
A shopkeeping adventure for 1-8 players. Cook, fish, fight, and sell your way through a magical island!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.57/day in the week to Sep 1 → 1.14/day in the week after.
About
Saleblazers is an adventure shopkeeping simulator. It's up to you to decide how you want to thrive in this world!
Combine ingredients to cook amazing meals to help you on your journey.
Travel the lands and find a variety of fishing spots to catch the biggest fish... and sometime rare items!
If you pick it up, you can sell it!
Swords, guns, spells... or chairs!?
Use your skills to survive a deadly island full of human factions and deadly monsters. Make sure you loot your enemies!
Play solo or bring up to 7 friends
Over a thousand cool items to discover with hundreds of powerful attributes
Create interesting builds that fit your playstyle through player stats, equipment, and items
An immersive world with villages, quests, factions, and police
Character classes that offer unique experiences
Build and run multiple shops across the island
Hire employees
Dedicated server (see Steam Community guide for details)
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 2.2Kreviews | 79% | — | $2.1M |
| $29.99 | — | — | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 95 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Yeah... the big update introduced a huge amount of bugs. Game breaking bugs. It's unplayable for me. New Save > After 10-20 minutes I cannot use any items in my quick slots. If I reload the save it works fine but then randomly stops working again. Can't shoot my gun, can't mop the floor, can't attack at all. I was able to kill a mob by throwing as that uses a keybind, but yeah... This is just a critical bug, i'm amazed that they're focusing on an update like Going The Distance instead of fixing extremely obvious things like this. I loved this game prior to the update, had 12 or so hours in it. Now - its dead until they fix the bugs. 1 bug fix every 2 weeks isn't good enough I'm sorry to say. I think they need to hire more devs or stop working on content updates until you fix this mess.
Granted the game is still in early access and after putting in hours of gameplay alongside my wife, I can not bring myself to recommend this game to anyone. Especially in it's current state. The Devs are active, that much is true but they seem to have missed their mark on a lot of bugs and glitches still plaguing the game. Bodies still glitch out when you try to loot them after combat. You still take random damage from time to time while moving anywhere. Hell I have witnessed a few NPCs randomly take damage for no reason too. Nights inside of towns or near structures just make you feel like you're in some void where you can only see your feet and Day time is like a constant flashbang still. Items randomly explode out of your storages and Hired NPCs tend to idle even then they have available task to do. The combat is still a bit janky and the gun play still needs work so that bullets don't take a random detour when im ADS. Swordplay doesn't really feel like I've mastered but instead it just feels like im swinging for my life. I expected more from the Katanas but ended up with the same result. The cooking mechanic just got a huge update along side the fishing mechanic and TBH, I hate the cooking mechanic so much. I get that physics is a huge thing in games, but when you lather everything down with it, things can tend to be very annoying. Sure I could just use a Kitchen Oven but wouldn't it have been easier to just have a grilled or roasted roster for the campfire and then actual meals and recipes for the Kitchen Oven? You managed to make kebabs a thing so why not make it that way? There are tons more issues I have with the game and it's frustrating because when my wife and I started playing this game, we were having such a great time and even enjoying the story. We knew the game needed more work but we never expected the updates to create new terrible problems. At this point I just can't recommend this game to anyone but if you do still decide to play then play at your own risk.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain, Japanese, Russian, Simplified Chinese, Traditional Chinese, German, Korean, Polish, Portuguese - Brazil, Dutch +11 more
Hours played at review time, across 95 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
(side note: the New York sounding music when you make sales does not fit the game and is disgusting and repulsive tbh. I can just turn off the music, but I do not understand why this was chosen. it oozes falseness, exploitation and seediness.) I do not understand how this is designed so horrifically... to put something on a shelf, you don't click the shelf to open a container, or select something and then drop it, no, you have to equip it (!!!!!!!!!!) then press (interact)... so you have to: step 0: if the game had a UI for this, not a physicalized location, you could just open the shelf icon you wanted to select, from anywhere in the shop. this would incentivize you to name shelves and pre-sort where things go, like naming the shelf "mops" and then select it and shift-right-click and dump all mops it can hold in there. but no. we gotta do