely tied to the same fundamental gameplay, reinforcing the game’s focus rather than expanding it. As a result, replayability depends largely on the player’s desire to improve performance, achieve faster times, and refine their skills. In the end, Roll’d succeeds as a focused and energetic arcade experience that delivers exactly what it promises: fast, skill-based gameplay built around a clear and consistent idea. It may not offer the depth or variety of more complex titles, but it executes its concept with enough polish and intensity to remain engaging, particularly in short bursts. For players who enjoy reflex-driven challenges and the satisfaction of incremental mastery, it provides a rewarding, if somewhat limited, experience. Rating: 7/10
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.3M | 20.2K | 78% | $24.99 | |
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| $3.3M | 3.8K | 64% | $24.99 | |
| $1.9M | 9.3K | 94% | $12.99 | |
| $1.7M | 2.6K | 85% | $19.99 |
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| $3.3K | 77 | 84% | $2.99 | |
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| $3.3K | 70 | 46% | $1.99 | |
| $3.3K | 58 | 93% | $4.99 | |
| $3.3K | 207 | 79% | $0.99 | |
| $3.3K | 93 | 89% | $0.99 |