
A portal has opened and dark magic is pouring through! Only you can close the gateway and defeat the evil Ice Golem. But you'll need to hurry: time is short!
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 Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 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.
About
Stats
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.49−50% | 22reviews | 68% | — | $1K |
| $6.99 | 158ratings | 57% | — | 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
O jogo é curto. Em uma noite você cumpre todas as fases. É bonito, mas me arrependi.
Quando ho preso questo gioco? candy crush medievale
It gets quite hypnotic!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Dutch, Russian
Hours played at review time, across 35 reviews with recorded playtime.
alles gut für zwischendurch
Have played through several times now. Looks good at 4k even though its a older game. Hope the developer makes similar titles in the future.
хорошо но мало.
[h1] Ryan George Style Pitch Meeting Parody:[/h1] INT. THE ASTRAL SANCTUM OF INFINITE CLICKING The meeting takes place inside a gigantic, levitating 20-sided die made of pure, translucent diamond. They are floating in a sky filled not with clouds, but with giant, glowing "Game Over" and "Victory" signs drifting lazily like blimps. The table is a solid block of frozen magical energy that hums a heroic orchestral score whenever you touch it. There are no walls, only a horizon made of shimmering heat waves and lens flares. RYAN (The Game Designer) is vibrating with so much positive energy he is slightly blurry, holding a mouse cursor the size of a shovel. RYAN (The Publisher) is lounging on a throne made of compacted gold coins and "Best Seller" badges, wearing a suit made of confident velvet. Publisher: So, you have a Rune Lord for me? Game Designer: Yes, sir, I do! Publisher: Fantastic! So, you have a whimsical, high-speed geology management simulator where we defeat evil by tidying up messy grids for me? Game Designer: You know it! We are going to take the concept of "matching three things" and we are going to crank it up to eleven until the knob breaks off and hits the ceiling! Publisher: Ooh, I love broken knobs and ceiling damage! Tell me about the story. Is there a deep, emotional journey? Game Designer: Absolutely not! There is a Portal! And it’s open! Publisher: Oh no! Game Designer: And there is an Ice Golem! And he is just... the worst. Publisher: A very rude snowman! Game Designer: He wants to freeze the world, sir. But we’re not going to let him. We’re going to stop him with the most powerful magic known to man. Publisher: Friendship? Game Designer: No. colored rocks! Publisher: Ah. Game Designer: We’re going to match the red ones with the red ones, and the green ones with the green ones. And when we do? The game is going to scream "EXCELLENT" at you like a supportive gym coach! Publisher: I love being yelled at positively! But surely, defeating an ancient Ice Golem with pebbles is going to be difficult? Game Designer: Actually, it’s gonna be super easy, barely an inconvenience. Publisher: Oh, really? Game Designer: Yeah, you just click the things! You see a pattern, you click it, and suddenly—BAM—a fireball hits the bad guy. You didn’t even have to aim! You just organized the inventory and the violence happened automatically! Publisher: Very considerate! So the violence can happen. Game Designer: Exactly! And the visual effects, sir? We went overboard. We went way overboard. When you cast a spell, the screen shakes, lightning flies, runes spin. It’s chaos! Publisher: Oooooh, seizure-inducing particle effects are TIGHT! Game Designer: They sure are, sir! We want the player to feel like a god of magic, even if they’re just panicking and clicking randomly. Publisher: That works. But wait, if it’s just matching, won’t it get boring? Game Designer: That’s why we added... The Timer. Publisher: The Timer? Game Designer: It’s a bar at the bottom. And it’s burning. It’s burning away your time, sir. It’s constantly threatening you with failure. Publisher: Oh my god. Game Designer: It adds a lovely layer of "existential panic" to the colorful fun! You’ll be frantically looking for a blue rune while the music gets faster and your heart starts pounding and you think "Is this how it ends? Is this my legacy?" Publisher: A very cheerful anxiety attack! Game Designer: It is! And sometimes, you’ll lose just because you couldn’t find a yellow square in