this the hard way.... so step 0 is go to the shelf. step 1: open the inventory step 2: find the damn item, and since everything is tiny and on the side of the screen for no reason and has the same beige brown color tone, it is hard to differentiate things. step 3: equip the thing you want to sell step 4: close the inventory since you can't interact with it open step 5: aim at the shelf, and interact step 6: interact step 7: interact step 8: interact step 9: interact step 10: interact step 11: interact and so on until you placed all of it step 12: open the inventory step 13: re-equip your weapon or whatever you had equipped before more steps if you need to move around at all and good luck of an enemy or a customer needs you meanwhile. this is ridiculous!! this should be (if we want the idiotic physicalization): step 1: interact to open the shelf -> shelf appears as container next to your inventory. no need to close the inventory step 2: shift-right-click or shift-left (let the player bind that) to drop all of one thing onto the shelf you obviously can still do it one by one if you click, or interact without shift that's it no re-equipping anything a baby could figure this out. has the dev ever played a game before? to me it is insulting and reeks of sheer unbridled arrogance to make a game so weird and inconvenient to use when this has been solved for well over 10 years since path of exile and factorio and I bet many many other games. I am convinced even the MMOs I played in the 90s were easier to use, but I do not remember the exact steps. fishing is the worst I have ever seen. complicated, awkward, unfun. fishing is supposed to be chill. not tense another example: the crafting menu is tied to scroll since it is blithely ignoring all available space and insists on showing craftables in a narrow bar on the right with wide space between the next row. so even at the very start of the game you already have to stress your scrolling finger then crafted stuff gets dropped into the crafting table. not the inventory. so now you have to take that mop from the damn crafting table to put it into your inventory. for this you need the extremely damaging and pain inducing "drag & drop" move. no click or grab interaction works. only drag and drop does. the very method that is THE MOST damaging to people like me and induces stress injuries and is banned in any usability bible. (edit: I eventually spotted the Y to take all. but to take individual items, only drag and drop works) there should simply be no reason the have the crafting table act as an independent container. only allowing taking one item at a time is inexcusable insanity. this WILL add up and if you play fast and efficient, it will grind on your nerves until you never touch the game again. this is akin to youtubers who put all effort in making everything visually appealing and having a bad mic. sound matters more on youtube than anything else. same here: usability is what makes or breaks a game. because even the very best game can be killed by lacking usability. the cooking is yet another example of how to ruin a game: it is like a phone game: any wine mom who never plays such a game would be impressed by how "real" it seems, but any gamer who needs things to work without cramping their hands up is just annoyed. minigames are always a bad style, no matter the game, that's why gacha games are full of them. you could have the same visuals and automate the process instead of making me DRAG AND DROP the thing around. the overcooked component adds nothing but friction in a game that seems to contain nothing but friction already. this is not some dog poop movie game for normies who do not actually game, but want "immersive" gimmicks instead of usability since they only play for 30 minutes at a time and the game has a "welcome" window that is so short it can't overstay anything (I mean to say they are short movie games). this game here I imagine playing for 500h it is that appealing to me. but it stresses me out too much and my hands. -------------------------- other annoyances: where are my stats? where is a proper character screen? where is a proper shop screen where I can peruse all the "upgrades" I am getting or other improvements? they had proper character screens in the mid 90s. that is 30 years ago. same with other things. it is all done as if this is the first computer game and the dev just came up with whatever and used the first method he thought of without usability concerns, without trying to minimize button presses or clicking. it is absolutely abysmal. the game has such a great mood and atmosphere, feels snappy and runs well on my machine. but I get nonstop agitated by the unbelievably bad way things are interacted with. the least amount of interaction steps = the best. use the shelf as a container, let me do normal COMPUTER GAME interactions like in any damn game like factorio, satisfactory, any MMO since the 90s.... or path of exile 1/2... this has been solved a billion times over. this is THE worst method I have ever seen to make interactions. shame on the dev. this game has been around for like 6 years and long before that I assume and he still has nnot understood that this game is utterly inconvenient to the point it deeply frustrates