
Rusted Moss is a twin-stick shooter metroidvania where you sling around the map with your grapple, blasting your way through witches and rusted machine monstrosities alike. This wasteland once harboring mankind has since fallen, and Fae long forgotten now knock on humanity's door...
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.
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 Sep 9 → 1.29/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $7.99−60% | 1.7Kreviews | 89% | — | $267.9K |
| $19.99 | 84ratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 111 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really like it. But man, Its raining bullets during boss fights, too little space, no way to block/parry, while you can grapple, good luck with bounce/elasticity that would kick your ass rather than help you. But that's really not the problem, fast recovery of boss attack pattern is all welcome, but dude, you can die in 2 or 3 hits, without any reliable healing, and items that increases health is mythical. Sure you'll learn the pattern, but you have to die ton of times and each attempt is like starting from scratch since you're screwed if the bullets somehow cornered you. I don't know about you dude but even the so called 'best' hollow knight gives players 5 mask on start of game if you get what I mean :)
Basically it has a grappling hook and rocketjumping. and like the other parts of the game are also really good
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 24.5/day in the week to Jul 17 → 1.14/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil, Traditional Chinese
| $19.99 |
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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 111 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is one of the only two games i have 100% achievements on. It has some fun challenges but is not too difficult.
Can't recommend this game because it states you can use a controller, and technically you can, but it is AWFUL with a controller. To the point where they should just tell you no, don't bother. Other annoying things: No map notes which would be fine if it didn't have a nearly worthless key. Almost no actual upgrades, almost all weapons/trinkets are side-grades at best except a few that are literally just "increase gun power". Boring story, boring MC, boring world, some very annoying mechanics. Most importantly the hookshot is the core mechanic but desperately needs more enhancements or something, I think it gets one all game. Combat is fine, platforming is fine, but both need more variety, and boss fights are all over the place on difficulty, some in the middle being harder than the end boss, others make you wonder if it's a joke boss.
Beautiful pixel art with clunky float-precise platforming. The game simply demands too high a level of precision from the floaty, janky controls. You can do the same jump a hundred times and get a different result every time. Sometimes the grapple wont grab the terrain you've marked, instead going for an enemy or ungrappleable terrain. Often the grapple will get different heights and angles from small changes that can't be reliably controlled by hand, so you just have to do it over and over until you get lucky, hence the game giving infinite health for pretty much every platforming challenge in the game. Rocket jumping refuses to work reliably too, if you aren't jumping a tenth of a second prior to shooting a rocket you wont get any height. The grapple could be enjoyable, and when you get into the right kind of level it certainly can be, but it's just too ♥♥♥♥♥♥♥ finicky and restrictive to make it work reliably, nevermind the miniscule size of the camera that never shows what you're about to land on. I believe the grapple should be unlimited use, the pull feature should be integrated to the grapple from the start, and it should be made reliable by any means necessary. There are lots of places the grapple is clearly intended to be used that I simply never did because I couldn't trust it to function as I expect it to. Because even when I do try to use it in combat, I find I'm pretty much always always worse off for it. The combat feels like an afterthought and all weapons but the rocket launcher are garbage. You're stuck at a walk the entire game, you cannot run, block, or dodge at all. The rail(gun?) has at least two trinkets dedicated to it and it's still trash because it gimps your movement when charging, the pistol outperforms it pretty much everywhere. The shotgun is about as weak as the rail, the harpoon launcher takes forever to reload, and the sniper doesn't do enough damage to make up for burning mana. Bosses bum rush you to make up for their clear lack of AI so they can nail you with spread shots, screen-wide attacks, and sometimes contact damage all stacked on top of each other. It's common for every platform and dangle spot to be fully saturated with bullets. And yet they can be trivialized by hooking them on terrain or outside the fighting area where you can shoot them to death with impunity, I've killed two bosses like this. One boss even lets you stand inside it and shoot it to death, it really feels like they didn't test them hardly at all. The platforming is too fiddly and frustrating to bother with and the combat doesn't fare any better.
