
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
its like if a metroidvania was good
Hook👍 Platforming👍 Bosses👍
Buenazo
Media

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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 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.
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 |
| — |
| — |
| — |
| 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
Very fun. Getting the hang of the grapple hook is the main part of the game, and flying through earlier sections looking for missed secrets or upgrades felt smooth and enjoyable. The arenas with common enemies never felt quite right, but none of them overstayed their welcome and a few rockets usually cleared out enemies fast enough to keep things moving.
Хороший платформер с интересным сюжетом и множеством крутых механик. Любителям Холлоу Найта зайдет
太难了
peak metroidvania game
制作组的实际思路是,一个玩法用一个大地图,后面dlc里一大堆一大坨不同类型的玩法然后几乎是极限地在拉扯、拉伸这个玩法框架,引人折磨,新意实际上没有,全都是模版类的设计,但是地图风格和画面呈现则掩盖了这点。 一部分差评说“高速移动”,但是实际上这个游戏主推的根本不是什么高速移动,而是极端精密的操作,这包括了贯彻全局的隐藏收集和后续的dlc地图(额外挑战),几乎把这种考核推到了极点。 boss战的部分虽然是快节奏,但同样是要求精密的操作。大部分情况下,boss造成的一次伤害都需要2次回血才勉强能弥补回来。 制作组有意令“怪物”成为“跑酷”关卡的主要难度来源之一,有怪物出没的跑酷关卡大部分难度不高,更多作为干扰项存在或者整套关卡都是为了怪物存在,会有竞技场一类的设计。 饰品的对策性其实特别强,主要是,能稍微降低一点点负担都很重要。而mp上限的意义是初期多一个回血药,hp上限的作用是多一丝丝在长线压力下的容错。 “后期摔伤扣血也会增加”这个是只面向特定地图的,只有古墓的伤害是3格。后期实际上有大量要求一次通过的数个单元地图,合并为类似于攀爬挑战概念的需要逐渐熟练以“速通”的高难地图。 最大的问题是视野,这个游戏的视野压力也太大了。大部分的死亡来自于视野考核。 额外地图忘记教导了“火箭跳”的技巧,即蓄力跳跃的情况下使用火箭可以跳得更高。由于想一出是一出,没有面向“推箱子”进行教程性质的关卡设计和说明,对箱子:射击的引擎类似于逆向的钩索,而实际上需要利用钩索回身拉扯箱子来推飞箱子。 我在玩游戏的时候经常遇到不正常的卡顿,我不知道是不是我个人的问题。 说实话这个游戏前几大关基于不具有“收缩”能力情况下的,就单凭借钩索甩荡的形式设计隐藏和普通关卡,这个游戏体验不是很良好,典型的就是“吹大风”的那个大关,需要依赖风力去产生动力,或者避开风力造成的阻碍,整体游玩下来很有拘束感。这个游戏获得的“能力”有许多是需要直接改变操作习惯的类型,明明应该一开始就告知玩家,为玩家解锁,但是偏偏甚至有在dlc关卡里才给出特定解说的教程。并且这个教程还不齐全。 除了火箭跳外,还有存储水平速度的连续跳:在落地前可以预输入按跳,然后跳跃后仍然保留水平速度。 在游戏接近通关或dlc1特定大关的位置才告知霰弹枪后座力的教程。 实际上蓄力高跳的机制是,在青苔上蓄力后,可以离开青苔,一段时间内仍然可以按跳然后高跳,并且使用枪械的后座力浮空或者离开平台后仍然持有这个状态,它只和时间有关。 剧情、画面、音乐、动画效果这些不做评价,
Very underrated metroidvania that starts a bit weak then fully becomes its own game an hour or two later. Very good parkour sections, challenge areas, a few good bossfights, a bunch of weapons... And i gotta give credit for mitigating the rage inducing hard parkour sections. Even if death means going back to the save point, these frustrating sections give you infinite health so you dont have to start all over again if you fail and take fall damage. I wholeheartly recommend it specially if its discounted. I got it for 8 bucks and im currently looking forward for their next game.
the rocket boosting from tf2 is back
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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