time! Publisher: Whoops! Game Designer: Whoopsie! But you’ll jump right back in because the sound effects are so crunchy and satisfying. Publisher: I do love crunchy sounds. What about helpers? Do we have allies? Game Designer: Oh, we have the best allies. We have a fairy who is very small and hard to see. Publisher: Great. Game Designer: And we have a Toad. Publisher: A toad? Game Designer: Yeah, just a big ol' toad sitting on the side of the screen. Sometimes spiders fall down, and he eats them with his tongue. Publisher: ... What? Game Designer: What? Publisher: Well, okay then! Game Designer: Great! It really adds to the immersion of being a wizard warlord to have a damp reptile snacking on the UI. Publisher: Fair enough. So, tell me about the upgrades. Can I become all-powerful? Game Designer: Oh, big time. You can buy medals and boosts. You can freeze the timer, you can blow up the board. You can basically cheat the system we built! Publisher: I love cheating within the rules! Game Designer: And sir, you know how usually eyes are for seeing things clearly? Publisher: I am familiar with the concept of vision, yes. Game Designer: Well, we have "Eagle Eye" levels where the board gets so big and zooms out so far you actually need a magnifying glass to see the runes! Publisher: Oh my god. Game Designer: It’s hundreds of tiny rocks! You’ll be squinting, leaning in, ruining your posture—it’s great physical engagement! Publisher: A very chiropractic experience! Game Designer: And when you finally find the match? Publisher: Yes? Game Designer: The game says "Godlike!" in a voice that sounds like it eats gravel for breakfast. Publisher: Ooooooh, gravel-voice validation is TIGHT! Game Designer: It sure is! And sir, the feedback loop? It’s relentless. Publisher: How so? Game Designer: Even after you win, the game keeps playing itself! The leftover bombs explode, the score goes up, fireworks go off. You put the mouse down and the game is just celebrating for you. Publisher: A very autonomous party! Game Designer: Exactly! We want the player to feel successful even if they have no idea why they got 50,000 points. Publisher: Arbitrary high scores are the backbone of this industry. Game Designer: And the achievements! You get a trophy for everything. "You broke a rock." Trophy! "You blinked." Trophy! "You didn't quit." Trophy! Publisher: Wow wow wow. Wow. I feel accomplished just hearing about it. Game Designer: You should! You're a winner, sir! And the best part is, you can play this game with just one finger! Publisher: Ooh, accessibility is tight! Game Designer: It sure is! You can eat a sandwich, pet a cat, or do a puzzle while doing this puzzle! Publisher: Multitasking is the future! Game Designer: Exactly! It’s the perfect game for when you want to be conscious, but not too conscious. Publisher: A very vegetative state! Game Designer: That’s the dream! Just a steady stream of clicks and colors until the sun goes down. Publisher: And then the sun comes up again and they’re still clicking? Game Designer: They won't even know the sun moved, sir! Publisher: I love ignoring celestial mechanics! Publisher: I love losing track of time and space! Game Designer: We all do! But here’s the thing, sir. Sometimes, the physics of the falling rocks... they don’t make sense. Sometimes a rock falls left when it should fall right. Publisher: Why would it do that? Game Designer: Because gravity is more of a "suggestion" in this world! Publisher: That’s what we’re going with! Game Designer: And the plot? We explain nothing. Why is the portal there? I don’t know! Who is the Rune Lord? You are! Why? Because! Publisher: Wow wow wow. Wow. Mystery is key. Game Designer: Exactly! We just want the player to enter a flow state where the outside world disappears and there is only The Match. No thoughts, only colors. Publisher: A hypnotic trance fueled by flashing lights and amphibians. Game Designer: Precisely! It’s going to be glorious. The reviews are going to be "Recommended" but the people writing them will sound slightly delirious! Publisher: Sold! I’m going to go organize my desk drawer by color to prepare! Game Designer: And I’m going to go find a spider for the toad! Publisher: Hey, shut up! Game Designer: ... Publisher: ... Game Designer: Great! [SCENE END]
Норм игра
배경만 중세지 애니팡입니다 예
Fun with a few twists. - good for those odd 10 minutes or so
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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