The game is extremely underrated for how good it is. It has amazing movement, fun story and cool set design. Some bosses are a pain in the ass but other then that - amazing game
为了一叠吊绳和枪的醋包了一盘饺子,但饺子甚至有臭的。 吊绳的机制独特,手感也不错,枪不仅酷还有后坐力的机制,好好学习确实能做到高速而爽快的移动,然而关卡机制、地图、数值等的设计实在是菜。 每张图基本上都拥有独特的机制,它们彼此都能与能力配合,有的设计上还不错,比如恢复吊绳使用的块,但主线最后一张图完全是制作组想一出是一出的产物,摒弃了吊绳枪支移动的高速特点,制作了一张移动慢吞吞+难以转向的失重图,于是玩家就要先“忘记”一路走下来学到的技巧,被迫只为了这最后一张图学点别的,而且最终主线boss甚至用不上这个失重机制。 明晃晃的单向门到处都是,而由于吊绳枪支的高上限,玩家通常能飞到这些单向门在的地方,然后被撵回去一本道走到黑。探索已经这么没有悬念了,饰品和升级的加成又都算不上大方,大多数饰品也看不出什么作用,前期捡到的那几个好的,到了结局还是这几个;而敌人的数值增长要高于玩家收集,甚至后期摔伤扣血也会增加,越往后打越憋屈。 以及虽说是以精确平台为核心,但打不着的小怪是要放的,能看到整张图的望远镜是没有的,甚至到了限时挑战也不允许玩家提前看到整张图的样子,即使设定集里说了这游戏一开始就是一个鬼点子,没考虑做成大东西,但既然都走到这一步了,该有的还是都得有吧。 btw,我是真喜欢你们组的美术音乐,看样子新作也是银河城,但愿关卡表现别这么菜(
[h3]综合评分:本体 7.0/10 DLC 8.0/10 [/h3] 非常独特也非常令人印象深刻的一部作品。和其他类银的二段跳冲刺等传统能力不同,本作则是以吊绳和枪械为核心构建了一套很酷很“物理”的玩法,角色依靠吊绳的弹性以及枪械的后坐力来进行各种超乎想象的运动。不过话又说回来,有特色归有特色,其实游戏整体的体验感并不太好,主要问题来自于一些小作坊的通病和一些肉眼可见的恶意上。 美术方面,场景美术做的还不错,每个大区域的特色都很鲜明,但人物美术就一言难尽,其实一开始购入游戏是冲着封面这个飒飒的女主入的,但游戏里就变成了清一色的大饼脸,有点照骗。音乐倒是全程都非常不错,与场景很契合,也有可能是我在反复死亡的过程中被洗脑了。剧情有点反套路,读下来我的总结是伪人大乱斗,不细说。 说回玩法方面,首先是系统设计上,有很多让人玩着不适的缺陷。没有自动存档,一死亡或者小退就会丢失进度,在长关卡中带来的挫败感很强;地图没法缩放,没法标记,后期补全收集时非常难受,只能穷举;有单面超长的地图,但DLC地图才开放检视全图的能力。 本作地图的结构设计比较简单,没有过多的岔路,在探索的过程中如果顺着路走那么体验其实接近于关卡式,通过线性的路线来抵达下一个存档点以及打通上一个存档点的通路。游戏中并没有设计很多能力锁,探索起来相当自由,每个大区域也都有特色的机制,玩起来并不感到单调。再说回吊绳,吊绳本身的运动在适应时候手感之后是相当不错的,基于物理特性,在扔出吊绳时,位置、长度、速度方向都需要考虑,操作精准性要求很高,但游戏中又存在很多阻碍玩家的设计,其中最为逆天的一点就是跳跳乐里塞入巨量的怪。这怪可不是一般的怪,是你打不中的怪,是全图瞄准你的怪,是打中你还会嘲笑你的怪。很难不怀疑是制作组的恶意释出。 DLC的氛围塑造、关卡设计水平都比本体有很大的提升,当然,难度也是。整个DLC基本都是线性的跳跳乐关卡,彻底蔚蓝化,你在里面甚至能够看到一些似曾相识的机制,比如随时间闪烁的磁带(?),甚至能够学习到如何保留惯性的超级跳技巧,甚至章节的标题就叫大攀登。其实玩到这里,我的心态差不多也和在玩蔚蓝时差不多了,登山不为什么奖励,只为登山。这样一来,我反而能够没有压力地享受攀登了,虽然死的次数可能相比本篇得翻倍,但我的体感反而好上了不少。 当然这不代表我原谅了跳跳乐里塞怪(怒)
After 100%-ing this game I can say it was super fun to play! The grappling hook was satisfying to use and I loved the (optional) extra climb challenges. It did feel a bit slow at the start of the game BUT it really clicked once I unlocked the rocket launcher, which was then incredibly fun to fly across rooms in a second with the right gun shot timing. I'm now planning on attempting the speedrun challenges. NOTE: Although it shows I played on Steamdeck, I used a keyboard and mouse to play.
коротенькая метроидвания momodora-like которая на деле интереснее чем кажется, что геймплейно что сюжетно
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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