
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
A metroidvania with a focus on a hookshot and swing-based platforming as well as gun combat, easy to learn but hard to master. Works best with a mouse and keyboard but controller support is available. The story is based on European mythology, specifically the Fae and is quite interesting.
Good movement and shooting but it goes on for too long and falls into confusing and boring metroidvania backtracking problems. And too much unvoiced dialogue for me.
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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
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
绳索跳跳乐很有特点 免费dlc美术、敌人和跳跳乐都超越本体,而且内容量大 但地图一坨,无法进行标记,全收集会很麻烦
A great Metroidvania with a funny grappling hook you can use to zip around espically after you figure out the tricks Protip you can rocket jump works best if you do it while crouching.
[h3]Almost One of my Best Metroidvania[/h3] Let me say this upfront, I love and hate this game but above all know this is a special game that will be a core experience or identity. What makes this game unique is its physics-based grappling hook that just feels so good to control and understand but just as frustrating to use within platforming and combat. This game fundamentally demands a level of precision and execution that I seek, yet the same mechanics feels so imprecise to handle that contradict the whole experience where failure or success almost hinges on randomness or the stars aligning. After reaching the highest point in the DLC and engraving my name on the leaderboards, I felt no desire to replay this game which speaks so much despite how satisfying it is to reach the summit. While this piece will be full of praise, condemnation and contradiction, this is a true hidden gem that deserves significantly more attention. Talking about the game without the DLC updates first, it is fundamentally a good metroidvania with precise platforming and somewhat decent ranged combat. The objective is to collect 6 items across the map that is quite dense and interconnected which I am quite impressed with. Each area has its own aesthetic, gimmicks and hazards that make the areas somewhat memorable or annoying depending on the mood. I will never forget that one chaser enemy in a late game area that still gives me goosebumps thinking about it even though it is relatively simple. The checkpoint system is quite good fix as well and the inclusion of the full heal spots as a platforming checkpoint rather than a save point. I did appreciate a certain area where that was only one save point and no other heal spots that made every aspect of the design just clicked to create one of the most tense areas to explore. As for progression, exploration rewards health, magic, trinkets slots (charm/badge system) and even weapons so I have no issues on that front. Some credit to the lore rewards where the characters actually discuss the content even thought it is not the most engaging so to say. Another credit is how low the rewards are considering enemies respawn on save which both disincentivize farming (except for the late game) and encourages exploration rewards as the main form which can only be spent for more trinket and global weapon upgrades. Overall, this is one of the best metroidvania's I played in terms of its exploration. While having mainly ranged combat is a novelty, it as I said quite decent on its own. With 6 choices, I do like how each gun has a certain unique function to them such as lingering projectiles but above all an integral part of platforming such as bunny hopping or weapon boosted jumps. One of my favorites is a weapon with a cooldown timer so it encourages weapon swapping to increase damage output that is also needed for harder platforming challenges. Some of the weapons cost magic instead to balance their power and the only secondary use of magic aside from healing is for the unlockable throwable projectile. Healing is similar to another platformer where the player spends magic and has to stand in place to get healed that is interruptable by enemies which I don't mind. How magic interacts with weapons is that magic is generated per hit so multi hitting weapons are builders while the single hitters are spenders which forces me to adapt as I prefer single hit and charged weapons. Above all, shooting feels good from its animation, hitstop and aiming that just works. The physics-based bungie grappling hook introduces such a high skill ceiling and floor as well as having the confidence to not have a typical double jump. In fact, I do love platformers without it as it tells me the designer has confidence in their mechanics and my faith was not misplaced because navigation is such a joy in this game. The mid-game grapple upgrade is a game changer and that feeling of sequence breaking by understanding the toolkit is so satisfying. I feel the platforming challenges are designed well enough to push the player to learn the systems and using them fluidly is its own reward. As an example, learning which weapons can alter your trajectory midair can also increase horizontal momentum that is critical for some bosses. Surprisingly, I was able to finish this game without unlocking the other platforming weapon that felt impressive and equally annoying but it is a testament of the game's design. [url=backloggd.com/u/fnplayer1123/review/4821825/]See the rest of the piece here[/url]
A pretty simple and charming metroidvania. The movement in this game is addicting and easily the best part about it.
very mixed bag, but i wouldn't have anything to criticize if i didn't like the game. on one hand the base story is pretty good and the controls are fine throughout the base map, on the other hand the bonus levels have incredibly captivating designs and characters that immediately make the flaws of the movement apparent. the experience for the main story felt really well put together and thoughtful, with weapons and mechanics being introduced at a gradual but steady pace that feels rewarding. the writing itself is incredibly charming when taken in small pieces and moving when pieced together, making the smaller parkour challenges for lore tidbits feel rewarding. the soundtrack makes for nice ambience, although admittedly it can be a little hard to hear at times. smaller details like fern's idle animations also really add to the game's feel, and have actually been helpful reminders for drinking on at least one occasion. the environments vary wildly, and all but one of the ones i've found so far feel like they mesh together to give a little bit of insight into the surrounding world. the art style itself isn't the most "out there" but it doesn't have to be, and the devs make REALLY good use of the simpler style with a more complex aesthetic. gunplay can be a bit clunky at times, with some weapons feeling a bit pointless, but all-in-all each weapon still has a use throughout the base game with some tapering off later on. the map itself is also a treat to explore, and while there are some hidden and more complex routes they aren't "punch around for an invisible wall" annoying to find and can make for a pretty fun challenge. with that said, the bonus levels are incredibly fun mechanical tests at their best and tedious timesinks at their worst. and with more mechanics being introduced, certain flaws can start peeking through. slopes have incredibly odd interactions when you're at speed (sometimes maintaining momentum and other times killing it) and the grappling hook spawns inside your character, making some shots with it much more finnicky. horizontal propulsion with the rocket launcher makes certain areas go by a lot faster but it doesn't mesh well with the grappling hook's bungee cord nature (oddly enough) making it less consistent to make certain jumps compared to just superjumping with the rocket launcher and slingshotting off the bottom of some terrain. certain mechanics aren't explained until the bonus areas (like scouting), which in itself wasn't all too detrimental to the experience but was certainly frustrating. i imagine it was probably a dlc thing. iirc shotgun momentum boosts aren't really mentioned until the final segment of the base game for how useful they are. outside of the movement, the mechanics of enemies and bosses throughout the game range from fun difficulty bumps to outright frustrating. most of the base bosses are enjoyable and feel well thought out, but the minibosses *cough* pestilence *cough* can feel like they punish you for using your movement tools. the sniper evasion segments on the mountain can feel horrid to go through at times, compared to the larger enemy evasion segments feeling exhilarating. overall it's a really fun game that has some physics quirks and the occasional annoyance, but is absolutely worth giving a shot. the bonus levels aren't for everyone, but the stories that go alongside them make it feel rewarding. 8.5/10 and would be a solid 9 if some of the quirks are ironed out pertaining to parkour consistency. 10/10 if i get to marry froy
I never expected a gun-based metroidvania to be so good! The movement is exhilarating, speeding through the screens faster than I thought I could. The early movement, especially before the rocket launcher, is a great introduction but doesn't sell the true speed you can go. I personally found the speedrunning achievements a touch too hard - I used a guide - but it did let me go through the game enough times that I could do the full route from memory.
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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