me and kills my fun. storing ♥♥♥♥ on a shelf should take half a second, not be a torturous minute long odyssee the game's movement is fast and smooth. it is brilliant and makes me want to play. why not apply that design to the storage system? dev: play factorio for a bit. it is a blessing and a joy to shuffle around 10 boxes full of a crazy amount of different items because it is so easy. play path of exile and watch people do this in literally 2 seconds. not kidding {open shop, check for speed boots, buy, put boots on, close out and teleport out}. you can't even see what they're doing, it's so fast. no drag and drop, no BS. or watch them empty out a whole inventory of various items into the ~self sorting~ stash system in a second. your game holds people up with the annoying things until the fun gameplay becomes available again. this is bad design. inconvenient does not mean immersive. it means bothersome. only people who test a game without getting truly immersed think that ♥♥♥♥ is cool. cause they need some extra jingling of keys like woooow I can move the bowl??? like a damn 5 year old. this is cool for people who do NOT play games. the same "logic" applies with anything else. important info is always on some random corner of the screen in tiny font everything is on the left as well, which kind of bothers me. if this is changed, the game is an easy recommendation as it does so much right. pretty much everything to be honest that I really care about. this is why I wrote that review. the game is fantastic WHEN I AM ALLOWED TO PLAY IT instead of fighting the usability barriers and minigames. but I can not deal with this complete lack of usability. it feels disrespectful and since I have a hand condition, it also causes me physical pain to use a needless amount of interaction steps
Co-op wise this game is a nightmare with major frame dips and connection issues
Lustiges Konzept aber spielt sich wie eine Alphaversion Und Schusswaffen sind nutzlos, ich bereue die Gunslinger-Klasse gewählt zu haben 30€ dafür ist echt krank
I'm gonna keep it simple I'm not a fan of the new update. Ai struggles to navigate shops more often getting stuck or not entering the shop. I don't like the camera placement feels claustrophobic. I'm mixed on my inventory hotbar showing on my character like why everything why not just 4 items only 9 is a bit much making my character look cluttered/crowded. I don't recommend the game in its current state ill keep an eye on it to see if changes have been made.
Игра улучшается, разраб работает, в игре есть чем заняться
I've been playing this game off and on since it came out. It is very difficult for me to stay interested in any game longer than a day but whenever i come back to this i cant get enough. To make it clear i bounce from no mans sky to minecraft to this. Honestly for its cost just buy the game and play it.
Купил после выхода обновы, поэтому не знаю, что было до этого, но то во что я наиграл 56 часов мне понравилось, зачетная система торговли хламом и цыганской накрутки ценника на порванные штаны. Много кто жалуется на обнову, но товарищи, игра в раннем доступе, обновы с ремонтом багов прилетают, не быстро кончено, но они есть, был свидетелем пары бугов, которые исправили. Хотел бы лишь высказать пару хотелок разработчикам, если Вы конечно читаете комментарии: 1. Исправьте пожалуйста поведение NPC в магазинах. При постройке большого магазина, они просто бегают от полки к полке при этом теряя терпение до того как дойдут до кассы. Я увеличивал красоту магазина, ставил кондиционеры, туалеты, столики с едой, игровые автоматы, диваны, стулья, а эти неблагодарные все равно недовольны. Прокачать магазин до 5 звезд просто нереально. 2. Во время игры возникает дикое желание увидеть большое подземелье с несколькими уровнями, с разнообразными мобами и боссами и ценными ресурсами, где в середине или может в начале можно будет открыть магазин для торговли с авантюристами. 3. В плане сюжета можно добавить в мир гильдию торговцев с уникальной веткой прокачки магазинов, рекламы, завлечения ВИП покупателей, торговли с ними ради ценных артефактов и заданий на выполнения. 4. Можно еще ввести систему репутации с гильдией и городами, т.к. при воровстве и убийствах, тебя просто садят в тюрьму, где ты из лома накрафтиш таблички и выйдешь как ни в чем не бывало, а так будет смысл не убивать и грабить все и вся. Я бы еще накидал вариантов, но этого уже много. Игра зачетная, перспектива ощутима, надеюсь, что Вы ее не забросите! Игру однозначно рекомендую, подобных проектов я еще не видел, некоторые мои детские фантазии воплощены в данной игре, за что огромное спасибо!
I mean come on. The way that NPC's are so impatient and the way that the "mini game" for customers is atrocious most of the time is not fun. I am playing on normal settings but it seems like it's not forgiving with a lot. The "VIP customers" are so quick to dip out even if I have multiple areas for them to hang out, under shelter with a trash can/seating/needs/etc. I can see why this game gets a lot of heat. I was hoping the shopkeeping experience would be more fleshed out. It's not as rewarding as I thought it would be.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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